:
Destination Time
:
Present Time
:
Last Time Departed

BTTFModMachine

Advanced Members
  • Content Count

    822
  • Joined

  • Last visited

  • Days Won

    80

Everything posted by BTTFModMachine

  1. Nice mod update! I can't really take your effects.fxp. I am very busy. I mod when I can. Good work!
  2. XD. I haven't done anything so big that I would need Mod Loader...yet.
  3. Happy birthday to: Microman StarFoxFan11
  4. Great job with the update! Everything seems to be working OK. I messed up my install once before, and extracted all I could from it. I recommend using GGMM (GTA Garage Mod Manager) to replace vehicles and to back them up. Using GGMM is the easiest way to transfer vehicles from one install to another. If you edit the effects properly, you can have any color wormhole you want. Also, you can back up your GTA SA before installing a mod by copying and pasting the GTASA folder. Your backup GTA will work just fine as it is, as long as you disable DEP on the newly copied exe.
  5. Happy birthday to Delorean88MP
  6. Cool update! I like that TARDIS materializing effect. Now I see that your time travel effects start at 80 mph. Any chance you're using my script?
  7. Happy birthday to: timetrain Goingnowherefast Torque5
  8. After dodging all the bugs in PC game mods, video editing should not be a problem.
  9. Nice update! Although some of your video was black screen with sound only. Could you send me your KITT laser script? I also have an all proof car script that activates automatically when entering a car. It makes the car impervious to everything, including when upside-down. The only things that reverse the all proof car script are refueling the Mr. Fusion and getting busted or wasted. I could send it to you.
  10. I know Programist makes everything from scratch. It must be difficult and time consuming (hence the long wait for the BTTF KR mod). At least CLEO scripts are open source, but models and effects need permission to edit and release. @peter: you can release your KATT scripts, just not your models.
  11. I'm glad to see that Programist and his team are still making great mods!
  12. First, I see that you are attaching all the objects in the same place (offset 0,0,0). Second, you are not using rotating animation with 0453: http://gtag.gtagaming.com/opcode-database/opcode/0453/ Third, you might need to add some checks: if 03CA: object 16@ exists else_jump @HOVANIM_651 0750: set_object 16@ visibility 1 // makes object visible
  13. You'll need permission from thisdp to release the model.
  14. The sparks are made up of two effects: the spark core, and the spark. The orange ones are called REGSPARKCORE and REGSPARK. The blue ones are BLUESPARKCORE and BLUESPARK. Find them in effects.fxp. Find FX_INFO_COLOUR_DATA in the spark effects and change the RGB values.
  15. Good job! I like the orange and blue sparks idea.
  16. Oops. I'll take a look at your code.
  17. I would put this line at the top of the code: 3@ = Actor.CurrentCar($PLAYER_ACTOR) Like so: :TPIN_18 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TPIN_18 if Player.Controllable($PLAYER_CHAR) else_jump @TPIN_18 3@ = Actor.CurrentCar($PLAYER_ACTOR) if and Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR) 0AB0: key_pressed 89 else_jump @TPIN_91 5@ = 1 33@ = 0 :TPIN_91 if and 5@ == 1 Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR) 0AB0: key_pressed 88 else_jump @TPIN_135 5@ = 0 jump @TPIN_186 Have you tried car.putat and car.angle for this part of the code? 0860: link_actor $PLAYER_ACTOR to_interior 0 Car.PutAt(3@, 0@, 1@, -100.0) Car.Angle(3@) = 4@
  18. Like I said, I am not a good enough coder to actually "Remove" all references to the flying delorean from this script. Maybe uokka or somebody else can help.
  19. Change the keypresses to something weird, like backslash.
  20. To "remove" hover mode, mod the BTTF3 time travel script to act like the BTTF2 time travel script. That's what I did. I have the script, along with uokka's telltale wormhole as a download: UPDATE 8/8/13: uokka's telltale wormhole and edited time_help.cs. http://goo.gl/WnVHDa Time travel effects start at 80 MPH for this script.
  21. Cool! Your time train time travel sounds seem a little inaccurate. Try using the sounds from 0.2e rather than the ones that came with the train. You should also use uokka's unflip script. It saved me a lot when using the time train hover. I'd have to see your script to find out why your sounds are so low in volume. Also, why do the BTTF1 and BTTF2 deloreans have an orange wormhole? In the movie they had a blue wormhole.
  22. Nice update! To fix your time train sounds, just load more global audio streams in date.cs. Like: 0@ = Audiostream.Load("CLEO\AUDIO\REENTRY_TRAIN.MP3") 0AB3: var 935 = 0@ Then, in door.s, use a local variable to link to the global variable. 0AB4: 25@ = var 935 Finally, use if then statements to tell the game to play the sound only for the train door sound: :DOOR_756 if Car.Id(0@) == #COACH then //play when opening model coach door Audiostream.LinkToCar(25@, 0@) Audiostream.PerformAction(25@, STOP) Audiostream.PerformAction(25@, PLAY) else //play when opening a door to a model other than coach Audiostream.LinkToCar(22@, 0@) Audiostream.PerformAction(22@, STOP) Audiostream.PerformAction(22@, PLAY) end //always end if statements You would have to do this twice for both the left and right doors. I actually have more than two door sounds in my door.s. One for the train, one for the blue delorean, one for each of the the BTTF1, BTTF2, BTTF3 deloreans, etc. You can add else if statements to include more door sounds for more models.
  23. Happy birthday to: FUTD ~Leaf~
  24. Happy birthday to: Orgcon shawn146