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reclaimer

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Everything posted by reclaimer

  1. I'm listening to music by the band "Pulp" (Not Pulp Fiction) with band frontman Jarvis c**ker.
  2. This is very exciting, Leaf. Good job. Thanks for all the hard work. I'm looking forward to try out the new game.
  3. Thanks, Leaf. Sorry for the late response. I dled this one: http://www.gtagarage.com/mods/show.php?id=9606 I still wasn't able to make it work how I want it to. I'm going to pass on the mod I'm requesting. Thanks very much for helping me.
  4. Thanks, Leaf. Basicly what I'm just trying to do is: !. spawn inside an infernus 2. when inside the infernus I want to switch into a helicopter 3. Then I want to switch again back into an infernus whenever I wish. 4. I'd like to switch between infernus and a heli whenever I want with the press of a button. 5. just like switching between driving on land Delorean and flying delorean. I tried to make a script (messy) to do something like it, but when I spawn the car It spawns ontop of me. I enter the car and I can switch into seasparrow, but, when I try to switch back into infernus, there's all these strange results, like multiple infernus spawning, I'm driving the heli, but the camera isn't on me, but yet I'm inside the heli and the infernus is still there. The script works somewhat. It only switches correctly the first time I switch into heli, than after that it gets all strange... Thanks again for responding.
  5. Hi, Leaf. I'd like to do it myself but, I'm really not a pro scripter enough to accomplish this. Here's a messy script that I tried to make but, it doesn't work well: 004F: create_thread @HOVER_10 :HOVER 03A4: name_thread 'HOVER' :HOVER_10 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_button 18 ///lthumb button 004D: jump_if_false @HOVER_10 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_43 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_43 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 4@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 4@ z_angle_to 3@ 0001: wait 50 ms 0369: put_player $PLAYER_CHAR in_car 4@ 04BA: set_car 4@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_44 :HOVER_44 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 19 ///R-thumb button 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 004D: jump_if_false @HOVER_44 0247: request_model #SEASPAR 038B: load_requested_models :HOVER_45 0001: wait 0 ms 00D6: if 0248: model #SEASPAR available 004D: jump_if_false @HOVER_45 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 5@ = create_car #SEASPAR at $X $Y $Z 0175: set_car 5@ z_angle_to 3@ 01C3: remove_references_to_car 4@ // Like turning a car into any random car 0369: put_player $PLAYER_CHAR in_car 5@ 04BA: set_car 5@ speed_instantly 0.5 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 ///this won't lock tommy in place!! 03EE: player $PLAYER_CHAR controllable 0001: wait 2500 ms 0002: jump @HOVER_46 :HOVER_46 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 18 ///L-thumb button 03EE: player $PLAYER_CHAR controllable 00DE: player $PLAYER_CHAR driving_vehicle_type #SEASPAR 004D: jump_if_false @HOVER_46 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_47 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_47 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 6@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 5@ z_angle_to 3@ 01C3: remove_references_to_car 5@ // Like turning a car into any random car 0369: put_player $PLAYER_CHAR in_car 6@ 04BA: set_car 6@ speed_instantly 0.5 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 ///this won't lock tommy in place!! 0001: wait 2500 ms 0002: jump @HOVER_10 ----------------------------------------------------------------------------------------- Since I don't know how to make a hovering delorean mod, I just tried to make something similiar by just spawning inside a heli (replaced with a hover delorean model) when I drive the infernus (replaced by another delorean). There's some mods I got to work and some didn't. I'm stuck with this one. Thanks for reading and responding. I'm trying to have it so that I can always switch between the infernus and heli whenever I want while I'm inside driving the vehicles. Edit01: I tried editing the script to fix it but still can't get it to work exactly like how I intend: 004F: create_thread @HOVER_10 :HOVER 03A4: name_thread 'HOVER' :HOVER_10 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_button 18 ///lthumb button 00E1: player 0 pressed_button 16 ///A button 004D: jump_if_false @HOVER_10 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_43 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_43 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 4@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 4@ z_angle_to 3@ 0001: wait 50 ms 04BA: set_car 4@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_44 :HOVER_44 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 19 ///R-thumb button 00E1: player 0 pressed_button 16 ///A button 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 004D: jump_if_false @HOVER_44 0247: request_model #SEASPAR 038B: load_requested_models :HOVER_45 ///this section edited 0001: wait 0 ms 00D6: if 0248: model #SEASPAR available 004D: jump_if_false @HOVER_45 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 0.0 100.0 012A: put_player $PLAYER_CHAR at $X $Y $Z and_remove_from_car 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 -5.0 0.0 015F: set_camera_position $X $Y $Z 0.0 rotation 0.0 0.0 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 0.0 -0.75 0460: set_camera_pointing_time 0.0 100 0160: point_camera $X $Y $Z switchstyle 1 01C3: remove_references_to_car 4@ // Like turning a car into any random car was00A6: destroy_car 4@ 00A5: 5@ = create_car #SEASPAR at $X $Y $Z 015A: restore_camera 0373: set_camera_directly_behind_player 0369: put_player $PLAYER_CHAR in_car 5@ 04BA: set_car 5@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_46 :HOVER_46 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 18 ///L-thumb button 03EE: player $PLAYER_CHAR controllable 00DE: player $PLAYER_CHAR driving_vehicle_type #SEASPAR 004D: jump_if_false @HOVER_46 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_47 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_47 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 0.0 100.0 012A: put_player $PLAYER_CHAR at $X $Y $Z and_remove_from_car 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 -5.0 0.0 015F: set_camera_position $X $Y $Z 0.0 rotation 0.0 0.0 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 0.0 -0.75 0460: set_camera_pointing_time 0.0 100 0160: point_camera $X $Y $Z switchstyle 1 01C3: remove_references_to_car 5@ // Like turning a car into any random car was 00A6: destroy_car 5@ 00A5: 6@ = create_car #INFERNUS at $X $Y $Z 015A: restore_camera 0373: set_camera_directly_behind_player 0369: put_player $PLAYER_CHAR in_car 6@ 04BA: set_car 6@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_10
  6. Thanks for responding, BTTFMODMACHINE. The reason I'm requesting this is because I play all my GTA mods (scripts) on my original xbox. Currently I'm playing a Zombie mod on GTA VC xbox that includes, spawning into a bttf delorean, 1989 batmobile, Resident Evil player skin models, Batman Darknight player model, custom Resident Evil loading menu, and other script mods that give weapon tiers 1-3 with infinite ammo for example. I also have a custom wav bgm with zombie moaning sounds and resident evil soundtrack running in the background on foot & while driving. I also have 1980's Marty mcfly (by Trancelikestate) installed. I didn't mention it's for xbox, because more likely my request won't get a response. I mod will work on an xbox as long as those requests are fullfilled & as long as the script mods are compiled into the main.scm. I also have zombie script mods, resident evil zombie skins installed + other script mods installed into GTA SA xbox. Also, .dff/txd files must be under 1mb in weight. I've tried several BTTF hill Valley mods from this website over the years, but, the problem with freezing always comes because of the time traveling code. It causes the xbox to freeze whenever I cross an intersection on the game on land. If I fly over an intersection the game runs fine sometimes. I've tried a mini mod by blue before, but the time traveling script code caused freesing on the xbox at a certain point. I tried asking blu some years ago if some minor changes can be made to remove the time traveling code, but, I never got a response. I believe blue was very busy or maybe didn't know me, because I just registered at this website making a request. Thanks again for responding. PS: I forgot to mention that the GTAVC Mini K.I.T.T. edition will work on the xbox. I have it installed. I just had to export the bmp textures, resized them, etc to avoid freezing then import them back + installed dmagic's whell mod.
  7. Is it possible to have a simple cleo with the following features for GTA Vice City, please: 1. No 05DF: write_memory 0xA10B2E size 1 value 0 virtual_protect 0 2. N0 Keyboard controls---Only control keypresses 3. No time traveling script code 4. Spawn a delorean 5. The Delorean can switch to hovering model delorean (then back and forth) 6. Hover. 7. No time circuits, nor all that other stuff that appears on the screen when you try to use time travel. 8. No ".fxt" required 9. No ".ini" files required 10. No ASI hook required Basicly I'm looking for a cleo that just spawns a delorean that doesn't time travel, but can switch to hover mode, please. Nothing else.
  8. Thank you very much for considering helping me with your script. And don't feel bad about your mods : ) Edit : Here is a script by fastman92. It rotates the wheels to 90 degrees, but, I don't know how to make it so that I can activate/deactivate with key_presses, instead of typing "wheels". Typing isn't supported on X-Box G1. I'm trying to make it useable to main.scm, instead of cleo. I can't ask him again, because he already did too much for me. // This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- 0002: jump @NONAME_113 0662: printstring "Author: fastman92" 0662: printstring "Wheel angle like with cars on water cheat, rotated by 90 degrees." 0662: printstring "Version: 1.0" :NONAME_113 0006: 0@ = 0 :NONAME_120 0001: wait 0 ms 00D6: if 0ADC: test_cheat "WHEELS" 004D: jump_if_false @NONAME_120 00D6: if 0039: 0@ == 0 004D: jump_if_false @NONAME_241 0AD1: show_formatted_text_highpriority "fastman92 wheels script ON" time 2000 0A8C: write_memory 6989604 size 4 value -1869605909 virtual_protect 1 0A8C: write_memory 6989608 size 1 value 144 virtual_protect 1 0006: 0@ = 1 0002: jump @NONAME_313 :NONAME_241 0AD1: show_formatted_text_highpriority "fastman92 wheels script OFF" time 2000 0A8C: write_memory 6989604 size 1 value 160 virtual_protect 1 0A8C: write_memory 6989605 size 4 value 9867602 virtual_protect 1 0006: 0@ = 0 :NONAME_313 0002: jump @NONAME_120
  9. Thanks, again uokka. I'll try to remove the 3d audio stream script parts. Just to be certain, there's no hovering and no animation, correct? I'm going to post a link to a video I made of me playing a mod "Gravity Gun" by Ryosuke installed into Zaz's stripped main Zombie Alarm on X-Box. Video Download Link (53MB) : http://www.mediafire.com/download/ui0upg8ggffghi2/XBOX-GTA_SA_Float_Gun_TEST.7z If I remember correctly it also had memory hacks. In the past I talked to a modder that had a friend that got Cleo scripts working on an X-Box somehow, but I haven't heard from him in a very long time...
  10. Hi, BTTFModMachine. I didn't get any crash. I'm just trying to get help by great modders for supplying a small key press script that will make the wheels rotate 90 degrees, no animation models, just 90 degrees like when you enter the drive on water cheat and the wheels bend. I'm sorry I didn't include "X-Box" in the topic title. I was afraid nobody would want to help me with the small request. I recently installed a "Flying Cars" mod into the main.scm that was meant for cleo. It works on X-Box after installing it into main.scm. All vehicles & Bikes fly very smoothly. I also got other mods working as well. If this thread is bad, I'm sorry, I understand if it gets locked.
  11. Hello, uokka. Thank you for reading and responding to my topic. I forgot to mention that I'm trying to install it into a non BTTF mod. Thanks for your link. The third spoiler "BttF_Hover_Anim.s (notice, its not .cs)", is it possible to install into the main.scm? I noticed it has 3d audio stream in the script. I have to confess that I'm playing mods on X-Box G1. I'm worried about mentioning that, because nobody will reply if I mention X-Box. Pretty much mods will work on X-Box as long as they're not cleo, don't require 3d audio stream, and files are installed into existing Rockstar folders. But, I understand if it's impossible to make a small main.scm script version. Thank you for your support in letting me edit your script and try to see if I can get it working.
  12. Hello, everyone. Sorry if this isn't the right section. Is there a script to activate & deactivate cars' wheel to become the Flying Delorean's wheels when it flies to be ported into the main.scm? I installed a flying cars mod and would like to have this feature for all cars. It could just look like when you activate the "Drive on water" cheat where the cars rotate 90 degrees. There's a cleo version where I have to type "wheels", but I may I please have one for main.scm only with these key_press to activate & deactivate: 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 8 Thank you in advance. I was going to post in trouble shooting, but, it's empty (no topics).
  13. While we're waiting we could just read "Grays Sports Almanac" maybe it will say when all the builds will be released? j/k : )
  14. Thanks, Darth-Sidious. Thanks for helping me out. Thanks for think link, too. I really tried looking everywhere for a mod with no cleo required. I did actually find a website that had an early beta using only the main.scm and the K.I.T.T. car, but the download link didn't work anymore. I think I might've tried contacting the person working on that mod, but I got no response...
  15. You got Kitt's features without cleo? Cool. How did you do it? And is it possible to convert GTA VC Kitt mini mods scripts to GTA SA main.scm? By the way, BTTFMODMACHINE-do you visit gtagarage? I think I saw a user there with your avatar there. I think he was asking about a cleo script to change a player model, not sure.
  16. Hi. Thanks to the both of you for responding. I've already tried that mod out before, thanks But, I was hoping somebody would port the GTA Vice City Kitt Mini mod to GTA SA without using Cleo. Just was looking for a mini Knight Rider mod, nothing too fancy. It would be great if this could be done. Thanks again for helping me out. The one found on this website would be great to port over to GTA SA. The one like in the link you posted would be awesome without requiring Cleo, but, it sounds like it would be too difficult to do?
  17. Hello, everyone. I have a small request. May I get a script of the classic 1980's Knight Rider's functions for GTA San Andreas? Please, no Cleo. Just a simple small mini script. The following list is the only thing I'd like to install: -Spawn/summon K.I.T.T to you -1980's K.I.T.T moving scanner -SPM (switch from normal to spm) -Turbo Boost -K.I.T.T follows you -Jump That's it! I just request a mini mod. I tried all over the net to find just these scripts as source to add it into the main.scm. I really want to add it into "SpaceEinsteinv3.0." I understand if it's not possible. Thanks.
  18. When I save like around after the 5th-6th mission completed the game freezes for the K.I.T.T. Edition v0.9.1 on Xbox1. I know the original readme came with bug warnings to save often. Now, I'd like to compile the K.I.T.T. edition into "Timetwister Vice City v1" by Demarest. I'd like to play any mission whenever I want with kitt mod to test which missions are compatible with him. And also I just want to have everything unlocked I heard somewhere that you need the missionbuilder that was specifically used to compile a specific mod. When I tried doing it myself the main.scm ended being 5mb and the game would freeze when the loading menu's loading bar was at about 90-95%. And the missionbuilder was telling me about checking some line 0-6, twenty something to twenty something... Any suggestions will be very much appreciated.
  19. It maybe old, but it's still a great beta
  20. Yeah, the creator did say that it's unfinished! Wonder what else will be added? The neons look nice. Some weather, and peds & other characters would be nice to be added randomly spawning on the streets. But, I never played any Sims games, so I don't know how a sim game is. If you go to the creator's website there's really good screenshots.
  21. This is really cool! Great work, RobertBlox.
  22. It would be so cool to see the finished version with players interacting. I couldn't find any videos of people playing it, yet.