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Mike

Root Admin
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Posts posted by Mike


  1. Oh! so he hacked the admin forum and stole pictures and posted them on the public forum which you quickly deleted, thats why the admin forum was down this afternoon :laughing2: ...It all makes sence now ;)

    Just to clarify, the forum was not hacked. It was merely a glitch that occured after I changed some settings on the board.


  2. good news Marty! :lol:

    I found a way to change the wormhole effect! ;)

    and I added the following

    -new delorean re-entry cold effect :lol:

    -new fire trails effect

    -new wormhole effect (more accurate to the films)

    I may post a download link If you want ;)

    then again good work ;)

    reply please!

    This statement is usless without pics/video


  3. Del would have never done that. <_< He always showed us progress.

    Not quite true, for instance, we had planned to keep the DMC-13 as a total suprise until the release of 0.2e, so you guys would only have seen it after you installed the mod. However del just forgot to change the model over to the MKII when he made the finished rider video so it got let out of the bag :D

    Trust me the revamp will be worth the wait, also we won't be keeping you waiting until the release of 0.2f, we just want to have the entire square complete before we post the video showcasing it.


  4. Easiest way for someone who doesn't know coding is to just use a spawn code, like this:

    Add at the bottom of create thread list - Under create_thread @BTTF3
    
    create_thread @C_SPAWN
    
    
    
    
    
    
    
    Add above the following code above //-------------Mission 0---------------
    
    
    
    :C_SPAWN
    
    thread 'C_SPAWN' 
    
    10@ = 154 // integer values
    
    
    
    :C_SPAWN_34
    
    wait 10 
    
    if 
    
       Player.Defined($PLAYER_CHAR)
    
    else_jump @C_SPAWN_34 
    
    if 
    
    80E0:   not player $PLAYER_CHAR driving 
    
    else_jump @C_SPAWN_34 
    
    if and
    
    00E1:   key_pressed 0 16 
    
    00E1:   key_pressed 0 17 
    
    else_jump @C_SPAWN_34 
    
    018C: play_sound 1 at 0.0 0.0 0.0 
    
    0@ = Actor.Angle($PLAYER_ACTOR)
    
    04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset -5.0 0.0 -0.75 
    
    Model.Load(10@)
    
    038B: load_requested_models 
    
    
    
    :C_SPAWN_224
    
    wait 10 
    
    if and
    
       Model.Available(10@)
    
    else_jump @C_SPAWN_224 
    
    $165 = 0 // integer values 
    
    0506: vehicle_model 13@ set_next_variation $165 $164 
    
    13@ = Car.Create(10@, 1@, 2@, 3@)
    
    Car.Angle(13@) = 0@
    
    Model.Destroy(10@)
    
    create_thread @T_TRAV 13@ 0 0 0 0 0 0 -5000.0 $438 $439 0 0 11122015 1500 10261985 100135 
    
    wait 100 
    
    jump @C_SPAWN_34

    I should probably add, the key combination is sprint + fire (or right shift + left mouse button)


  5. If you want flying then you'd have to have a heli model (e.g. recoloured Sparrow and have it replace the Polmav, at least that's what I did on mine - Though obviously the BTTF II flying model you use won't have the scanner when in flying mode....)

    It takes a lot of code changes to do what you are wanting to do. For example, this was the last K.I.T.T. video I made, way back in February, and you'll see that I haven't added any of K.I.T.T.'s features, just Time travelling and flying.

    You can however use a simple spawn which would spawn the vehicle with Time Circuits, no flying code though...


  6. Well, then you need to download Vice City KITT Edition. Open the scm with sanny builder, convert the code from bartons to sanny, edit it to work with the bfinject, and then paste it into your 0.2e script.

    Don't expect much help though, the K.I.T.T. fad has been over for ages.