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Flux Capacitor

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Everything posted by Flux Capacitor

  1. ... What? It's like all girls who use the computer go: "On topic" YADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADA forever and ever
  2. I didn't change the color of the top part because I didn't notice it. :l STOP ASKING ALL THE TIME.
  3. EFFECTS AT 88 ------------------------- I'll show you of a video of what it does. Like it? Here's how you do it: First, open up Sanny builder and search up :SPDMTR Now replace all of :SPDMTR with this: :SPDMTR thread 'SPDMTR' 1@ = 255 // integer values 2@ = 50 // integer values 3@ = 50 // integer values :SPDMTR_32 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SPDMTR_32 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 00DE: player $PLAYER_CHAR driving_vehicle_type #DELUXO 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00DE: player $PLAYER_CHAR driving_vehicle_type #BANSHEE else_jump @SPDMTR_102 jump @SPDMTR_153 :SPDMTR_102 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 00DE: player $PLAYER_CHAR driving_vehicle_type #PHEONIX 00DE: player $PLAYER_CHAR driving_vehicle_type #VCNMAV 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 00DE: player $PLAYER_CHAR driving_vehicle_type #MAVERICK Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_32 :SPDMTR_153 if and $TRAVEL == 0 // integer values $CUTSCENE == 0 // integer values else_jump @SPDMTR_32 03C1: 0@ = player $PLAYER_CHAR car if Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_210 0@ = Player.RC_car($PLAYER_CHAR) :SPDMTR_210 02E3: 4@ = car 0@ speed 4@ *= 1.835 // floating-point values (never used in VC or GTA 3) 008C: 4@ = float_to_integer 4@ gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 2.0 8.0 03E4: set_text_draw_align_right 1 if 4@ < 88 // integer values jf @SPDMTR_308 if 4@ > 9 // integer values else_jump @SPDMTR_307 :SPDMTR_211 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 :SPDMTR_307 045A: text_draw_1number 600.0 375.0 'SPEED1' 4@ jump @SPDMTR_32 :SPDMTR_308 if $TCON == 1 // integer values jf @SPDMTR_211 0006: 4@ = 88 // integer values 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 (Special thanks to DK for the :SPDMTR code!) Now search for :TIME_894, you might find a code like this: ------------------------ :TIME_894 if 80E1: not key_pressed 0 2 jf @TIME_1105 02E3: 1@ = car 0@ speed if 1@ > 49.0 // floating-point values jf @TIME_625 gosub @TIME_2555 02E3: 1@ = car 0@ speed if 1@ > 49.5 // floating-point values jf @TIME_625 if or 15@ >= 10000000 // integer values Car.Model(0@) == #BUS Car.Model(0@) == #MAVERICK Car.Model(0@) == $DEL Car.Model(0@) == $FLYINGDEL jf @TIME_1056 create_thread @NONAME_4 0@ 1 $REPEAT = 0 // integer values 17@ = 0 // integer values -------------------------------- See the bolded lines? Change the numbers in your .scm to the ones you see in the bolded line. Good, now continue on to :TIME_1916 ---------------------- :TIME_1916 02E3: 1@ = car 0@ speed if 1@ > 50.0 // floating-point values ---------------------- Change it to that. You're almost there.. Now continue to :TIME_12592 ------------------------------- :TIME_12592 if and 13@ >= 100000 // integer values not 13@ >= 200000 // integer values $TRAVEL_CONTROL == 1 // integer values jf @TIME_10 gosub @TIME_1210 gosub @TIME_2555 if $BUMPED == 0 // integer values jf @TIME_14364 02E3: 1@ = car 0@ speed if 80E1: not key_pressed 0 2 jf @TIME_1105 if 1@ > 49.5 // floating-point values jf @TIME_12367 if 1@ > 50.0 // floating-point values jf @TIME_12490 gosub @NONAME_7_1319 ---------------------------------------- And last but not least.. Go to :TIME_13929 and below it :TIME_14075 ---------------------- :TIME_13929 wait 10 if and 13@ >= 100000 // integer values not 13@ >= 200000 // integer values $TRAVEL_CONTROL == 1 // integer values jf @TIME_12432 if or not Car.Wrecked(0@) 00DC: player $PLAYER_CHAR driving 0@ jf @TIME_20354 gosub @TIME_1210 gosub @TIME_2555 02E3: 1@ = car 0@ speed if 1@ > 49.5 // floating-point values jf @TIME_12432 if 14@ == 9999 // integer values jf @TIME_14075 if $BIFFGO == 1 // integer values jf @TIME_12432 :TIME_14075 if and 1@ > 50.5 // floating-point values 16@ >= 1000 // integer values jf @TIME_13929 -------------------------- Congratulations, you now have a secondary-effect time travel from the first movie, with effects starting at 88. (Don't get into a heated debate about it being "unrealistic" it happened a few times in the movies.) Now if you want more, I'll throw in a No-Refill. NO REFILL (You have to refill first time, though.) -------------------------------------------------------------- Go to :TIME_19748 Replace the code with this: :TIME_19748 $SET_TIME = 0 // integer values $INST_TRAVEL = 0 // integer values 043C: set_game_sounds_disable_on_fade 1 if and not Car.Model(0@) == #BUS not Car.Model(0@) == #MAVERICK jf @TIME_19828 if or $RIDE_MISSION == 1 // integer values $RIDE_MISSION == 0 jf @TIME_19828 15@ += 10000000 // integer values jump @TIME_19828 Have fun.
  4. Today is November 12th here in America, and 55 years ago, lightning struck the clock tower.
  5. Damn the modeling forum being locked. Anyway here's my NEW AND IMPROVED clock tower.
  6. So we know that the "Past Selves" idea will never work.. but what about past DeLoreans? So say you have DeLorean 1 in Nov 12 1955 10:00, You travel with DeLorean 1 and with the lightning bolt back to Nov 12 1955 10:00 again, and the past DeLorean 1 spawned where you left it. But I believe this one was implemented a long time ago, wasn't it?
  7. BTTF4 is never gonna happen anyway, and it p**ses me off when people make s**tty fanfics that have NOTHING to do with the movie. (example: Doc lets Teen and Adult Marty interact in one of the story suggestions for the BTTF game) Doc would never, and I repeat, NEVER let them interact.
  8. Why the f**k can't they make the game like the first 3 movies?
  9. Anyone got it yet? I got it, it's amazing. I noticed so much different stuff, like the Allstate poster behind the Cafe
  10. I think BTTF2 used 2 or 3.. 1 was Car A, the "hero" car, as Blue put it. 2 was Car B, the fiberglass one, 3 was POSSIBLY a green-screened one, but that's most likely Car B.
  11. Never get Alienware They suck ass They're overpriced s**tcakes that can't even handle The Sims.
  12. Really now? Something doesn't seem right in your post...
  13. How stupid are you? This one was made THREE HOURS before you posted your topic.
  14. Name one adult- No Name one child- No Name one Alien- NO. NAME ONE ANYONE who would play with THOSE.
  15. TELL ME LLOYD ARE WE WINNIN' A SPIKE AWARD? IN THE 50's OR POSSIBLY 20 AND 10? ALL I WANTED TO DO WAS STAR IN THE TEASER SO TAKE ME WHERE I DONT MIND BUT YOU BETTER PROMISE ME ILL GET BACK IN TIME~
  16. Littlebigplanet Not much of a storyline, but it's fun and has a create mode so you can build s**t.
  17. 1. There is no video 2. f**k off skypokemon, I thought you left a long time ago.