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RazorX

My Hill Valley Mods

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hey guys here is my main.scm codes, theres only a few ive done so far but i thought i would share it with you to use on 0.2e i hope you enjoy it.

Pictures:

ktxa.png

66vh.png

ysko.png

yjvs.png

wn0.png

bfww.png

8bfu.png

kksk.png

what ive done is set it up so you start at sunshine autos and to your right is marty's toyota hilux ive included in the rar file my modded carols.dat which all ive done to it is set it up so the toyota hilux only shows up in black also next to emmett brown's van ive added 3 dmc-12 delorean's, a skateboard and a hoverboard ive also added a fence made up out of garage doors which is spawned using the main.scm not a modded map also there is a pink marker on the inside and outside to open the large door to enter and exit this can be done from in a car or not also inside the sunshine autos building is a pink marker downstairs which will give you 20 plutonium each time you do it so you could stack them up to say 100 or more if you wanted.

i have also set it up so you can hit crouch wherever you are and it will tell you how much plutonium you have left aslong as your not in a vehicle, and if you go upstairs in sunshine autos there is also a pink marker that will take you to the mansion where you originally started if your good this can even be done if your in a vehicle and same with the return trip, i have also put a pink marker behind the sunshine autos building which will teleport you on the roof where you can shoot passers by if you wish :) while up there you can also buy a rocket launcher, minigun, grenades and a m60 i did this for the 2sec repawn time and lastly for those of you who are using the telltale skin like me i have set it up so if you die or get busted you will return to sunshine autos and will not be tommy vercetti you will still be marty.

please let me know what you think and if you have any ideas thanks.

Codes:

add money pickup at sunshine autos:

04A6: $SUNSHINE = create_asset_money_pickup_at -1018.50 -873.90 13.08 money $241 $241

please place after line 17723: 04A6: $1282 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $217 $217

set player to start at sunshine autos:

04E4: unknown_refresh_game_renderer_at -1023.08 -882.22
Camera.SetAtPos(-1023.08, -882.22, 17.75)
$PLAYER_CHAR = Player.Create(#NULL, -1023.08, -882.22, 17.75)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
0055: put_player $PLAYER_CHAR at -1023.08 -882.22 17.75
0171: set_player $PLAYER_CHAR z_angle_to 270.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

please place this after line 00173: 0572: set_taxi_boost_jump 1 the lines with // are the lines you replace

add martys truck, 3 dmc-12's, skateboard and hover board to sunshine autos:

014B: $5 = init_parked_car_generator #SANDKING -1 -1 1 alarm 0 door_lock 0 0 10000 at -1004.50 -897.71 12.88 angle 45.0 
014C: set_parked_car_generator $5 cars_to_generate_to 101
014B: $6 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -985.47 -883.81 12.98 angle 45.0 
014C: set_parked_car_generator $6 cars_to_generate_to 101
014B: $7 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -980.79 -879.14 13.05 angle 45.0 
014C: set_parked_car_generator $7 cars_to_generate_to 101 
014B: $8 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -976.20 -874.47 13.13 angle 45.0 
014C: set_parked_car_generator $8 cars_to_generate_to 101
014B: $9 = init_parked_car_generator #FAGGIO -1 -1 1 alarm 0 door_lock 0 0 10000 at -991.09 -868.85 13.05 angle 90.0 
014C: set_parked_car_generator $9 cars_to_generate_to 101
014B: $10 = init_parked_car_generator #PIZZABOY -1 -1 1 alarm 0 door_lock 0 0 10000 at -995.76 -872.77 12.96 angle 90.0 
014C: set_parked_car_generator $10 cars_to_generate_to 101
014B: $11 = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at -970.89 -869.41 13.16 angle 45.0
014C: set_parked_car_generator $11 cars_to_generate_to 101

please place after line 00224: 014B: $28 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0
00225: 014C: set_parked_car_generator $28 cars_to_generate_to 101

add weapons to buy on sunshine autos roof:

032B: $1192 = create_weapon_pickup #M60 1 ammo 10000 at -1031.83 -837.79 22.15
032B: $1202 = create_weapon_pickup #MINIGUN 1 ammo 10000 at -1034.85 -840.64 22.71
032B: $1203 = create_weapon_pickup #ROCKETLA 1 ammo 10000 at -1037.99 -843.55 23.28
032B: $1193 = create_weapon_pickup #GRENADE 1 ammo 10000 at -1040.29 -845.85 23.71

please place after line 00219: $27 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7)

add plutonium pickup at sunshine autos:

create_thread @PLUTONIUM_PICKUP

:PLUTONIUM_PICKUP
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
00F5:   player $PLAYER_CHAR 1 -1012.8 -858.22 13.08 radius 1.0 1.0 2.0  // Pink Marker
else_jump @PLUTONIUM_PICKUP
018C: play_sound 1 at 0.0 0.0 0.0 
04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium: 
$PLUTONIUM += 10 // integer values 
wait 3000 
0151: remove_status_text $PLUTONIUM
jump @PLUTONIUM_PICKUP

view how much plutonium you got with "crouch":

create_thread @PLUTONIUM_VIEW

:PLUTONIUM_VIEW
wait 10
if and
80E0:   not player $PLAYER_CHAR driving
00E1:   key_pressed 0 18
else_jump @PLUTONIUM_VIEW
04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium:
wait 3000 
0151: remove_status_text $PLUTONIUM
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR
jump @PLUTONIUM_VIEW

add fence and door to sunshine autos:

create_thread @CUSTOMFENCE
create_thread @CUSTOMDOORSOPEN
create_thread @CUSTOMDOORSOPEN2

:CUSTOMDOORSOPEN
wait 10
04CE: $433 = create_icon_marker_without_sphere $421 at -1026.27 -905.60 14.13
if
   Player.Defined($PLAYER_CHAR)
else_jump @CUSTOMDOORSOPEN
if and
00E0:   player $PLAYER_CHAR driving  
00F5:   player $PLAYER_CHAR 0 -1025.06 -905.33 14.28 radius 3.5 3.5 3.5  // Pink Marker
else_jump @CUSTOMDOORSOPEN
0360: open_garage $DOOR1
0360: open_garage $DOOR2
Player.ClearWantedLevel($PLAYER_CHAR)
wait 3000
0361: close_garage $DOOR1
0361: close_garage $DOOR2
else_jump @CUSTOMDOORSOPEN
jump @CUSTOMDOORSOPEN

:CUSTOMDOORSOPEN2
wait 10
if
   Player.Defined($PLAYER_CHAR)
else_jump @CUSTOMDOORSOPEN2
if and
00E0:   player $PLAYER_CHAR driving
00F5:   player $PLAYER_CHAR 0 -1020.68 -899.70 13.60 radius 6.0 6.0 6.0  // Pink Marker
else_jump @CUSTOMDOORSOPEN2
0360: open_garage $DOOR1
0360: open_garage $DOOR2
Player.ClearWantedLevel($PLAYER_CHAR)
wait 3000
0361: close_garage $DOOR1
0361: close_garage $DOOR2
else_jump @CUSTOMDOORSOPEN2
Player.ClearWantedLevel($PLAYER_CHAR)
jump @CUSTOMDOORSOPEN2

:CUSTOMDOORSOPEN3
wait 10
if and
   Player.Defined($PLAYER_CHAR)
80E0:   not player $PLAYER_CHAR driving
else_jump @CUSTOMDOORSOPEN3
if
00F5:   player $PLAYER_CHAR 0 -1022.39 -902.19 14.11 radius 8.0 8.0 1.0  // Pink Marker
else_jump @CUSTOMDOORSOPEN3
0360: open_garage $DOOR1
0360: open_garage $DOOR2
wait 3000
0361: close_garage $DOOR1
0361: close_garage $DOOR2
jump @CUSTOMDOORSOPEN3

:CUSTOMFENCE
$FENCE12 = Object.create(#hav_garagedoor02, -1024.76, -899.55, 12.7)
$FENCE13 = Object.create(#hav_garagedoor02, -1020.58, -904.04, 12.7)
$LAMPOST1 = Object.Create(#lamppost1, -1027.46, -897.77, 12.9)
$LAMPOST2 = Object.Create(#lamppost1, -1018.98, -906.86, 13.4)
0453: object $FENCE12 set_rotation 0.0 0.0 43.0
0453: object $FENCE13 set_rotation 0.0 0.0 43.0
0453: object $LAMPOST1 set_rotation 0.0 0.0 43.0
0453: object $LAMPOST2 set_rotation 0.0 0.0 43.0
0219: $DOOR1 = create_garage_type 1 door -1028.19 -897.72 11.0 to -1018.60 -906.26 21.43 depth -978.454 -861.529
0219: $DOOR2 = create_garage_type 1 door -1026.87 -896.49 11.0 to -1022.65 -902.40 21.43 depth -978.454 -861.529
03DA: set_garage $DOOR1 camera_follows_player
03DA: set_garage $DOOR2 camera_follows_player

have player stay marty when dies or busted:

create_thread @CHAR_RESET

:CHAR_RESET
wait 10 
if
00F5:   player $PLAYER_CHAR 0 -888.73 -797.35 45.62 radius 2.0 2.0 2.0  // Invisible Marker
else_jump @CHAR_RESET
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR
0055: put_player $PLAYER_CHAR at -1023.08 -882.22 13.75
0171: set_player $PLAYER_CHAR z_angle_to 270.0
Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
0222: set_player $PLAYER_CHAR health_to 200  // Health 200
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @CHAR_RESET

add custom teleports:

create_thread @TELEPORT1
create_thread @TELEPORT2
create_thread @TELEPORT3
create_thread @TELEPORT4

:TELEPORT1
wait 10
if 
   Player.Defined($PLAYER_CHAR)
00F5:   player $PLAYER_CHAR 1 -331.84 -548.39 10.34 radius 1.0 1.0 2.0  // Pink Marker
else_jump @TELEPORT1
wait 100
0169: set_fade_color 255 255 255 
fade 0 100
0055: put_player $PLAYER_CHAR at -1020.40 -864.60 17.96 radius 1.0 1.0 2.0  // TELEPORT
Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
0222: set_player $PLAYER_CHAR health_to 200  // Health 200
wait 100 
fade 1 100
jump @TELEPORT1

:TELEPORT2
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
00F5:   player $PLAYER_CHAR 1 -1010.15 -862.73 17.95 radius 1.0 1.0 2.0  // Pink Marker
else_jump @TELEPORT2
wait 100
0169: set_fade_color 255 255 255 
fade 0 100
0055: put_player $PLAYER_CHAR at -329.75 -548.75 10.34 radius 1.0 1.0 2.0  // TELEPORT
Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
wait 100 
fade 1 100
jump @TELEPORT2

:TELEPORT3
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
00F5:   player $PLAYER_CHAR 1 -1015.93 -848.56 13.08 radius 1.0 1.0 2.0  // Pink Marker
else_jump @TELEPORT3
wait 100
0055: put_player $PLAYER_CHAR at -1022.15 -853.48 24.31 radius 1.0 1.0 2.0  // TELEPORT
Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
wait 100
jump @TELEPORT3

:TELEPORT4
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
00F5:   player $PLAYER_CHAR 1 -1018.97 -850.75 22.09 radius 1.0 1.0 2.0  // Pink Marker
else_jump @TELEPORT4
wait 100
0055: put_player $PLAYER_CHAR at -1009.85 -847.45 13.08 radius 1.0 1.0 2.0  // TELEPORT
Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
wait 100
jump @TELEPORT4

please place:

create_thread @CHAR_RESET

create_thread @TELEPORT1
create_thread @TELEPORT2
create_thread @TELEPORT3
create_thread @TELEPORT4

create_thread @CUSTOMFENCE
create_thread @CUSTOMDOORSOPEN
create_thread @CUSTOMDOORSOPEN2

create_thread @PLUTONIUM_VIEW

create_thread @PLUTONIUM_PICKUP

after:

create_thread @BTTF3

UPDATE 4:

updated gate code to be more responsive and removed visible markers

updated starting location so your not as close to the front gate

updated :CHAR_RESET to match new start location

UPDATE 3:

updated fence code, now fence is lined up better and lower (view picture lower down)

UPDATE 2:

updated car spawns at sunshine autos to include dmc-13

added carols.dat which has marty's truck only black and dmc-13 only silver

UPDATE:

updated pink marker at entrance so theres also a marker to it on minimap.

updated fence code, now theres 2 lampposts either side of the entrance to make the door look a little better so its not just floating there.

hqum.png

bbr7.png

door lock, unlock code:

4t17.png

jdh.png

create_thread @CAR_LOCK
create_thread @CAR_OPEN
create_thread @LOCK_TEXT

:CAR_LOCK
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAR_LOCK
03C1: 0@ = player $PLAYER_CHAR car
if and 
00E0:   player $PLAYER_CHAR driving
847E:   not player $PLAYER_CHAR driving_a_motorbike
00E1:   key_pressed 0 5
00E1:   key_pressed 0 18
else_jump @CAR_LOCK
00BC: text_highpriority 'DOORLOC' 200000000 ms 1
020A: set_car 0@ door_status_to 7
jump @CAR_LOCK

:CAR_OPEN
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAR_OPEN
03C1: 0@ = player $PLAYER_CHAR car
if and 
00E0:   player $PLAYER_CHAR driving
847E:   not player $PLAYER_CHAR driving_a_motorbike
00E1:   key_pressed 0 7
00E1:   key_pressed 0 18
else_jump @CAR_OPEN
00BC: text_highpriority 'DOOROPE' 5000 ms 1
020A: set_car 0@ door_status_to 0
jump @CAR_OPEN

:LOCK_TEXT
wait 10
if
   Player.Defined($PLAYER_CHAR)
else_jump @LOCK_TEXT
03C1: 0@ = player $PLAYER_CHAR car
if or
   Car.Wrecked(0@)
80E0:   not player $PLAYER_CHAR driving
else_jump @LOCK_TEXT
00BC: text_highpriority '' 5000 ms 1
jump @LOCK_TEXT

please place:

create_thread @CAR_LOCK
create_thread @CAR_OPEN

create_thread @LOCK_TEXT

after:

create_thread @CHAR_RESET

this code also requires you to add DOORLOC and DOOROPE to american.gxt or use this one: american.gxt

the "Car Doors Locked" will stay onscreen for quite some time, i did this because if your anything like me you will lock the doors forget and jump out for some reason then try to get back in :(

carols.dat - marty's truck will only be black & dmc-13 will only be silver

Edited by RazorX
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You can't post scm's on this forum. Sorry.

I tried it once, and the admins deleted my download link. Please do so now.

Admins, maybe you can explain this better.

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You can post sections of code using the code and spoiler tags on this forum.

Like this

//////Code











//////Code

And this:

LONG CODE//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Here's a tutorial to show how to use these forum tags. The tutorial is insignificant, but the layout is important.

http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=2738

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That's excellent! However, the plutonium one seems a little too off story line. The others are great and will be used (at least by me when 0.2f comes out) frequently. Nice job!

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it was the easiest thing to use that was a uniform size but i still need to look around for an alternative or i could probs lower them it was one of the reasons i made them all exactly the same height

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Hi there RazorX, :)

Welcome to the Hill Valley forums! :welcomeani:

From the pictures, it seems you've done a very nice job with your .scm edits; however, as BTTFModMachine stated, you cannot post download links to modded files from BTTF: HV without permission from Mike or their corresponding mod team member.

One suggestion I have for you is when posting code for people to implement, you should write where they should place it within the main. For example, you should say "to add the custom teleports, place in on line 118" or "to add custom teleports, place the code after the 'Mission 0' section in the scm."

This will help give those who are modifying the scm a sense of where everything goes in order to make it work right. ;)

------

So again, welcome to the forums and nice work so far! :good:

- RobertBlox

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thank you and will do and after i was told not to post a main.scm file i removed the link myself

UPDATE:

updated codes with more info like suggested

Edited by RazorX
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heres some more pics of my progress:

HD Moon:

m5zz.png

No Clouds:

ce72.png

Entrance Signs:

ecg2.png

Billboard Signs:

2ee0.png

Better Glass:

dru0.png

Flags:

xf1i.png

Poster 1:

upr9.png

Poster 2:

6t1z.png

Poster Inside:

v2hn.png

Signs Inside 1:

1z3q.png

Signs Inside 2:

5bh1.png

let me know if anyone wants anything.

also sorry some of my screenshots got messed up not sure why but you can still see what ive done.

Edited by RazorX

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can some one tell me why the fence is invisible from the inside?

i didnt do it :)

I believe that's just how the game renders partially transparent objects in its alpha filter. ;)

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i dont suppose someone figured out how to fix it?

No, I don't believe anyone has.

It's just something that's local to the game rendering engine, sorry. :(

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np the other thing you might be able to help me with is this, im working on a script where if you drive the dmc-12 into water it turns into a boat i wrote a script like that years ago and even had it turn back when you drive out and had it so the boat looked like a dmc-12 but for some reason i cant seem to do it now.

the script isnt the problem its making the boat look like a dmc-12 for some reason it seems to sit really low in the water no matter what i do i used to be able to have it so it looked like i was using the seaways cheat but now i cant seem to do it must be old age lol

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ok guys got another update for you this one is a fence replacement for sunshine autos now the fence is visible from both sides, ive created 2 versions one is like the original and the other is a new design which i prefer because the original wasnt quite see through when it come to looking at vehicles and stuff through the fence, i created both from scratch here are the pictures.

 

although the fence isnt perfect its 100% better than invisible lol

 

 

 

Fence 1:

6ibj.png

 

kp2x.png

 

Fence 2 (My Favourite):

ymk7.png

 

kpmd.png

 

 

 

hope you like them here are the files, because im not sure if im allowed to post txd files i will add the dff file for the fence to be visible on both sides and i will add the images for you to use txd workshop and alter the fence image in air_carshow.txd

 

lha_carfence.dff

New Fence (Created By RazorX).rar

 

both fences are in the rar file.

 

enjoy..

Edited by RazorX
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