The problem is, SA has one opcode for checking all police vehicles. Luckily, Hunter isn't considered as a police vehicle, so he needs to change all instances of
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if or 056C: actor $PLAYER_ACTOR driving_police_car 00DD: actor $PLAYER_ACTOR driving_car_with_model #HUNTER
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to
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if or 056C: actor $PLAYER_ACTOR driving_police_car 00DD: actor $PLAYER_ACTOR driving_car_with_model #HUNTER 00DD: actor $PLAYER_ACTOR driving_car_with_model #BATPOD
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Also the global R3 check needs to be expanded:
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:R3_110 if or 0602: actor $PLAYER_ACTOR driving_taxi 00DD: actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 00DD: actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 00DD: actor $PLAYER_ACTOR driving_car_with_model #HUNTER 00DD: actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 056C: actor $PLAYER_ACTOR driving_police_car else_jump @R3_2901
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->
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:R3_110 if or 0602: actor $PLAYER_ACTOR driving_taxi 00DD: actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 00DD: actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 00DD: actor $PLAYER_ACTOR driving_car_with_model #HUNTER 00DD: actor $PLAYER_ACTOR driving_car_with_model #BATPOD 00DD: actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 056C: actor $PLAYER_ACTOR driving_police_car else_jump @R3_2901
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The same applies to negated checks, all instances of
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if and 856C: not actor $PLAYER_ACTOR driving_police_car 80DD: not actor $PLAYER_ACTOR driving_car_with_model #HUNTER
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need to be changed to
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if and 856C: not actor $PLAYER_ACTOR driving_police_car 80DD: not actor $PLAYER_ACTOR driving_car_with_model #HUNTER 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BATPOD
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The problem is, as you were messing with R3 thread (expanding COPCAR mission is fine), you need to start a new game. There IS a workaround for it though - it's possible to port the R3 script into CLEO script and cut it down to only starting Vigilante when you're in your custom vehicle.