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Edfake

Advanced Members
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    385
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Everything posted by Edfake

  1. Edfake

    GTA-VC.exe

    ahhhhhhhhhhhh, shhh it never happend! btw, is this the right forum? shuld it be under general?
  2. Edfake

    GTA-VC.exe

    did it please you that much?
  3. Edfake

    GTA-VC.exe

    this is an exe i made, it has the bttf logo built in. this was made from the no loading screen one. i can make one from original if you want. http://files.filefront.com/gta+vcexe/;1298...;/fileinfo.html ALWAYS MAKE BACKUPS FIRST
  4. Edfake

    Simpsons

    http://www.snpp.com/episodes/3F15.html did anyone notice? i did http://www.wtso.net/movie/79-The 1:35 13:36
  5. you can use my custom teleporter or we could make a permanet one
  6. bugger, try techno_wizz_ed@hotmail.com
  7. screw the game, do it. i dare u and Platina can i put it into an exe installer?
  8. Fantastic, Platina. can i put it into an exe installer?
  9. i ment was get the area of hv in vc map, delete it and move hv there
  10. i did this last year already for a backup. i got it to 600 with all files!! 1 disk backup!! FOR ME ONLY . IT IS ILLEGAL TO RELEASE THEM, as i got told
  11. Edfake

    Eds edits

    are you using sany builder? http://z8.invisionfree.com/Edfake/index.php- troubleshooting topic
  12. Edfake

    PHOTOBUCKET

    yes, it pop up with invalid video link instead of video
  13. Edfake

    PHOTOBUCKET

    anytime i use photobucket as a link i get invalid video link why?
  14. it seems cool, i like it but we need 0.2f as the trailer, if not the addons. it will be bigger then
  15. great vista pics kitt, 10/10
  16. i say, bring HV into normal map space (delete some vc) and check the code and bam, 0.2e is stable. but how to move hill valley? i cant do that. anytime i move/copy big stuff it crashes
  17. Edfake

    opticode??

    kk, delete anny thing that has to do with 0, 1, 10 and 11 and experiment with rest. thanks yet again blue, i call again if it doesnt work.
  18. Edfake

    opticode??

    through my DEL button, hehe. now this is laser code untuched: :LabelKnightLaser 03A4: name_thread 'LaserS' 03C1: 1@ = player $PLAYER_CHAR car 03CF: load_wav 'FUD_10' as 2 :LabelKnightLaserA 0001: wait 0 ms 00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @LabelKnightLaserA 03D1: play_wav 2 0407: create coordinate 2@ 3@ 4@ from car 1@ offset -10.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 10.0 150.0 -0.25 0006: 8@ = -1 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 00D6: if 0 8039: NOT 8@ == -1// integer values 004D: jump_if_false @LabelKnightLaser1A 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving 8@ 8119: NOT car 8@ wrecked 004D: jump_if_false @LabelKnightLaser1A 0407: create coordinate 2@ 3@ 4@ from car 1@ offset 0.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 8@ offset 0.0 0.0 -0.25 0002: jump @LabelKnightLaser1B :LabelKnightLaser1A 0407: create coordinate 2@ 3@ 4@ from car 1@ offset 0.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 0.0 150.0 -0.25 :LabelKnightLaser1B 0509: unknown 9@ = distance between point 2@ 3@ and point 5@ 6@ 02E3: 10@ = car 1@ speed 0015: 10@ /= 40.0 // floating-point values 000B: 10@ += 0.5 0063: 5@ -= 2@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 3@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 4@ // floating-point values (never used in VC or GTA 3) 0087: 12@ = 5@ // floating-point values only 0087: 13@ = 6@ // floating-point values only 0087: 14@ = 7@ // floating-point values only 0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 13@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 14@ /= 9@ // floating-point values (never used in VC or GTA 3) 0011: 12@ *= 10@ // floating-point values 0011: 13@ *= 10@ // floating-point values 0011: 14@ *= 10@ // floating-point values 0013: 9@ *= 2.0 // floating-point values 0073: 5@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 6@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 7@ /= 9@ // floating-point values (never used in VC or GTA 3) 0007: 9@ = 300.0 :LabelKnightLaserA1 0001: wait 0 ms 00D6: if 0 0021: 9@ > 0.0 // floating-point values 004D: jump_if_false @LabelKnightLaserB 000F: 9@ -= 15.0 // integer values 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0002: jump @LabelKnightLaserA1 :LabelKnightLaserCh 005b: 2@ += 5@ // floating-point values (never used in VC or GTA 3) 005b: 3@ += 6@ // floating-point values (never used in VC or GTA 3) 005b: 4@ += 7@ // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 0 0.05 at 2@ 3@ 4@ 12@ 13@ 14@ 0087: 0@ = 2@ // floating-point values only 0087: 1@ = 3@ // floating-point values only 0087: 10@ = 2@ // floating-point values only 0087: 11@ = 3@ // floating-point values only 000B: 0@ += 1.5 // floating-point values 000B: 1@ += 1.5 // floating-point values 000F: 10@ -= 1.5 // floating-point values 000F: 11@ -= 1.5 // floating-point values 0006: 8@ = -1 053E: 8@ = get_random_car_with_actors -1 in_area 0@ 1@ 10@ 11@ 00D6: if 0 8039: NOT 8@ == -1// integer values 004D: jump_if_false @LabelKnightLaserChR 00D6: if 1 8137: NOT car 8@ id == #ZEBRA 8119: NOT car 8@ wrecked 004D: jump_if_false @LabelKnightLaserChR 00D6: if 0 01AF: car 8@ 0 ()near_point 2@ 3@ 4@ radius 1.5 1.5 1.5 004D: jump_if_false @LabelKnightLaserChR 020B: explode_car 8@ 0002: jump @LabelKnightLaserB :LabelKnightLaserB 040D: unload_wav 2 :LabelKnightLaserC 004F: create_thread @LabelWeapons 004E: end_thread :LabelKnightLaserChR 0051: return and im just trying to get the laser only, no blow ups, no aming, just from x y z to x2 y2 z2
  19. so the crashes are caused by the clock tower, hmmmm, interesting