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bluespace88

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Everything posted by bluespace88

  1. Not really, no, but here's an example. To get player coordinates, for example, in sanny, the function is Actor.Storepos($PLAYER_CHAR, $X, $Y, $Z) No additional thing required, other then stuff like create_thread, wait 0, etc. But to do it with Lua, you kinda need to declare all the variables, declare functions, a very lengthy get player (though you can just copy), and this: PushInt(PLAYER_CHAR) PushVarPtr() PushVarPtr() PushVarPtr() CallNative("GET_CHAR_COORDINATES") X = GetFloatParam(1) Y = GetFloatParam(2) Z = GetFloatParam(3) Then you also need a main() and have it init the script, call the player, then go through. Theres no such thing as labels, so you have to make do with loops (which I prefer).
  2. he was talking about subtitles in missions. As seen in VC, thats easily done in main.scm <.<
  3. now that i had a chance to look at a few examples (since theres no documentation yet for the beta <.<), I'd say, if you want to start learning how to code, GTA4 is NOT for you. Stick with Sanny =P
  4. the flying delorean does have a variation without the wheels in hover position to allow for animations.
  5. true, I'm sick of the mod and want to do smaller ones.
  6. because he likes to be a copycat <.<
  7. I switch whenever I feel like it. 4 for graphics, VC for the delorean ^^
  8. I'm just taking code from vc and sa =P I'm going to make the comet my time machine ^^
  9. I was looking through code for gta4, and noticed that I could make a really tiny bttf-ish mod for it, similar to the bttf sa mod. The current Alice program for it has all it needs to make an instant time travelling car (no delorean yet, lol). And I need to see what some functions are, like ptfx, because theres no code expicitly saying "particles". So watch this space =P Alpha 0.1.1: http://www.sendspace.com/file/hcrcwr Requirements: GTAIV and Alice
  10. I really like it now that i can be less serious ^^
  11. no....you can easily go around that through the main.scm. Just set max wanted level to 0. Not sure about cop cars though.
  12. I only knew how it would do it because of KITT (remember pursuit mode's craziness?)
  13. Police don't take any coding space at all besides the parked vehicles. Wanted levels and the vehicles linked to them are all hardcoded into the exe.
  14. what are you talking about? They don't have pokemon....
  15. well, truthfully, maybe.......less maybe then the truck going in as a static model. But it's not really my concern at the moment....
  16. the truck on the loading screen, bottom left.
  17. the team's more then welcome to use the code. They just won't get the moving truck one like they really wanted. Of course, I'm still not sure whether to use it or not, and it's on the bottom of my to-do list, since I don't know how to spawn the delorean that doesn't make it pop out of nowhere.
  18. One more thing I'm taking out: Wheel Boost jets. I'm still thinking about whether or not to add a static truck to act as a garage for your one delorean....ex: delorean dies, go back to the truck located somewhere by the beach (for missions, duh) and get a new one. I've done it before, so it's no big deal.
  19. Remember KITT for Vice? Depends. If the code is too much for the original scm, then i'll cut back more, but honestly, i don't think it will be too much. The missions used to support the original time travel thingamajigs.... And you would be right about that =P however, i'm just getting tired of modding and want to go to something a bit more relaxing.
  20. Might as well make it official. Blue(thats me) is no longer part of the modding team. She has resigned due to a busy life That doesn't mean the mod's dead, so give the team your full support and wish them luck in tackling this grand mod (it got too grand for me x.x) And it also does not mean you can pelt me with questions on coding for GTA. I'd like to get away from it after i do one more thing.