uokka Posted August 3, 2011 Posted August 3, 2011 (edited) I'm wasting a lot of time editing SA (BttF). Now, I'm in a state of -wanna show my stuff-. The code is based on v0.1.3.2 (20101105) by bluespace88. Since I'm a terrible coder (learning by doing), you could see my modifications to the "BttF SA mini Mod" as a requests-list for the next release. In fact, my only intention is to spam the world with one or two more youtube videos.. This is my first one. Iced DeLorean: Yeah, freaky ending! I played with the moviemaker effects.. I made the Delorean use Paintjobs - yay! (no download for that one, sorry. but a tutorial is there) Well, you cant see that much detail, but my texturework isnt that brilliant anyway. Some closer look: Unfortunately, only one texture inside the gxt file can get -iced- by paintjobs. This is why some parts of the car are free of ice; those using different textures from the gxt. Might the next DeLorean model have that covered.. (Hovering car (no heli) / 3D Audio / Post Time Travel FX: Blue hull glow; Iced hull / Some FX tweaked) FEATURES: Spoiler Doors: - Not stucked when open anymore / now getting closed by velocity - Sound edited; shortened Hover animation: - No vehicle model change / No extra wheel models / No Heli! - Edited conversion sounds of v0.1.1 Hovering/Flying: - Hover mode is available for any car; Including wheel animation (only one car at a time) - The car gets pushed upwards repeatedly (still glitchy, but usable:) - The car avoids to touch the ground (im not sure if this is bttf style:) - Landing-Lights while breaking (upside down Pyramid thing. Helps to guess the ground distance) --- TODO: Target possible obstacles with searchlight - Green glow (anim reacts to hover controlling) - Green glow reflection on ground (simple colored shadow texture) Boost: - Increasing velocity smoothly, instead of forcing speed instantly - Boosting backwards - Boost on ground/road --- TODO: Steering Up/Down Time circuits: - Rearranged position/animation --- TODO: Font texture - 24h clock format. (could also be seen as limitation ) - Keypad keys (NUM_Enter=ENTER) - Reduced 'number key' sounds (was buggy for me) Energie: - Up to 3 time jumps (i know) - Player is facing the reactor while recharging --- TODO: Use boxes and rubbish bags (from side of road) as fuel - Energie inticator icon on HUD Time traveling: - Time traveling will not happen instantly anymore, when activated at more than 88 Mph. - Motion blur (annoying effect, finally useful) - Coil glow (matching Tirido's "Crysis" DeLorean model) - Wormhole glow reflection on cars/peds - Edited sounds Time travel reentry: - Reentry after RC Time traveling happens (instead of FX starting) at the time programmed. - Cold effects/Iced DeLorean (Paintjobs; Edit the model if you wanna enable this feature) - Light flash effect - cam shake - Edited sounds Please don't hit me! No, please! DOWNLOAD uokka's_modified_BttF_SA_MM_(v0.1.3.2)_2012.01.7z https://www.dropbox.com/s/8ohisxd72zodc3r/uokka%27s_modified_BttF_SA_MM_%28v0.1.3.2%29_2012.01.7z?dl=0 NOTES: First install the original mod (also read its readme!). (Attention! This will install CLEO 3) Then delete all of its CLEO scripts manually (yes, really). Or just delete the hole CLEO folder. Then install CLEO 4 Library (download v4.1.1.30f and NOT v4.2.a .. no no!) Then you can install my stuff ! See my included readme for a list of bugs/limitations and other important info. If you have trouble installing it, make sure you have read both readme files! (Yes, it sucks but waiting for me takes longer. I Promise.) I'm always happy about any suggestions and/or help in killing bugs and adding features. Criticism is accepted if you're good looking (requires proof).Paintjob Tutorial to enable the iced effect. ---*outdated* Spoiler The following outdated code is for advanced users only due to incompatibility with original unmodified BttF-HV:SA mini mod. Its here so you can have a quick look. You must update to CLEO 4 and fix Audio, Effects and Global CLEO Variables (0AB4: and 0AB3:) ! little Further info at post #38. BttF_DMC_Boost.cs (needs a lotta work..) Press 'secondary fire' to boost. Press 'break' to boost backwards. Spoiler {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "DMC_BST" 0AC1: 20@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 0006: 15@ = -1 :DMC_BST_45 003D: unsupported_in_sa 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DMC_BST_3628 0AB4: 0@ = var 8 0AB4: 30@ = var 0 0AB4: 31@ = var 12 00D6: if 056E: car 0@ defined 004D: jump_if_false @DMC_BST_3628 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @DMC_BST_3628 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00DB: actor $PLAYER_ACTOR in_car 0@ 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_3628 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_209 0484: 10@ = player $PLAYER_CHAR RC_car 00D6: if 003B: 0@ == 10@ // (int) 004D: jump_if_false @DMC_BST_3628 :DMC_BST_209 0AAD: set_audiostream 20@ perform_action 0 00D6: if 0039: 30@ == 0 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_3628 00D6: if 80E1: not player 0 pressed_key 6 004D: jump_if_false @DMC_BST_319 0AC5: link_3d_audiostream 20@ to_vehicle 0@ 0ABC: set_audiostream 20@ volume 1.0 0AAD: set_audiostream 20@ perform_action 1 0002: jump @DMC_BST_1088 :DMC_BST_319 00D6: if or 0039: 31@ == 0 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_1088 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_1088 00D6: if or 01F3: car 0@ in_air 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1088 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0087: 7@ = 3@ // (float) 0087: 8@ = 4@ // (float) 0087: 9@ = 5@ // (float) 0013: 7@ *= 0.1 0013: 8@ *= 0.1 0013: 9@ *= 0.1 0063: 3@ -= 7@ // (float) 0063: 4@ -= 8@ // (float) 0063: 5@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 00D6: if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 :DMC_BST_1088 003D: unsupported_in_sa 0AB4: 30@ = var 0 0AB4: 31@ = var 12 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DMC_BST_3628 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00DB: actor $PLAYER_ACTOR in_car 0@ 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_3628 00D6: if 0039: 30@ == 0 004D: jump_if_false @DMC_BST_3628 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_1232 00D6: if or 0039: 31@ == 1 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 0002: jump @DMC_BST_1255 :DMC_BST_1232 00D6: if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 :DMC_BST_1255 00D6: if 80E1: not player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1756 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ :DMC_BST_1756 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -2.5 0.42 09E5: create_flash_light_at 21@ 22@ 23@ RGB_mask 15 15 0 radius 4.0 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0174: 6@ = car 0@ Z_angle 02F6: 7@ = sine 6@ // (float) 02F7: 8@ = cosine 6@ // (float) 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1933 0013: 7@ *= -1.0 0013: 8@ *= -1.0 :DMC_BST_1933 02E3: 2@ = car 0@ speed 0087: 11@ = 3@ // (float) 0087: 12@ = 4@ // (float) 0013: 11@ *= 0.04975 0013: 12@ *= 0.04975 0063: 3@ -= 11@ // (float) 0063: 4@ -= 12@ // (float) 0013: 7@ *= 0.01 0013: 8@ *= 0.01 0013: 11@ *= -1.0 005B: 7@ += 11@ // (float) 005B: 8@ += 12@ // (float) 00D6: if 0021: 2@ > 16.0 004D: jump_if_false @DMC_BST_2270 0087: 11@ = 3@ // (float) 0087: 12@ = 4@ // (float) 0087: 9@ = 2@ // (float) 0017: 9@ /= 246.5841 006B: 11@ *= 9@ // (float) 006B: 12@ *= 9@ // (float) 0063: 3@ -= 11@ // (float) 0063: 4@ -= 12@ // (float) 0087: 11@ = 7@ // (float) 0087: 12@ = 8@ // (float) 0087: 21@ = 7@ // (float) 0087: 22@ = 8@ // (float) 0013: 9@ *= 17.0 006B: 11@ *= 9@ // (float) 006B: 12@ *= 9@ // (float) 005B: 7@ += 11@ // (float) 005B: 8@ += 12@ // (float) 0007: 9@ = -100.0 005B: 9@ += 2@ // (float) 0013: 9@ *= -1.0 0013: 9@ *= 0.00666 006B: 21@ *= 9@ // (float) 006B: 22@ *= 9@ // (float) 0063: 7@ -= 21@ // (float) 0063: 8@ -= 22@ // (float) :DMC_BST_2270 0017: 5@ /= 1.04 0013: 7@ *= -1.0 005B: 3@ += 7@ // (float) 005B: 4@ += 8@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 00D6: if or 0039: 31@ == 0 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_3621 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_3116 00D6: if or 01F3: car 0@ in_air 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3109 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0087: 7@ = 3@ // (float) 0087: 8@ = 4@ // (float) 0087: 9@ = 5@ // (float) 0013: 7@ *= 0.1 0013: 8@ *= 0.1 0013: 9@ *= 0.1 0063: 3@ -= 7@ // (float) 0063: 4@ -= 8@ // (float) 0063: 5@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 0002: jump @DMC_BST_3621 :DMC_BST_3109 0002: jump @DMC_BST_3621 :DMC_BST_3116 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3621 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ :DMC_BST_3621 0002: jump @DMC_BST_1088 :DMC_BST_3628 0002: jump @DMC_BST_45 Spoiler BttF_unFlip.cs (needs a hole lotta work..) Just unflips the car when pressing TAB. I've built this code independently to BttF, but it made me wanna to the hover thing.. {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "UNFLIP" :UNFLIP_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @UNFLIP_847 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @UNFLIP_847 03C0: 0@ = actor $PLAYER_ACTOR car 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @UNFLIP_847 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @UNFLIP_171 0AB4: 11@ = var 13 00D6: if and 8039: not 11@ == 0 01F3: car 0@ in_air 004D: jump_if_false @UNFLIP_149 00D6: if 0185: car 0@ health >= 550 004D: jump_if_false @UNFLIP_847 0001: wait 75 ms 0002: jump @UNFLIP_164 :UNFLIP_149 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @UNFLIP_847 :UNFLIP_164 0002: jump @UNFLIP_186 :UNFLIP_171 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @UNFLIP_847 :UNFLIP_186 00D6: if or 01F3: car 0@ in_air 01F4: car 0@ flipped 004D: jump_if_false @UNFLIP_847 00D6: if and 84A7: not actor $PLAYER_ACTOR driving_boat 84A9: not actor $PLAYER_ACTOR driving_heli 84AB: not actor $PLAYER_ACTOR driving_plane 004D: jump_if_false @UNFLIP_847 077D: 8@ = car 0@ x_angle 06BE: 9@ = car 0@ y_angle 0007: 2@ = 0.0 0A97: 1@ = car 0@ struct 000A: 1@ += 88 0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 0017: 2@ /= 0.02 0017: 3@ /= 0.02 0017: 4@ /= 0.02 0A8D: 5@ = read_memory 12045148 size 4 virtual_protect 1 0073: 2@ /= 5@ // (float) 0073: 3@ /= 5@ // (float) 0073: 4@ /= 5@ // (float) 0494: get_joystick 0 data_to 13@ 14@ 15@ 16@ 00D6: if 0019: 13@ > 0 004D: jump_if_false @UNFLIP_519 00D6: if 0021: 9@ > 0.0 004D: jump_if_false @UNFLIP_484 0017: 2@ /= 1.25 0017: 9@ /= 40.0 000B: 9@ += 0.2 0002: jump @UNFLIP_502 :UNFLIP_484 000B: 3@ += 0.2 0087: 9@ = 3@ // (float) :UNFLIP_502 000F: 2@ -= 0.1 0002: jump @UNFLIP_661 :UNFLIP_519 00D6: if 001B: 0 > 13@ 004D: jump_if_false @UNFLIP_630 00D6: if 0023: 0.0 > 9@ 004D: jump_if_false @UNFLIP_595 0017: 2@ /= 1.25 0017: 9@ /= 40.0 000F: 9@ -= 0.2 0002: jump @UNFLIP_613 :UNFLIP_595 000F: 3@ -= 0.2 0087: 9@ = 3@ // (float) :UNFLIP_613 000B: 2@ += 0.1 0002: jump @UNFLIP_661 :UNFLIP_630 00D6: if 8043: not 9@ == 0.0 004D: jump_if_false @UNFLIP_661 0017: 9@ /= 40.0 :UNFLIP_661 00D6: if 0021: 8@ > 0.01 004D: jump_if_false @UNFLIP_833 00D6: if 0021: 8@ > 180.0 004D: jump_if_false @UNFLIP_771 000F: 8@ -= 360.0 0013: 8@ *= -1.0 0017: 8@ /= 40.0 00D6: if 0021: 8@ > 2.0 004D: jump_if_false @UNFLIP_764 0017: 8@ /= 4.0 :UNFLIP_764 0002: jump @UNFLIP_833 :UNFLIP_771 00D6: if 8031: not 8@ >= 180.0 004D: jump_if_false @UNFLIP_833 0017: 8@ /= -40.0 00D6: if 0023: -2.0 > 8@ 004D: jump_if_false @UNFLIP_833 0017: 8@ /= 4.0 :UNFLIP_833 07DB: set_car 0@ rotation_velocity_XYZ 8@ 9@ 2@ through_center_of_mass :UNFLIP_847 0002: jump @UNFLIP_10 Spoiler BttF_Hover_Anim.s (notice, its not .cs) This script folds out the wheels and waits for the car to touch the ground to fold them back in (this version is without struts). Meanwhile, it shows the upside down pyramid landing lights. No hover toggling while in air, yet. {$CLEO .s} //-------------MAIN--------------- 03A4: name_thread "HOVANIM" :HOVANIM_11 003D: unsupported_in_sa 00D6: if 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @HOVANIM_65 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_65 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_65 00D6: if 0039: 25@ == 1 004D: jump_if_false @HOVANIM_97 0006: 25@ = 0 0002: jump @HOVANIM_104 :HOVANIM_97 0006: 25@ = 1 :HOVANIM_104 0A97: 10@ = car 0@ struct 000A: 11@ += 2200 0AB3: var 2 = 1 00D6: if 0039: 25@ == 0 004D: jump_if_false @HOVANIM_1102 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_180 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_180 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_218 0001: wait 10 ms 0002: jump @HOVANIM_180 :HOVANIM_218 0AB3: var 13 = 1 0007: 26@ = -0.65 :HOVANIM_234 0A8E: 11@ = 10@ + 1445 // int 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 0AB4: 2@ = var 911 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0AB4: 2@ = var 905 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0A8E: 11@ = 10@ + 2200 // int :HOVANIM_401 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_491 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_466 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_466 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_466 :HOVANIM_491 000B: 26@ += 0.058 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @HOVANIM_551 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 1 0002: jump @HOVANIM_2224 :HOVANIM_551 0031: 26@ >= 0.65 004D: jump_if_false @HOVANIM_401 0007: 26@ = 0.666 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0007: 26@ = 1.08 :HOVANIM_600 0A8E: 11@ = 10@ + 1616 // int 0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 3@ == 0 004D: jump_if_false @HOVANIM_655 000A: 3@ += 16 000A: 3@ += 48 :HOVANIM_655 000A: 11@ += 8 0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 4@ == 0 004D: jump_if_false @HOVANIM_706 000A: 4@ += 16 000A: 4@ += 48 :HOVANIM_706 000A: 11@ += 4 0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 5@ == 0 004D: jump_if_false @HOVANIM_757 000A: 5@ += 16 000A: 5@ += 48 :HOVANIM_757 000A: 11@ += 8 0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 6@ == 0 004D: jump_if_false @HOVANIM_808 000A: 6@ += 16 000A: 6@ += 48 :HOVANIM_808 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_898 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_873 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_873 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_873 :HOVANIM_898 000F: 26@ -= 0.009 00D6: if 0021: 26@ > 0.95 004D: jump_if_false @HOVANIM_941 0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 :HOVANIM_941 0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 00D6: if 0023: -0.95 > 26@ 004D: jump_if_false @HOVANIM_996 0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 :HOVANIM_996 0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @HOVANIM_1056 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 1 0002: jump @HOVANIM_1174 :HOVANIM_1056 8021: not 26@ > 0.93 004D: jump_if_false @HOVANIM_808 0AB3: var 2 = 0 0AB3: var 13 = 0 0918: unknown_car 0@ driver_flag 1 0001: wait 0 ms 0001: wait 0 ms 0A93: end_custom_thread :HOVANIM_1102 00D6: if 0039: 25@ == 1 004D: jump_if_false @HOVANIM_2512 0AB3: var 13 = 1 :HOVANIM_1126 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_1164 0001: wait 10 ms 0002: jump @HOVANIM_1126 :HOVANIM_1164 0007: 26@ = 0.925 :HOVANIM_1174 0AB4: 2@ = var 912 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0AB4: 2@ = var 904 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0A8E: 11@ = 10@ + 1616 // int 0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 3@ == 0 004D: jump_if_false @HOVANIM_1309 000A: 3@ += 16 000A: 3@ += 48 :HOVANIM_1309 000A: 11@ += 8 0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 4@ == 0 004D: jump_if_false @HOVANIM_1360 000A: 4@ += 16 000A: 4@ += 48 :HOVANIM_1360 000A: 11@ += 4 0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 5@ == 0 004D: jump_if_false @HOVANIM_1411 000A: 5@ += 16 000A: 5@ += 48 :HOVANIM_1411 000A: 11@ += 8 0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 6@ == 0 004D: jump_if_false @HOVANIM_1462 000A: 6@ += 16 000A: 6@ += 48 :HOVANIM_1462 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_1552 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_1527 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_1527 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_1527 :HOVANIM_1552 000B: 26@ += 0.009 0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 00D6: if and 8021: not 19@ > 0.8 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_1935 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 0 0002: jump @HOVANIM_600 :HOVANIM_1935 0021: 26@ > 1.08 004D: jump_if_false @HOVANIM_1462 0A8E: 11@ = 10@ + 2200 // int 0918: unknown_car 0@ driver_flag 0 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 0007: 26@ = 0.65 :HOVANIM_2224 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_2314 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2289 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2289 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_2289 :HOVANIM_2314 000F: 26@ -= 0.038 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 00D6: if and 8021: not 19@ > 0.8 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_2397 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 0 0002: jump @HOVANIM_234 :HOVANIM_2397 8021: not 26@ > -0.2 004D: jump_if_false @HOVANIM_2224 0007: 26@ = -0.666 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0A8E: 11@ = 10@ + 1445 // int 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 :HOVANIM_2512 0AB3: var 2 = 0 0AB3: var 13 = 2 00AA: store_car 0@ position_to 3@ 4@ 5@ 02CE: 18@ = ground_z_at 3@ 4@ 5@ :HOVANIM_2552 003D: unsupported_in_sa 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOVANIM_4143 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @HOVANIM_4143 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_2692 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2647 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2647 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 8039: not 1@ == 0 004D: jump_if_false @HOVANIM_2678 0001: wait 10 ms :HOVANIM_2678 0039: 1@ == 0 004D: jump_if_false @HOVANIM_2647 :HOVANIM_2692 00AA: store_car 0@ position_to 3@ 4@ 5@ 02CE: 18@ = ground_z_at 3@ 4@ 5@ 050A: 19@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 3@ 4@ 18@ 00D6: if or 8021: not 19@ > 0.8 0025: 18@ > 5@ // (float) 004D: jump_if_false @HOVANIM_2837 00D6: if and 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_2837 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2830 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2830 0002: jump @HOVANIM_4143 :HOVANIM_2837 02E3: 24@ = car 0@ speed 00D6: if and 0021: 19@ > 1.7 8021: not 17@ > 15.0 8021: not 24@ > 10.0 81F4: not car 0@ flipped 004D: jump_if_false @HOVANIM_4085 00D6: if and 06B3: searchlight 20@ active 06B3: searchlight 21@ active 06B3: searchlight 22@ active 06B3: searchlight 23@ active 004D: jump_if_false @HOVANIM_3903 00D6: if 0029: 32@ >= 100 004D: jump_if_false @HOVANIM_3820 0006: 32@ = 0 00D6: if 0039: 28@ == 4 004D: jump_if_false @HOVANIM_3167 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 1 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 0002: jump @HOVANIM_3820 :HOVANIM_3167 00D6: if 0039: 28@ == 3 004D: jump_if_false @HOVANIM_3387 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 4 06C1: create_searchlight 23@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 20@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 0002: jump @HOVANIM_3820 :HOVANIM_3387 00D6: if 0039: 28@ == 2 004D: jump_if_false @HOVANIM_3607 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 3 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 06C1: create_searchlight 23@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 0002: jump @HOVANIM_3820 :HOVANIM_3607 00D6: if 0039: 28@ == 1 004D: jump_if_false @HOVANIM_3820 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 2 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 :HOVANIM_3820 06B5: unknown_searchlight 20@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 21@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 22@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 23@ floats 3@ 4@ 18@ 10000.0 0002: jump @HOVANIM_4078 :HOVANIM_3903 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 0006: 28@ = 1 :HOVANIM_4078 0002: jump @HOVANIM_4136 :HOVANIM_4085 00D6: if or 06B3: searchlight 20@ active 06B3: searchlight 21@ active 06B3: searchlight 22@ active 06B3: searchlight 23@ active 004D: jump_if_false @HOVANIM_4136 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_4136 0002: jump @HOVANIM_2552 :HOVANIM_4143 0002: jump @HOVANIM_11 Spoiler BttF_DMC_Liftoff.cs (needs a lotta work..) This one continuously pushes the car upwards and starts BttF_Hover_Anim.s Press 'submission' to raise Press 'accelerate' to sink {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "LIFTOFF" 0AC1: 21@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 0006: 22@ = -1 0007: 20@ = 0.0 :LIFTOFF_55 0001: wait 10 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LIFTOFF_4406 0AB4: 0@ = var 8 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_4406 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @LIFTOFF_4406 00D6: if 00DB: actor $PLAYER_ACTOR in_car 0@ 004D: jump_if_false @LIFTOFF_4406 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_4406 03C0: 0@ = actor $PLAYER_ACTOR car 0107: 15@ = create_object 18637 at 0.0 0.0 0.0 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 0AAA: 1@ = thread 'HOVANIM' pointer 00D6: if 0039: 1@ == 0 004D: jump_if_false @LIFTOFF_277 0A92: create_custom_thread "BttF_Hover_Anim.s" 0@ :LIFTOFF_277 0A97: 1@ = car 0@ struct 000A: 1@ += 76 :LIFTOFF_292 003D: unsupported_in_sa 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_4396 0AB4: 2@ = var 0 00D6: if 0039: 2@ == 0 004D: jump_if_false @LIFTOFF_4389 000B: 20@ += 0.91 0007: 29@ = 0.3 0006: 22@ = 0 :LIFTOFF_362 0013: 29@ *= -1.0 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 02CE: 27@ = ground_z_at 24@ 25@ 26@ 050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 00D6: if 8021: not 27@ > 10.0 004D: jump_if_false @LIFTOFF_635 0017: 27@ /= 2.0 0087: 28@ = 27@ // (float) 000F: 28@ -= 2.0 0013: 28@ *= -1.0 0017: 27@ /= 2.0 000B: 27@ += 0.15 00D6: if 8033: not 0.0 >= 27@ 004D: jump_if_false @LIFTOFF_635 0013: 28@ *= 100.0 0092: 28@ = float 28@ to_integer 00D6: if 0019: 28@ > 200 004D: jump_if_false @LIFTOFF_579 0006: 28@ = 200 :LIFTOFF_579 00D6: if 8029: not 28@ >= 0 004D: jump_if_false @LIFTOFF_604 0006: 28@ = 0 :LIFTOFF_604 016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ :LIFTOFF_635 000A: 22@ += 1 0019: 22@ > 1 004D: jump_if_false @LIFTOFF_362 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 000F: 20@ -= 0.91 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_3089 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 0AB4: 2@ = var 13 00D6: if 0039: 2@ == 1 004D: jump_if_false @LIFTOFF_877 00D6: if 8021: not 19@ > 0.8 004D: jump_if_false @LIFTOFF_828 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.018 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_863 :LIFTOFF_828 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.014 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_863 0002: jump @LIFTOFF_4389 0002: jump @LIFTOFF_902 :LIFTOFF_877 00D6: if 0039: 2@ == 0 004D: jump_if_false @LIFTOFF_902 0002: jump @LIFTOFF_4389 :LIFTOFF_902 0AAD: set_audiostream 21@ perform_action 0 0AC5: link_3d_audiostream 21@ to_vehicle 0@ 0ABC: set_audiostream 21@ volume 1.0 0AAD: set_audiostream 21@ perform_action 1 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ :LIFTOFF_1182 0001: wait 0 ms 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_3082 000B: 20@ += 0.91 0007: 29@ = 0.3 0006: 22@ = 0 :LIFTOFF_1229 0013: 29@ *= -1.0 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 000B: 26@ += 0.1 02CE: 27@ = ground_z_at 24@ 25@ 26@ 050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 00D6: if 8021: not 27@ > 10.0 004D: jump_if_false @LIFTOFF_1512 0017: 27@ /= 2.0 0087: 28@ = 27@ // (float) 000F: 28@ -= 2.0 0013: 28@ *= -1.0 0017: 27@ /= 2.0 000B: 27@ += 0.15 00D6: if 8033: not 0.0 >= 27@ 004D: jump_if_false @LIFTOFF_1512 0013: 28@ *= 100.0 0092: 28@ = float 28@ to_integer 00D6: if 0019: 28@ > 200 004D: jump_if_false @LIFTOFF_1456 0006: 28@ = 200 :LIFTOFF_1456 00D6: if 8029: not 28@ >= 0 004D: jump_if_false @LIFTOFF_1481 0006: 28@ = 0 :LIFTOFF_1481 016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ :LIFTOFF_1512 000A: 22@ += 1 0019: 22@ > 1 004D: jump_if_false @LIFTOFF_1229 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 000F: 20@ -= 0.91 00D6: if or 01F4: car 0@ flipped 8185: not car 0@ health >= 550 004D: jump_if_false @LIFTOFF_1969 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_1682 0007: 20@ = -0.4 :LIFTOFF_1682 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0002: jump @LIFTOFF_3075 :LIFTOFF_1969 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_3082 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 06A2: get_car 0@ velocity_in_direction_XYZ 6@ 7@ 8@ 00D6: if and 0021: 19@ > 0.5 0021: 8@ > -10.0 004D: jump_if_false @LIFTOFF_2848 00D6: if or 8021: not 8@ > 7.0 00E1: player 0 pressed_key 4 004D: jump_if_false @LIFTOFF_3075 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.025 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_2883 :LIFTOFF_2848 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.04 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_2883 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @LIFTOFF_2973 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_2966 0007: 20@ = -0.4 :LIFTOFF_2966 0002: jump @LIFTOFF_3039 :LIFTOFF_2973 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000F: 20@ -= 0.1 00D6: if 8021: not 20@ > -0.4 004D: jump_if_false @LIFTOFF_3039 0007: 20@ = 0.0 :LIFTOFF_3039 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 :LIFTOFF_3075 0002: jump @LIFTOFF_1182 :LIFTOFF_3082 0002: jump @LIFTOFF_3910 :LIFTOFF_3089 00D6: if or 01F4: car 0@ flipped 8185: not car 0@ health >= 500 004D: jump_if_false @LIFTOFF_3466 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_3179 0007: 20@ = -0.4 :LIFTOFF_3179 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0002: jump @LIFTOFF_4389 :LIFTOFF_3466 0AB4: 19@ = var 13 00D6: if 8039: not 19@ == 0 004D: jump_if_false @LIFTOFF_4396 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 0A8D: 8@ = read_memory 1@ size 4 virtual_protect 0 00D6: if 8031: not 19@ >= 18.0 004D: jump_if_false @LIFTOFF_3608 000F: 19@ -= 18.0 0013: 19@ *= -1.0 0017: 19@ /= 100.0 0017: 19@ /= 2.0 0087: 9@ = 8@ // (float) 006B: 9@ *= 19@ // (float) 0063: 8@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 :LIFTOFF_3608 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @LIFTOFF_3734 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_3691 0007: 20@ = -0.4 :LIFTOFF_3691 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 0002: jump @LIFTOFF_4389 :LIFTOFF_3734 00D6: if and 8021: not 8@ > 0.0 8023: not -0.1 > 8@ 004D: jump_if_false @LIFTOFF_3867 00D6: if 8039: not 19@ == 2 004D: jump_if_false @LIFTOFF_3825 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.02 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_3860 :LIFTOFF_3825 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.03 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_3860 0002: jump @LIFTOFF_3910 :LIFTOFF_3867 00D6: if 8031: not 8@ >= 0.0 004D: jump_if_false @LIFTOFF_3910 000B: 8@ += 0.03 0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 :LIFTOFF_3910 0AB4: 19@ = var 13 00D6: if 8039: not 19@ == 0 004D: jump_if_false @LIFTOFF_4396 00D6: if 0039: 19@ == 2 004D: jump_if_false @LIFTOFF_4197 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ :LIFTOFF_4197 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @LIFTOFF_4287 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_4280 0007: 20@ = -0.4 :LIFTOFF_4280 0002: jump @LIFTOFF_4353 :LIFTOFF_4287 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000F: 20@ -= 0.1 00D6: if 8021: not 20@ > -0.4 004D: jump_if_false @LIFTOFF_4353 0007: 20@ = 0.0 :LIFTOFF_4353 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 :LIFTOFF_4389 0002: jump @LIFTOFF_292 :LIFTOFF_4396 0108: destroy_object 15@ 0249: release_model 18637 :LIFTOFF_4406 0002: jump @LIFTOFF_55 Edited May 26, 2017 by uokka Link and some typos fixed Quote
zero Posted August 3, 2011 Posted August 3, 2011 pretty awesone for the cold effect and the hover mod good work Quote
Dave27 Posted August 3, 2011 Posted August 3, 2011 (edited) Wow both the icing and hoverly look wicked. Is that Carlo's new bttf1 del? Ofcourse, I wont release anything without permission. innocent.gif The code is based on v0.1.3.2 (20101105) by bluespace88. If you've rewrote the hovering mode then you could just add your section of code plus instructions on how to intergrate it into the current code. Edited August 3, 2011 by Dave27 Quote
uokka Posted August 3, 2011 Author Posted August 3, 2011 (edited) No! Tirido's Crysis DeLorean EDIT: If you've rewrote the hovering mode then you could just add your section of code plus instructions on how to intergrate it into the current code. Haha, this would need more work than I've invested in this until now, im afraid. Many BttF scripts are linked among each other by cleo globals. I have still some rests of code for the sparrow in my timetravel.cs. However, well see how it will going. I'm glad you want it.. Edited August 3, 2011 by uokka Quote
Microman Posted August 3, 2011 Posted August 3, 2011 Awesome reflections on the Crisys DeLorean , can you reupload it somewhere , please ? ( don't forget to give credits to Tirido ) Quote
Mike Posted August 3, 2011 Posted August 3, 2011 Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC. Quote
uokka Posted August 3, 2011 Author Posted August 3, 2011 (edited) Thanks guys! Awesome reflections on the Crisys DeLorean [...] The reflection has nothing to do with the model. I'm using sa_hax_gfxhack.asi by DexX. This creates this nice specular light, making the DeLorean look muck mor steelish. By the way, I've never seen a 3D modeling app in action. But I edited the model nevertheless. I'll give you instructions soon.. Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC. Exactly. To be honest, i think the 'Crysis' Delorean is not the problem. Thats only texture work. I tryed to contact bluespace88 to ask if I could insult him in some way by showing my stuff in here. Remember, im a poor coder. And I can fully understand, if someone who painted a s**tload full of oil paintings is p**sed off, when be compared to someone with a pencil.. However, he turned off PM. Lets see what he sais when he comes along. Edited August 3, 2011 by uokka Quote
Daniel Posted August 3, 2011 Posted August 3, 2011 (edited) Wow! The hover animation is so smooth! Hell, the flying is so smooth, it could be mistaken for an actual hovercar! Just add a Mr. Fusion lid and it's all set! I really hope you get permission to release it! Edited August 3, 2011 by Daniel Quote
~Leaf~ Posted August 3, 2011 Posted August 3, 2011 Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC. however it still makes it Tiridos not Blues, just like carlos deloreans are moodogs and the TM parts are carlos's......., but you wont agree.... oh well edit: actually they aren't even moodogs aren't they made by a company for a game then modded by moodog? Quote
uokka Posted August 3, 2011 Author Posted August 3, 2011 This reminds me of that overstated scifi adventure movie about some winged steel thing, touring somewhere beyond reality... Whose idea was that again? Oh, so many names on the list... Quote
Mike Posted August 3, 2011 Posted August 3, 2011 however it still makes it Tiridos not Blues, just like carlos deloreans are moodogs and the TM parts are carlos's......., but you wont agree.... oh well No sh*t sherlock, I was merely indicating that blue would also need crediting and technically also ask for his permission since I believe Tirido only gave blue permission to release it here, and on the crysis forums. True story. Quote
Mr.Kocher Posted August 3, 2011 Posted August 3, 2011 well mike, I have a question, if the deloreans in 2e aren't really carloses, then why do you guys get mad if "carloses old deloreans" are released and modified by others, since Carlos did the same with those deloreans to begin with? Did Carlos ever ask for permission to release his deloreans, let alone give credit to it's origional maker? It doesn't matter now to be honest since he obviously is remaking them all by himself. Quote
~Leaf~ Posted August 3, 2011 Posted August 3, 2011 because the way mike see's it is the last person to do something with a model owns the rights to said model...., I honestly think that its tirido's decision not blues but blue does indeed deserve credit just not that much... edit: also carlos did have permission from moodog but I'm not sure if moodog would have been bothered to ask the company he used the models from Quote
Mike Posted August 3, 2011 Posted August 3, 2011 No Jen, I never said that. Re-Read my post re permission for the download But since it sounds like you guys want a little history lesson on the models we use, Carlos has always had full permission to use them in the mod. Some brief history, courtesy of blue (posted on another site): "bluespace88" said: Just some history on this car. It was originally modeled by Moodog for Midtown Madness 2, so that makes it about 9 years old. Carlos E.G.L. then took the model and converted to NFS 4. From there, it was converted to Grand Theft Auto Vice City by Silver 007 before I and Carlos picked it back up for the mod. When it was first converted to NFS4, it looked something like this: Since then, I, and later Carlos, have been slowly upgrading parts of it, such as the rear deck, new coils and flux boxes, new time circuits, new flux capacitor, etc., using photos of the original B car whenever possible and various replicas at other times for those parts that were hard to distinguish. The model's been converted once again to Grand Theft Auto San Andreas and had various light textures changed to SA to support some of their lighting features, though I'll probably replace them with the original lights from the Delorean. That said, I know theres still plenty of areas that are inaccurate. I know the entire back shelf is far too high on the Delorean, and there's still an issue of component placement on the rear deck and a few wire placements, and probably more that I don't know about. Just looking for feedback and some constructive criticism. That said, here are the cars: BTTF1 BTTF2 BTTF3 BTTF3RR Quote
Mike Posted August 3, 2011 Posted August 3, 2011 Whatever. I'd get more sense talking to a brick wall. Quote
Dragon King Posted August 4, 2011 Posted August 4, 2011 nope, you're just too ignorant to understand that we were given the models after Carlos upgraded them. Since almost everything was replaced by him. And while the Crysis Del's model is Tirido's. Blue had permission to convert and distribute the Del to VC and SA. You would need Tirido's permission to do anything to it and releasing it anywhere and you would need Blue's permission to touch the conversion of it because the conversion is BLUE'S work. So tirido could give the ok to touch the model, but Blue could say no to touching the conversion and make you do your own changes. Quote
~Leaf~ Posted August 4, 2011 Posted August 4, 2011 this has been stated already you are too late.... Quote
Dragon King Posted August 4, 2011 Posted August 4, 2011 Well since you didn't get it the first time, maybe you would have understood it the second time Quote
DMC88ELB Posted August 4, 2011 Posted August 4, 2011 (edited) 1. This is AWESOME. At least some people (uokka and LoadgamePL) are taking an interest in the BTTF SA mod, instead of nagging the team for 0.2f. 2. Uokka, these two changes you've made are remarkable. They really make the mod a whole lot more accurate, (I'm not saying Blue's made this mod inaccurately at all- although I'm sure Blue would have came out with these things sooner or later). The hover animations really look convincing, like the movie, although with a little more work, I think it would be perfect. As for the iced DeLorean, it's perfect. The amount of ice just fits with the BTTF 2 DeLorean (The first DeLorean had more) As for Time Circuits, in my opinion, the TC's in BTTF: SA multiplayer are perfect. I don't feel where your Time Circuits are placed are the best place for them. 3. I obviously think it'd be wrong to release these, as the credits belong to so many people. But of course, if you get a yes, then by all means, release them. If you get a no, please make sure to at least give us instructions on how to achieve what you have. Again, I think it's a good attempt, and remember that the above are just my opinions. P.S: What happened to the Speedometer? I know you have one on the left, but it's not accurate. Edited August 4, 2011 by DMC88ELB Quote
uokka Posted August 4, 2011 Author Posted August 4, 2011 The hover animations really look convincing, like the movie, although with a little more work, I think it would be perfect.You might get fooled by the synchronously of sound and animation. The wheels need to get further away from the wheel arch, i think. But yes, then it might look pretty accurate. As for the iced DeLorean, it's perfect. The amount of ice just fits with the BTTF 2 DeLorean (The first DeLorean had more)Really? I thought it is too less for the first and too much for the second.. Wait until you see the texture in-game on your own PC (hopefully). As for Time Circuits, in my opinion, the TC's in BTTF: SA multiplayer are perfect. I don't feel where your Time Circuits are placed are the best place for them.I dont feel so as well. The display just had to be smaller for me. And I wanted to match the SA style... kind of. Could you post a screenshot of the MP Timecircuits? If you get a no, please make sure to at least give us instructions on how to achieve what you have.Yes! P.S: What happened to the Speedometer? I know you have one on the left, but it's not accurate.Much too big for me... You noticed the speed inaccuracy!? Yes, I edited and repositioned the speedo texture (which messes things up, ofcourse) but lost interest to fix it (due to bttf), but the digital display on the bottom should be accurate. Thanks for a lot of feedback! Quote
Mike Posted August 4, 2011 Posted August 4, 2011 The animation is accurate to the fiberglass model, they literally do fold straight out. (also looks weird without the struts being there) The animation we use is based on the cgi model, which first extends the wheels out from the car, and then folds. Quote
uokka Posted August 4, 2011 Author Posted August 4, 2011 (edited) The animation we use is based on the cgi model, which first extends the wheels out from the car, and then folds.So you use the definitely better looking animation, which I want to archive aswell. Ha! I thought the only CGI stuff would be the shark in 2015 Hill Valley By the way, (I'm not saying Blue's made this mod inaccurately at all- although I'm sure Blue would have came out with these things sooner or later) The idea to use paintjobs has not been mine. Its posted here somewhere on the forum. EDIT: The idea to get rid of the Helicopter switch was mine. The LC team realized it earlyer than me, but we dont know eachother, though. I got the needed info from GTAForums - Memory Adresses Documentation. Edited August 4, 2011 by uokka Quote
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