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Edfake

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Everything posted by Edfake

  1. Edfake

    opticode??

    i also deleted 10, because it was speed of car, 11 there just at bottom
  2. true, and the circle where the search is is good to
  3. Edfake

    opticode??

    no, is it important, i deleated $9
  4. Edfake

    time game!

    and infront of docs garage? easy to fix
  5. Edfake

    opticode??

    nup i did a turogh search, it doent and i also change evryone like 1@ >$1 and 2@>$2 and so on
  6. Edfake

    opticode??

    yep, exept i got rid of things like $10, car speed. also, i changed all 3@ to $3 and so on or it will conflict with custom teleporter code
  7. cool, has the same theme my edfake website started with. btw, thats the wrong vid for eds edits now, here is the right one http://s368.photobucket.com/albums/oo127/e...urrent=TELE.flv and here is a vid of all features, if you want me to send them (exept teleporters): http://s368.photobucket.com/albums/oo127/e...=edsedits-1.flv
  8. i voted dont like because i hate the five day limitations
  9. Edfake

    Eds edits

    thanks http://z8.invisionfree.com/Edfake/index.php -FOURUMS
  10. see audio section on how to solve this
  11. Edfake

    opticode??

    i knew it, thats the problems with copy, paste, delete car suff. all i really want is a laser to go from PLAYER CHAR to PLAYER CHAR offset 0.0 10.0 0.0
  12. Edfake

    Eds edits

    i may use kitts laser code to create a laser coming from player to wormhole. see opticode under coding to help please! ITS HERE - THE COMPLETE EDS EDITS download- american.gxt and replace it with the one in the text folder(make backup) tut- needs sanny find: create_thread @BTTF3 add at the end of the list: create_thread @TLINST create_thread @THOOK create_thread @SPAWN create_thread @CUTEL then find: ------------------------------mission 0-------------------------------- and paste this HUGE bunch ubove it: :TLINST thread 'TLINST' :TLINST_10 wait 0 $TELED = 0 // integer values if Player.Defined($PLAYER_CHAR) else_jump @TLINST_10 if 80F5: not player $PLAYER_CHAR 1 -294.255 -628.737 9.375 radius 3.0 3.0 3.0 else_jump @TLINST_92 jump @TLINST_10 :TLINST_92 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_177 $TELED = 1 // integer values 0217: text_styled 'ED_TLI' 5000 ms 5 // eds teLepoRteRs 03E5: text_box 'ED_TLI1' // you wiLL Find 2 teLepoRteRs neaR the junkyaRd wait 5500 03E5: text_box 'ED_TLI2' // theRe wiLL be otheRs in the Lybians hideout wait 5500 03E5: text_box 'ED_ENJ' // enjoy! jump @TLINST_246 :TLINST_177 $TELED = 1 // integer values 0217: text_styled 'ED_TLI' 5000 ms 5 // eds teLepoRteRs 03E5: text_box 'ED_TLI1' // you wiLL Find 2 teLepoRteRs neaR the junkyaRd wait 5500 03E5: text_box 'ED_TLI2' // theRe wiLL be otheRs in the Lybians hideout wait 5500 03E5: text_box 'ED_ENJ' // enjoy! jump @TLINST_246 :TLINST_246 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TLINST_246 if 80F5: not player $PLAYER_CHAR 1 -1187.678 102.983 16.977 radius 3.0 3.0 3.0 else_jump @TLINST_513 if 80F5: not player $PLAYER_CHAR 1 -1681.172 708.157 21.177 radius 3.0 3.0 3.0 else_jump @TLINST_619 if 80F5: not player $PLAYER_CHAR 1 -1223.776 25.104 10.516 radius 3.0 3.0 3.0 else_jump @TLINST_725 if 80F5: not player $PLAYER_CHAR 1 -284.8818 -563.4311 12.8164 radius 3.0 3.0 3.0 else_jump @TLINST_937 if 80F5: not player $PLAYER_CHAR 1 -1148.8 24.129 10.516 radius 3.0 3.0 3.0 else_jump @TLINST_831 jump @TLINST_246 :TLINST_513 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_578 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -1684.203, 734.242, 14.347) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_578 0055: put_player $PLAYER_CHAR at -1684.203 734.242 14.347 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_619 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_684 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -1187.647, 75.907, 10.147) Car.Angle(0@) = 45.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_684 0055: put_player $PLAYER_CHAR at -1187.647 75.907 10.147 0171: set_player $PLAYER_CHAR z_angle_to 45.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_725 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_790 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -996.35, -886.53, 12.36) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_790 0055: put_player $PLAYER_CHAR at -996.35 -886.53 12.36 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_831 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_896 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -948.93, -295.622, 9.457) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_896 0055: put_player $PLAYER_CHAR at -948.93 -295.622 9.457 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_937 wait 900 jump @TLINST_949 :TLINST_949 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -284.8818 -563.4311 12.8164 radius 3.0 3.0 3.0 else_jump @TLINST_1888 if 80F5: not player $PLAYER_CHAR 1 -306.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -305.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -307.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -308.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -309.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -310.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -311.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -312.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -313.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -314.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -315.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -316.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -317.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -318.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -319.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -320.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -321.5 -561.1 14.0 radius -628.737 9.375 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -304.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 jump @TLINST_949 :TLINST_1888 $PLAYER_CHAR = Player.Create(#NULL, -305.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -306.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -307.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -308.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -309.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -310.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -311.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -312.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -313.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -314.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -315.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -316.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -317.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -318.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -319.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -320.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -321.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -304.5, -561.1, 14.0) jump @TLINST_246 :THOOK thread 'THOOK' :THOOK_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @THOOK_10 if 80F5: not player $PLAYER_CHAR 1 -1959.9 844.83 14.244 radius 3.0 3.0 3.0 else_jump @THOOK_85 jump @THOOK_10 :THOOK_85 wait 0 $ED = Car.Create(#SABRE, -1907.482, 788.127, 13.984) Car.Angle($ED) = 260.5 $E = Marker.CreateAboveCar($ED) 0662: jump @THOOK_139 :THOOK_139 wait 0 if not Car.Wrecked($ED) else_jump @THOOK_299 if 00DC: player $PLAYER_CHAR driving $ED else_jump @THOOK_139 Marker.Disable($E) $FUELING = 0 // integer values Car.SetMaxSpeed($ED, 120.0) 0423: car $ED improve_handling 1.5 00AE: set_vehicle $ED traffic_behavior_to 2 Car.SetToPsychoDriver($ED) Car.DriveTo($ED, -1625.201, 790.65, 14.333) wait 10800 Car.Angle($ED) = 190.0 Car.DriveTo($ED, -1578.079, 418.284, 13.987) wait 15500 Car.Angle($ED) = 0.0 jump @THOOK_10 :THOOK_299 wait 0 Marker.Disable($E) jump @THOOK_10 :SPAWN thread 'SPAWN' 032B: $EDFG = create_weapon_pickup #TEARGAS 15 ammo 2 at -235.399 -589.033 10.368 jump @SPAWN_44 :SPAWN_44 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @SPAWN_44 if $CUT == 1 // integer values else_jump @SPAWN_44 if 80F5: not player $PLAYER_CHAR 1 -1753.32 891.8068 36.1128 radius 2.0 2.0 2.0 else_jump @SPAWN_137 jump @SPAWN_44 :SPAWN_137 00BC: text_highpriority 'ED_CUTB' 2000 ms 1 // hidden teLepoRteR boost $CUTEL += 100 // integer values 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL jump @SPAWN_44 :CUTEL thread 'CUTEL' :CUTEL_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CUTEL_10 if $TELED == 1 // integer values else_jump @CUTEL_10 if 80F5: not player $PLAYER_CHAR 1 -329.662 -600.746 11.85 radius 3.0 3.0 3.0 else_jump @CUTEL_103 jump @CUTEL_10 :CUTEL_103 wait 0 $CUTEL = 2 // integer values $CUT = 1 // integer values 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL if not $CUTELED == 1 // integer values else_jump @CUTEL_244 $CUTELED = 1 // integer values 03E5: text_box 'ED_CUT1' // pRess cRouch and action togetheR to activate custom teLepoRteRs. but be caReFuL as one chaRge gives you onLy 2 teLepoRts. wait 5500 03E5: text_box 'ED_CUT2' // to RechaRge step into the custom teLepoRteR maRkeR. to seLect FiRe, to move is the aRRow keys and to zoom in and out use the mouse wheeL. enjoy wait 5500 jump @CUTEL_244 :CUTEL_210 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL jump @CUTEL_244 :CUTEL_244 wait 0 if and 80E0: not player $PLAYER_CHAR driving 00E1: key_pressed 0 4 00E1: key_pressed 0 18 else_jump @CUTEL_244 6@ = 50.0 // floating-point values 04C4: create_coordinate $WHAT $THE $HEL from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0 gosub @CUTEL_695 Player.CanMove($PLAYER_CHAR) = True 035E: set_player $PLAYER_CHAR armour_to 200 0222: set_player $PLAYER_CHAR health_to 200 gosub @CUTEL_1312 0055: put_player $PLAYER_CHAR at 1@ 2@ 8@ wait 50 03D1: play_wav 2 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 Camera.Restore Camera.SetBehindPlayer 035E: set_player $PLAYER_CHAR armour_to 200 0222: set_player $PLAYER_CHAR health_to 200 $CUTEL -= 1 // integer values jump @CUTEL_648 :CUTEL_648 if $CUTEL == 0 // integer values else_jump @CUTEL_210 00BC: text_highpriority 'ED_CUTG' 2000 ms 1 // custom teLepoRteR empty! $CUT = 0 // integer values jump @CUTEL_10 :CUTEL_695 wait 0 Player.CanMove($PLAYER_CHAR) = False 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ 0087: 7@ = 2@ // floating-point values only 7@ += 1.0 // floating-point values 02CE: 8@ = ground_z 1@ 2@ 3@ 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 0.0, 1) wait 500 :CUTEL_834 wait 10 0087: 10@ = 6@ // floating-point values only 10@ /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at 1@ 2@ 11@ Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 0.0, 2) 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 if and 00E1: key_pressed 0 11 not 1@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1036 005B: 1@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1036 if and 00E1: key_pressed 0 10 1@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1071 0063: 1@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1071 if and 00E1: key_pressed 0 8 not 2@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1114 005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 7@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1114 if and 00E1: key_pressed 0 9 2@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1157 0063: 2@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1157 if and 00E1: key_pressed 0 7 not 3@ >= 500.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1216 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1216 if and 00E1: key_pressed 0 5 3@ >= 10.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1275 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1275 if 00E1: key_pressed 0 17 else_jump @CUTEL_834 02CE: 8@ = ground_z 1@ 2@ 3@ wait 100 return :CUTEL_1312 wait 0 0055: put_player $PLAYER_CHAR at $WHAT $THE $HEL Camera.Restore Camera.SetBehindPlayer 01B1: give_player $PLAYER_CHAR weapon 34 ammo 1 // Load the weapon model before using this jump @CUTEL_1350 :CUTEL_1350 wait 0 if 02D7: player $PLAYER_CHAR currentweapon == 34 else_jump @CUTEL_1350 if 00E1: key_pressed 0 17 else_jump @CUTEL_1350 04C4: create_coordinate $WHA $THA $HELL from_actor $PLAYER_ACTOR offset 0.0 10.0 0.0 040D: unload_wav 2 03CF: load_wav 'ASS_1' as 2 040D: unload_wav 3 03CF: load_wav 'ASS_3' as 3 Camera.Restore Camera.SetBehindPlayer wait 500 jump @CUTEL_1466 :CUTEL_1466 wait 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 03D1: play_wav 3 if 00F5: player $PLAYER_CHAR 0 $WHA $THA $HELL radius 2.0 2.0 2.0 else_jump @CUTEL_1466 return btw, thook is experemental, it needs paths (i dont have)
  13. Edfake

    Show your mods

    seeing as a video is posted i will too: http://s368.photobucket.com/albums/oo127/e...=edsedits-1.flv
  14. Edfake

    Show your mods

    custom teleporters
  15. Edfake

    Show your mods

    sorry to disapoint you, im australian
  16. Edfake

    Show your mods

    hehe, i can add another now!
  17. now there will be a million things wrong with this code, but i need some help to spot the problems. it culd be opticode or just plain wrong. im never good at this math vortex of doom!! its kitts code from MB but converted to SB wich may be the problem. its meant to make a lazer go from the player, to the part the wormhole opens. if you help me spot the problems, i can fix it 10 times faster. thanks (p.s yes i pasted it in within 10 seconds, but i culdnt be botherd to write one from scratch) 04C4: create_coordinate $2 $3 $4 from_actor $PLAYER_ACTOR offset 0.0 2.5 -0.25 04C4: create_coordinate $5 $6 $7 from_actor $PLAYER_ACTOR offset 0.0 150.0 -0.25 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) 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 0050: gosub @CUTEL_1788 jump @CUTEL_1383 :CUTEL_1383 wait 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 if 00F5: player $PLAYER_CHAR 0 $WHA $THA $HELL radius 2.0 2.0 2.0 else_jump @CUTEL_1383 return :CUTEL_1788 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: $2 = $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 return
  18. Edfake

    Eds edits

    thanks blue! all features so far (not last code tutorial) http://s368.photobucket.com/albums/oo127/e...=edsedits-1.flv
  19. Edfake

    MP3 0.2E

    the team thinks its disabed, weve all tried to use it, and some are wee wee offed about it. thats right, its the MP3 PLAYER!!!!! follow these steps to use the mp3 player!!!! BTW, you must have mp3s in the mp3 folder for this to work. 1. start game, get into car and listen to any random station 2. press esc-->options-->audio setup 3. scroll through the stations at the bottom untill you hit MP3 4. click back-->back-->resume 5. listen to your sweet sweet music!!! edfake. (or press F9 if fraps is not running)
  20. Edfake

    Eds edits

    bring these questions to pm, as this topic has nothing to do with this. back to the topic, does anyone know how to make an offset from the player? ive tried 0054: store_player $PLAYER_CHAR position_to $WHA $THA $HELL offset 0.0 0.0 50.0 and diffrent variations at the end, but the position still stays where the player is when he fires i have had this problem before, but got around it.
  21. Edfake

    Eds edits

    not the whole game!!!!!! just the exe and main btw here is the current code! - see link at first post done! soon with the gun idea stated ubove see progress: http://s368.photobucket.com/albums/oo127/e...urrent=bttf.flv
  22. Edfake

    time game!

    guys, you have to acually go to the time in the game (if you want) and type the wether condition here like my eg. JAN 28 0351 01:44 PM cloudy
  23. Edfake

    Eds edits

    if i get the sa main, and the sa files in the directory of gta sa.exe, then ill be able to code, but not test for bugs. you can test for bugs if you want I SET UP A TEMPORARY MODDING STATION, HORRAY!!!!