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BTTFModMachine

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Everything posted by BTTFModMachine

  1. 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. No problem.
  2. Here is a GTAForums topic that explains the binary IPL: http://gtaforums.com/topic/202532-sadoc-ipl-definitions/ And here is a SA object resource. I find it very helpful finding objects in MEd's IDEs. This object resource also lists animated objects, like the farm windmill and the Big Pecker, which do not show up in MEd. You need to edit the binary IPL manually to add the animated objects to the game. http://gta-sa-mp.de/forum/index.php?page=Objects
  3. For new non-standard map objects, I don't use MEd. I direct edit the IPL. MEd crashes when loading the files after I modify the gta3.img for some reason. When I had problems with MEd, TranceLikeState recommended that I use IPL Helper: http://www.gtagarage.com/mods/show.php?id=1895 It's a really great tool. Here is the GTAForums tutorial on it: http://gtaforums.com/topic/321833-ipl-helper-blue-editions-little-guide/
  4. What does the 1721 do for you? 18642, clock1955, 0, 974.883, 1242.98, 20, 0, 0, 0.688354110522, 0.725374812443, 1721 I believe it should be -1. This may be the problem.
  5. Added Doc Brown Follow Script updates, with Past & Future Docs! See first post!
  6. Very nice. I'll have to check it out.
  7. You can get trapped in a game fabrication circle: People want a higher quality game, so we take our inadequate, outdated game and create a completely new game, which requires better, more powerful PC's, which leads to game downgrading, which will lead to bugs, time goes by fixing those bugs, which in time will lead to people wanting a higher quality game, so we take our inadequate, outdated game...etc. I think we're at the bug fixing stage right now, so everyone wants a higher quality game. Right? I rest my case.
  8. For a movie like this, they probably meant to do irreparable damage to BTTF.
  9. The ASI version has a really weird ini file. It requires a range of car id's. Apparently you cannot skip around in an ID range, because then no cars will have sounds at all in game (I tried that, oops ). The program version has an interface where you can set up car engine sounds in any order you want. The ASI version is basically for modders who want to add a lot of new cars to the game. Otherwise, you'd probably want to stick with the program version.
  10. Actually, I'm using the random int generator to wait a random amount of time. Then, the sound plays. :DELOS_21 wait 1@ Audiostream.PerformAction(20@, STOP) Audiostream.LinkToCar(20@, 0@) Audiostream.PerformAction(20@, PLAY) return
  11. Hey, I just found this tool out on the web, made by the one and only Alexander Blade! It allows you to change the sound bank a vehicle uses in GTA SA (like change heli sound to car sound) by modifying the exe. I found this very helpful in BTTFSA, and I'm sure many others will, too. It also changes door sounds, radio, and horn sounds. Here is the GTAForums topic: http://gtaforums.com/topic/278125-sa-vehicle-audio-editor/ The download in the GTAF topic is broken, so here's the download: http://www.gamemodding.net/en/gta-san-andreas/gta-sa-programms/18703-gta-san-andreas-vehicle-audio-editor-rus-eng.html I made this topic because a few members were wondering how to change sound banks for vehicles in SA a while back. This is the solution. There's one weird part to this that Alexander Blade did not obviously post. When changing the sound bank, the actual value you input into the program is the sound bank number + 6. So, if you were going to select bank 32, you would input the number 38 instead. Also, you need to save the exe after each change. Otherwise, your changes will be lost. See you in the future..or in the past... -BTTFModMachine
  12. The Larger 1885 Map Mod Full Release is out! See first post!
  13. You mean the struts? I could send you the script if you'd like. You might have to change the keypresses to fit your mod.
  14. Hey, a new delorean sound pack is out! This time, it's a movie sound pack, with sounds extracted from the BTTF movies! See the first post!
  15. Hey, I just made my first scratch made CLEO script! Too bad it doesn't work. I noticed in the BTTF movies that the delorean makes certain sound effects randomly (usually when accelerating and decelerating). I tried to replicate this in CLEO. However, whenever I press the keys listed below in the delorean, the game crashes: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'DELOS' //0AB4: 20@ = var 909 //I tried both of these audio opcodes (they gave me trouble with the KR mod) 20@ = Audiostream.Load3D("CLEO\AUDIO\DELOS.MP3") :DELOS_11 wait 0 if Player.Defined($PLAYER_CHAR) jf @DELOS_11 jump @DELOS_13 :DELOS_13 wait 0 if or Actor.DrivingVehicleType($PLAYER_ACTOR, #ALPHA) Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE) Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS) Actor.DrivingVehicleType($PLAYER_ACTOR, #SUPERGT) Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO) jf @DELOS_15 jump @DELOS_17 :DELOS_15 wait 0 if or Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRINA) Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRINB) Actor.DrivingVehicleType($PLAYER_ACTOR, #PHOENIX) Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRING) Actor.DrivingVehicleType($PLAYER_ACTOR, #SLAMVAN) jf @DELOS_11 jump @DELOS_17 :DELOS_17 wait 0 0@ = Actor.CurrentCar($PLAYER_ACTOR) if Actor.InCar($PLAYER_ACTOR, 0@) jf @DELOS_11 if or 00E1: player 0 pressed_key 16 //accelerate key 00E1: player 0 pressed_key 14 //brake key jf @DELOS_11 0209: generate_random_int_in_range 30000 60000 store_to 1@ wait 1000 gosub @DELOS_21 wait 1000 jump @DELOS_11 :DELOS_21 wait 1@ Audiostream.PerformAction(20@, STOP) Audiostream.LinkToCar(20@, 0@) Audiostream.PerformAction(20@, PLAY) return Can anyone tell me why the game is crashing? I would really appreciate some help with this. Thanks.
  16. Er....um...this just blew my mind. No questions.
  17. Hey, it can't be Hill Valley without McFlys, so I added a McFly Farm House! See first post!
  18. Happy Birthday to Mike! Without you, the forum wouldn't exist!
  19. Yes. We're all waiting. How we spend our time waiting is the real question.
  20. Hey, can someone help me out with this coding problem (once again)? I'm trying to change the train_trail script so that the BTTF3RR delorean is actually a train (so that it stays on the tracks). I used the San Andreas train limiter and changed Train Type 2 so that the locomotive is using the model #INFERNUS (yes, you can change a train so that it becomes a car model). However, a minute after I start the game, it crashes. Can someone tell me why this is happening? Here's my code: thread 'TRAIN_TRAIL' :TRAIN_TRAIL_19 not Player.Defined($PLAYER_CHAR) else_jump @TRAIN_TRAIL_42 wait 0 jump @TRAIN_TRAIL_19 :TRAIN_TRAIL_42 6@ = Audiostream.Load("CLEO\AUDIO\BTTF3_RAILROAD\GO.MP3") 7@ = Audiostream.Load("CLEO\AUDIO\BTTF3_RAILROAD\START.MP3") :TRAIN_TRAIL_123 wait 1 Player.Defined($PLAYER_CHAR) else_jump @TRAIN_TRAIL_123 :TRAIN_TRAIL_139 wait 1 Player.Controllable($PLAYER_CHAR) else_jump @TRAIN_TRAIL_139 //0AB4: 0@ = var 8 // not Car.Wrecked(0@) //else_jump @TRAIN_TRAIL_139 //if and // Car.Model(0@) == #INFERNUS // Actor.InCar($PLAYER_ACTOR, 0@) //else_jump @TRAIN_TRAIL_139 Model.Load(#FREIGHT) //Model.Load(#FREIFLAT) Model.Load(#INFERNUS) 038B: load_requested_models :TRAIN_TRAIL_208 wait 0 if and Model.Available(#FREIGHT) // Model.Available(#FREIFLAT) Model.Available(#INFERNUS) else_jump @TRAIN_TRAIL_208 0AB4: 23@ = var 7 00BF: 24@ = current_time_hours, 7@ = current_time_minutes 24@ *= 100 005A: 24@ += 25@ // (int) //06D8: 5@ = create_train_at 730.3469 2430.528 19.74293 type 15 direction 0 1@ = 730.3469 2@ = 2430.528 3@ = 19.74293 //0407: store_coords_to 1@ 2@ 3@ from_car 5@ with_offset 0.0 10.0 0.0 06D7: enable_train_traffic 0 06D8: 0@ = create_train_at 1@ 2@ 3@ type 2 direction 0 26@ = Car.Angle(0@) 0A92: create_custom_thread "TIMETRAVEL_BTTF3_R.S" 0@ 0 2 23@ 24@ 23@ 24@ 0 0 0 0 1@ 2@ 3@ 26@ Model.Destroy(#FREIGHT) //Model.Destroy(#FREIFLAT) Model.Destroy(#INFERNUS) //07BD: destroy_train 5@ 0652: 20@ = integer_stat 181 0629: change_integer_stat 181 to 4 //4@ = Marker.CreateIconAndSphere(11, 1@, 2@, 3@) :TRAIN_TRAIL_318 wait 1 Player.Controllable($PLAYER_CHAR) else_jump @TRAIN_TRAIL_10398 //0AB4: 0@ = var 8 not Car.Wrecked(0@) else_jump @TRAIN_TRAIL_10398 Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TRAIN_TRAIL_10398 0629: change_integer_stat 181 to 4 if and 0103: actor $PLAYER_ACTOR in_sphere 1@ 2@ 3@ radius 2.0 2.0 2.0 sphere 1 stopped_in_car 0AB0: key_pressed 84 else_jump @TRAIN_TRAIL_318 //Marker.Disable(4@) 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 0169: set_fade_color_RGB 0 0 0 fade 0 750 wait 750 0AB3: var 826 = 7 0AB3: var 800 = 2 0826: enable_hud 0 0581: enable_radar 0 Model.Load(#FREIGHT) //Model.Load(#FREIFLAT) 038B: load_requested_models I don't think anything executes beyond this point. Thanks!
  21. That's right. There are only so many decent rock structures that can be used as barriers when sunk into the ground. Actually, I have tried many, but only 2 actually fit the bill. The rest are either too flat, have a large empty hole in them, or both. I chose to use barriers rather than sinking multiple towns into the ground, which would leave more holes.