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BTTFModMachine

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Posts posted by BTTFModMachine


  1. 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.


  2. 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.


  3. Anyway, might still involve permission issues due to using materials owned by unrelated people?

    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.


  4. 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@
    

  5. 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.


  6. 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.


  7. thanks :headphonedance:

    how do I post photos?

    There is a button on your post toolbox that looks like a picture. Bottom row, 9th from the right. You have to upload pictures to a hosting service, like Photobucket, and paste the direct URL into the picture message box that appears when you click the button.

    You can also edit your posts. There is a button that says edit on the bottom right of each of your posts. ;)

    thanks for all your mods are great BTTFModMachine

    :D

    No problem. B)