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Posts posted by uokka
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Considering the SA paintjobs, it would be very handy to have all outside surface textures in one file inside the .gxt. Will that be possible?
EDIT:
And what about optional vehicle parts? (like cargo in the trunk of riders car)
Besides the wheels, there could be all Time machine versions in only one model file.
edit:
If not only the Vent, but also the hubcaps of the Wheels could use the color table (carcols.dat), then you could use colors for the wheel glow (just like vent glow) while hovering, instead of using an extra model.
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This reminds me of that overstated scifi adventure movie about some winged steel thing, touring somewhere beyond reality... Whose idea was that again? Oh, so many names on the list...
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Cool picture, really funny! But not true
On the other hand... which one is more futuristic?
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Thanks guys!
Awesome reflections on the Crisys DeLorean [...]The reflection has nothing to do with the model.
I'm using sa_hax_gfxhack.asi by DexX. This creates this nice specular light, making the DeLorean look muck mor steelish.
By the way, I've never seen a 3D modeling app in action. But I edited the model nevertheless.
I'll give you instructions soon..
Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC.Exactly.
To be honest, i think the 'Crysis' Delorean is not the problem. Thats only texture work.
I tryed to contact bluespace88 to ask if I could insult him in some way by showing my stuff in here.
Remember, im a poor coder. And I can fully understand, if someone who painted a s**tload full of oil paintings is p**sed off, when be compared to someone with a pencil..
However, he turned off PM. Lets see what he sais when he comes along.
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I'm addicted to small downloads sometimes..
Who's going to clean up this mess!?
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No! Tirido's Crysis DeLorean
EDIT:
If you've rewrote the hovering mode then you could just add your section of code plus instructions on how to intergrate it into the current code.Haha, this would need more work than I've invested in this until now, im afraid.
Many BttF scripts are linked among each other by cleo globals. I have still some rests of code for the sparrow in my timetravel.cs. However, well see how it will going.
I'm glad you want it..
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I'm wasting a lot of time editing SA (BttF).
Now, I'm in a state of -wanna show my stuff-.
The code is based on v0.1.3.2 (20101105) by bluespace88.
Since I'm a terrible coder (learning by doing), you could see my modifications to the "BttF SA mini Mod" as a requests-list for the next release.
In fact, my only intention is to spam the world with one or two more youtube videos..
This is my first one.Iced DeLorean:
Yeah, freaky ending! I played with the moviemaker effects..
I made the Delorean use Paintjobs - yay! (no download for that one, sorry. but a tutorial is there)
Well, you cant see that much detail, but my texturework isnt that brilliant anyway.Unfortunately, only one texture inside the gxt file can get -iced- by paintjobs.
This is why some parts of the car are free of ice; those using different textures from the gxt.
Might the next DeLorean model have that covered..
(Hovering car (no heli) / 3D Audio / Post Time Travel FX: Blue hull glow; Iced hull / Some FX tweaked)
FEATURES:
Spoiler-
Doors:
- Not stucked when open anymore / now getting closed by velocity
- Sound edited; shortened -
Hover animation:
- No vehicle model change / No extra wheel models / No Heli!
- Edited conversion sounds of v0.1.1 -
Hovering/Flying:
- Hover mode is available for any car; Including wheel animation (only one car at a time)
- The car gets pushed upwards repeatedly (still glitchy, but usable:)
- The car avoids to touch the ground (im not sure if this is bttf style:)
- Landing-Lights while breaking (upside down Pyramid thing. Helps to guess the ground distance)
--- TODO: Target possible obstacles with searchlight
- Green glow (anim reacts to hover controlling)
- Green glow reflection on ground (simple colored shadow texture) -
Boost:
- Increasing velocity smoothly, instead of forcing speed instantly
- Boosting backwards
- Boost on ground/road
--- TODO: Steering Up/Down -
Time circuits:
- Rearranged position/animation
--- TODO: Font texture
- 24h clock format. (could also be seen as limitation )
- Keypad keys (NUM_Enter=ENTER)
- Reduced 'number key' sounds (was buggy for me) -
Energie:
- Up to 3 time jumps (i know)
- Player is facing the reactor while recharging
--- TODO: Use boxes and rubbish bags (from side of road) as fuel
- Energieinticatoricon on HUD -
Time traveling:
- Time traveling will not happen instantly anymore, when activated at more than 88 Mph.
- Motion blur (annoying effect, finally useful)
- Coil glow (matching Tirido's "Crysis" DeLorean model)
- Wormhole glow reflection on cars/peds
- Edited sounds -
Time travel reentry:
- Reentry after RC Time traveling happens (instead of FX starting) at the time programmed.
- Cold effects/Iced DeLorean (Paintjobs; Edit the model if you wanna enable this feature)
- Light flash effect
- cam shake
- Edited sounds
Please don't hit me! No, please!
DOWNLOAD
uokka's_modified_BttF_SA_MM_(v0.1.3.2)_2012.01.7z
NOTES:
- First install the original mod (also read its readme!). (Attention! This will install CLEO 3)
- Then delete all of its CLEO scripts manually (yes, really). Or just delete the hole CLEO folder.
- Then install CLEO 4 Library (download v4.1.1.30f and NOT v4.2.a .. no no!)
- Then you can install my stuff !
- See my included readme for a list of bugs/limitations and other important info.
- If you have trouble installing it, make sure you have read both readme files! (Yes, it sucks but waiting for me takes longer. I Promise.)
I'm always happy about any suggestions and/or help in killing bugs and adding features.
Criticism is accepted if you're good looking (requires proof).
Paintjob Tutorial to enable the iced effect.
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*outdated*SpoilerBttF_DMC_Boost.cs (needs a lotta work..)
Press 'secondary fire' to boost.
Press 'break' to boost backwards.Spoiler{$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "DMC_BST" 0AC1: 20@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 0006: 15@ = -1 :DMC_BST_45 003D: unsupported_in_sa 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DMC_BST_3628 0AB4: 0@ = var 8 0AB4: 30@ = var 0 0AB4: 31@ = var 12 00D6: if 056E: car 0@ defined 004D: jump_if_false @DMC_BST_3628 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @DMC_BST_3628 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00DB: actor $PLAYER_ACTOR in_car 0@ 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_3628 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_209 0484: 10@ = player $PLAYER_CHAR RC_car 00D6: if 003B: 0@ == 10@ // (int) 004D: jump_if_false @DMC_BST_3628 :DMC_BST_209 0AAD: set_audiostream 20@ perform_action 0 00D6: if 0039: 30@ == 0 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_3628 00D6: if 80E1: not player 0 pressed_key 6 004D: jump_if_false @DMC_BST_319 0AC5: link_3d_audiostream 20@ to_vehicle 0@ 0ABC: set_audiostream 20@ volume 1.0 0AAD: set_audiostream 20@ perform_action 1 0002: jump @DMC_BST_1088 :DMC_BST_319 00D6: if or 0039: 31@ == 0 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_1088 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_1088 00D6: if or 01F3: car 0@ in_air 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1088 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0087: 7@ = 3@ // (float) 0087: 8@ = 4@ // (float) 0087: 9@ = 5@ // (float) 0013: 7@ *= 0.1 0013: 8@ *= 0.1 0013: 9@ *= 0.1 0063: 3@ -= 7@ // (float) 0063: 4@ -= 8@ // (float) 0063: 5@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 00D6: if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 :DMC_BST_1088 003D: unsupported_in_sa 0AB4: 30@ = var 0 0AB4: 31@ = var 12 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DMC_BST_3628 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @DMC_BST_3628 00D6: if or 0039: 31@ == 1 00DB: actor $PLAYER_ACTOR in_car 0@ 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_3628 00D6: if 0039: 30@ == 0 004D: jump_if_false @DMC_BST_3628 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @DMC_BST_1232 00D6: if or 0039: 31@ == 1 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 0002: jump @DMC_BST_1255 :DMC_BST_1232 00D6: if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3628 :DMC_BST_1255 00D6: if 80E1: not player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1756 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ :DMC_BST_1756 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -2.5 0.42 09E5: create_flash_light_at 21@ 22@ 23@ RGB_mask 15 15 0 radius 4.0 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0174: 6@ = car 0@ Z_angle 02F6: 7@ = sine 6@ // (float) 02F7: 8@ = cosine 6@ // (float) 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_1933 0013: 7@ *= -1.0 0013: 8@ *= -1.0 :DMC_BST_1933 02E3: 2@ = car 0@ speed 0087: 11@ = 3@ // (float) 0087: 12@ = 4@ // (float) 0013: 11@ *= 0.04975 0013: 12@ *= 0.04975 0063: 3@ -= 11@ // (float) 0063: 4@ -= 12@ // (float) 0013: 7@ *= 0.01 0013: 8@ *= 0.01 0013: 11@ *= -1.0 005B: 7@ += 11@ // (float) 005B: 8@ += 12@ // (float) 00D6: if 0021: 2@ > 16.0 004D: jump_if_false @DMC_BST_2270 0087: 11@ = 3@ // (float) 0087: 12@ = 4@ // (float) 0087: 9@ = 2@ // (float) 0017: 9@ /= 246.5841 006B: 11@ *= 9@ // (float) 006B: 12@ *= 9@ // (float) 0063: 3@ -= 11@ // (float) 0063: 4@ -= 12@ // (float) 0087: 11@ = 7@ // (float) 0087: 12@ = 8@ // (float) 0087: 21@ = 7@ // (float) 0087: 22@ = 8@ // (float) 0013: 9@ *= 17.0 006B: 11@ *= 9@ // (float) 006B: 12@ *= 9@ // (float) 005B: 7@ += 11@ // (float) 005B: 8@ += 12@ // (float) 0007: 9@ = -100.0 005B: 9@ += 2@ // (float) 0013: 9@ *= -1.0 0013: 9@ *= 0.00666 006B: 21@ *= 9@ // (float) 006B: 22@ *= 9@ // (float) 0063: 7@ -= 21@ // (float) 0063: 8@ -= 22@ // (float) :DMC_BST_2270 0017: 5@ /= 1.04 0013: 7@ *= -1.0 005B: 3@ += 7@ // (float) 005B: 4@ += 8@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 00D6: if or 0039: 31@ == 0 0137: car 0@ model == #SUPERGT 004D: jump_if_false @DMC_BST_3621 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @DMC_BST_3116 00D6: if or 01F3: car 0@ in_air 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3109 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 0A97: 1@ = car 0@ struct 000A: 1@ += 68 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 0087: 7@ = 3@ // (float) 0087: 8@ = 4@ // (float) 0087: 9@ = 5@ // (float) 0013: 7@ *= 0.1 0013: 8@ *= 0.1 0013: 9@ *= 0.1 0063: 3@ -= 7@ // (float) 0063: 4@ -= 8@ // (float) 0063: 5@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 000E: 1@ -= 4 0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 0002: jump @DMC_BST_3621 :DMC_BST_3109 0002: jump @DMC_BST_3621 :DMC_BST_3116 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @DMC_BST_3621 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ 066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 15@ visible 064F: remove_references_to_particle 15@ :DMC_BST_3621 0002: jump @DMC_BST_1088 :DMC_BST_3628 0002: jump @DMC_BST_45
SpoilerBttF_unFlip.cs (needs a hole lotta work..)
Just unflips the car when pressing TAB.
I've built this code independently to BttF, but it made me wanna to the hover thing..{$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "UNFLIP" :UNFLIP_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @UNFLIP_847 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @UNFLIP_847 03C0: 0@ = actor $PLAYER_ACTOR car 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @UNFLIP_847 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @UNFLIP_171 0AB4: 11@ = var 13 00D6: if and 8039: not 11@ == 0 01F3: car 0@ in_air 004D: jump_if_false @UNFLIP_149 00D6: if 0185: car 0@ health >= 550 004D: jump_if_false @UNFLIP_847 0001: wait 75 ms 0002: jump @UNFLIP_164 :UNFLIP_149 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @UNFLIP_847 :UNFLIP_164 0002: jump @UNFLIP_186 :UNFLIP_171 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @UNFLIP_847 :UNFLIP_186 00D6: if or 01F3: car 0@ in_air 01F4: car 0@ flipped 004D: jump_if_false @UNFLIP_847 00D6: if and 84A7: not actor $PLAYER_ACTOR driving_boat 84A9: not actor $PLAYER_ACTOR driving_heli 84AB: not actor $PLAYER_ACTOR driving_plane 004D: jump_if_false @UNFLIP_847 077D: 8@ = car 0@ x_angle 06BE: 9@ = car 0@ y_angle 0007: 2@ = 0.0 0A97: 1@ = car 0@ struct 000A: 1@ += 88 0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 4 0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 0017: 2@ /= 0.02 0017: 3@ /= 0.02 0017: 4@ /= 0.02 0A8D: 5@ = read_memory 12045148 size 4 virtual_protect 1 0073: 2@ /= 5@ // (float) 0073: 3@ /= 5@ // (float) 0073: 4@ /= 5@ // (float) 0494: get_joystick 0 data_to 13@ 14@ 15@ 16@ 00D6: if 0019: 13@ > 0 004D: jump_if_false @UNFLIP_519 00D6: if 0021: 9@ > 0.0 004D: jump_if_false @UNFLIP_484 0017: 2@ /= 1.25 0017: 9@ /= 40.0 000B: 9@ += 0.2 0002: jump @UNFLIP_502 :UNFLIP_484 000B: 3@ += 0.2 0087: 9@ = 3@ // (float) :UNFLIP_502 000F: 2@ -= 0.1 0002: jump @UNFLIP_661 :UNFLIP_519 00D6: if 001B: 0 > 13@ 004D: jump_if_false @UNFLIP_630 00D6: if 0023: 0.0 > 9@ 004D: jump_if_false @UNFLIP_595 0017: 2@ /= 1.25 0017: 9@ /= 40.0 000F: 9@ -= 0.2 0002: jump @UNFLIP_613 :UNFLIP_595 000F: 3@ -= 0.2 0087: 9@ = 3@ // (float) :UNFLIP_613 000B: 2@ += 0.1 0002: jump @UNFLIP_661 :UNFLIP_630 00D6: if 8043: not 9@ == 0.0 004D: jump_if_false @UNFLIP_661 0017: 9@ /= 40.0 :UNFLIP_661 00D6: if 0021: 8@ > 0.01 004D: jump_if_false @UNFLIP_833 00D6: if 0021: 8@ > 180.0 004D: jump_if_false @UNFLIP_771 000F: 8@ -= 360.0 0013: 8@ *= -1.0 0017: 8@ /= 40.0 00D6: if 0021: 8@ > 2.0 004D: jump_if_false @UNFLIP_764 0017: 8@ /= 4.0 :UNFLIP_764 0002: jump @UNFLIP_833 :UNFLIP_771 00D6: if 8031: not 8@ >= 180.0 004D: jump_if_false @UNFLIP_833 0017: 8@ /= -40.0 00D6: if 0023: -2.0 > 8@ 004D: jump_if_false @UNFLIP_833 0017: 8@ /= 4.0 :UNFLIP_833 07DB: set_car 0@ rotation_velocity_XYZ 8@ 9@ 2@ through_center_of_mass :UNFLIP_847 0002: jump @UNFLIP_10
SpoilerBttF_Hover_Anim.s (notice, its not .cs)
This script folds out the wheels and waits for the car to touch the ground to fold them back in (this version is without struts).
Meanwhile, it shows the upside down pyramid landing lights.
No hover toggling while in air, yet.{$CLEO .s} //-------------MAIN--------------- 03A4: name_thread "HOVANIM" :HOVANIM_11 003D: unsupported_in_sa 00D6: if 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @HOVANIM_65 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_65 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_65 00D6: if 0039: 25@ == 1 004D: jump_if_false @HOVANIM_97 0006: 25@ = 0 0002: jump @HOVANIM_104 :HOVANIM_97 0006: 25@ = 1 :HOVANIM_104 0A97: 10@ = car 0@ struct 000A: 11@ += 2200 0AB3: var 2 = 1 00D6: if 0039: 25@ == 0 004D: jump_if_false @HOVANIM_1102 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_180 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_180 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_218 0001: wait 10 ms 0002: jump @HOVANIM_180 :HOVANIM_218 0AB3: var 13 = 1 0007: 26@ = -0.65 :HOVANIM_234 0A8E: 11@ = 10@ + 1445 // int 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 0AB4: 2@ = var 911 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0AB4: 2@ = var 905 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0A8E: 11@ = 10@ + 2200 // int :HOVANIM_401 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_491 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_466 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_466 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_466 :HOVANIM_491 000B: 26@ += 0.058 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @HOVANIM_551 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 1 0002: jump @HOVANIM_2224 :HOVANIM_551 0031: 26@ >= 0.65 004D: jump_if_false @HOVANIM_401 0007: 26@ = 0.666 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0007: 26@ = 1.08 :HOVANIM_600 0A8E: 11@ = 10@ + 1616 // int 0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 3@ == 0 004D: jump_if_false @HOVANIM_655 000A: 3@ += 16 000A: 3@ += 48 :HOVANIM_655 000A: 11@ += 8 0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 4@ == 0 004D: jump_if_false @HOVANIM_706 000A: 4@ += 16 000A: 4@ += 48 :HOVANIM_706 000A: 11@ += 4 0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 5@ == 0 004D: jump_if_false @HOVANIM_757 000A: 5@ += 16 000A: 5@ += 48 :HOVANIM_757 000A: 11@ += 8 0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 6@ == 0 004D: jump_if_false @HOVANIM_808 000A: 6@ += 16 000A: 6@ += 48 :HOVANIM_808 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_898 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_873 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_873 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_873 :HOVANIM_898 000F: 26@ -= 0.009 00D6: if 0021: 26@ > 0.95 004D: jump_if_false @HOVANIM_941 0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 :HOVANIM_941 0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 00D6: if 0023: -0.95 > 26@ 004D: jump_if_false @HOVANIM_996 0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 :HOVANIM_996 0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @HOVANIM_1056 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 1 0002: jump @HOVANIM_1174 :HOVANIM_1056 8021: not 26@ > 0.93 004D: jump_if_false @HOVANIM_808 0AB3: var 2 = 0 0AB3: var 13 = 0 0918: unknown_car 0@ driver_flag 1 0001: wait 0 ms 0001: wait 0 ms 0A93: end_custom_thread :HOVANIM_1102 00D6: if 0039: 25@ == 1 004D: jump_if_false @HOVANIM_2512 0AB3: var 13 = 1 :HOVANIM_1126 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_1164 0001: wait 10 ms 0002: jump @HOVANIM_1126 :HOVANIM_1164 0007: 26@ = 0.925 :HOVANIM_1174 0AB4: 2@ = var 912 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0AB4: 2@ = var 904 0AAD: set_audiostream 2@ perform_action 0 0AC5: link_3d_audiostream 2@ to_vehicle 0@ 0ABC: set_audiostream 2@ volume 2.0 0AAD: set_audiostream 2@ perform_action 1 0A8E: 11@ = 10@ + 1616 // int 0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 3@ == 0 004D: jump_if_false @HOVANIM_1309 000A: 3@ += 16 000A: 3@ += 48 :HOVANIM_1309 000A: 11@ += 8 0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 4@ == 0 004D: jump_if_false @HOVANIM_1360 000A: 4@ += 16 000A: 4@ += 48 :HOVANIM_1360 000A: 11@ += 4 0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 5@ == 0 004D: jump_if_false @HOVANIM_1411 000A: 5@ += 16 000A: 5@ += 48 :HOVANIM_1411 000A: 11@ += 8 0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 00D6: if 8039: not 6@ == 0 004D: jump_if_false @HOVANIM_1462 000A: 6@ += 16 000A: 6@ += 48 :HOVANIM_1462 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_1552 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_1527 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_1527 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_1527 :HOVANIM_1552 000B: 26@ += 0.009 0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 0013: 26@ *= -1.0 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 00D6: if and 8021: not 19@ > 0.8 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_1935 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 0 0002: jump @HOVANIM_600 :HOVANIM_1935 0021: 26@ > 1.08 004D: jump_if_false @HOVANIM_1462 0A8E: 11@ = 10@ + 2200 // int 0918: unknown_car 0@ driver_flag 0 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 1@ visible 064F: remove_references_to_particle 1@ 0007: 26@ = 0.65 :HOVANIM_2224 0001: wait 10 ms 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_2314 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2289 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2289 0001: wait 10 ms 0AB4: 1@ = var 0 0039: 1@ == 0 004D: jump_if_false @HOVANIM_2289 :HOVANIM_2314 000F: 26@ -= 0.038 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 00D6: if and 8021: not 19@ > 0.8 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_2397 0AAD: set_audiostream 2@ perform_action 0 0006: 25@ = 0 0002: jump @HOVANIM_234 :HOVANIM_2397 8021: not 26@ > -0.2 004D: jump_if_false @HOVANIM_2224 0007: 26@ = -0.666 0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 0A8E: 11@ = 10@ + 1445 // int 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 000A: 11@ += 1 0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 :HOVANIM_2512 0AB3: var 2 = 0 0AB3: var 13 = 2 00AA: store_car 0@ position_to 3@ 4@ 5@ 02CE: 18@ = ground_z_at 3@ 4@ 5@ :HOVANIM_2552 003D: unsupported_in_sa 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOVANIM_4143 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @HOVANIM_4143 0AB4: 1@ = var 0 00D6: if 0039: 1@ == 1 004D: jump_if_false @HOVANIM_2692 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2647 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2647 003D: unsupported_in_sa 0AB4: 1@ = var 0 00D6: if 8039: not 1@ == 0 004D: jump_if_false @HOVANIM_2678 0001: wait 10 ms :HOVANIM_2678 0039: 1@ == 0 004D: jump_if_false @HOVANIM_2647 :HOVANIM_2692 00AA: store_car 0@ position_to 3@ 4@ 5@ 02CE: 18@ = ground_z_at 3@ 4@ 5@ 050A: 19@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 3@ 4@ 18@ 00D6: if or 8021: not 19@ > 0.8 0025: 18@ > 5@ // (float) 004D: jump_if_false @HOVANIM_2837 00D6: if and 81F3: not car 0@ in_air 80E1: not player 0 pressed_key 19 004D: jump_if_false @HOVANIM_2837 00D6: if 06B3: searchlight 20@ active 004D: jump_if_false @HOVANIM_2830 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_2830 0002: jump @HOVANIM_4143 :HOVANIM_2837 02E3: 24@ = car 0@ speed 00D6: if and 0021: 19@ > 1.7 8021: not 17@ > 15.0 8021: not 24@ > 10.0 81F4: not car 0@ flipped 004D: jump_if_false @HOVANIM_4085 00D6: if and 06B3: searchlight 20@ active 06B3: searchlight 21@ active 06B3: searchlight 22@ active 06B3: searchlight 23@ active 004D: jump_if_false @HOVANIM_3903 00D6: if 0029: 32@ >= 100 004D: jump_if_false @HOVANIM_3820 0006: 32@ = 0 00D6: if 0039: 28@ == 4 004D: jump_if_false @HOVANIM_3167 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 1 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 0002: jump @HOVANIM_3820 :HOVANIM_3167 00D6: if 0039: 28@ == 3 004D: jump_if_false @HOVANIM_3387 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 4 06C1: create_searchlight 23@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 20@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 0002: jump @HOVANIM_3820 :HOVANIM_3387 00D6: if 0039: 28@ == 2 004D: jump_if_false @HOVANIM_3607 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 3 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 06C1: create_searchlight 23@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 0002: jump @HOVANIM_3820 :HOVANIM_3607 00D6: if 0039: 28@ == 1 004D: jump_if_false @HOVANIM_3820 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ 0006: 28@ = 2 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 :HOVANIM_3820 06B5: unknown_searchlight 20@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 21@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 22@ floats 3@ 4@ 18@ 10000.0 06B5: unknown_searchlight 23@ floats 3@ 4@ 18@ 10000.0 0002: jump @HOVANIM_4078 :HOVANIM_3903 06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 0006: 28@ = 1 :HOVANIM_4078 0002: jump @HOVANIM_4136 :HOVANIM_4085 00D6: if or 06B3: searchlight 20@ active 06B3: searchlight 21@ active 06B3: searchlight 22@ active 06B3: searchlight 23@ active 004D: jump_if_false @HOVANIM_4136 06B2: destroy_searchlight 20@ 06B2: destroy_searchlight 21@ 06B2: destroy_searchlight 22@ 06B2: destroy_searchlight 23@ :HOVANIM_4136 0002: jump @HOVANIM_2552 :HOVANIM_4143 0002: jump @HOVANIM_11
SpoilerBttF_DMC_Liftoff.cs (needs a lotta work..)
This one continuously pushes the car upwards and starts BttF_Hover_Anim.s
Press 'submission' to raise
Press 'accelerate' to sink{$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread "LIFTOFF" 0AC1: 21@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 0006: 22@ = -1 0007: 20@ = 0.0 :LIFTOFF_55 0001: wait 10 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LIFTOFF_4406 0AB4: 0@ = var 8 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_4406 00D6: if 0137: car 0@ model == #SUPERGT 004D: jump_if_false @LIFTOFF_4406 00D6: if 00DB: actor $PLAYER_ACTOR in_car 0@ 004D: jump_if_false @LIFTOFF_4406 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_4406 03C0: 0@ = actor $PLAYER_ACTOR car 0107: 15@ = create_object 18637 at 0.0 0.0 0.0 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 0AAA: 1@ = thread 'HOVANIM' pointer 00D6: if 0039: 1@ == 0 004D: jump_if_false @LIFTOFF_277 0A92: create_custom_thread "BttF_Hover_Anim.s" 0@ :LIFTOFF_277 0A97: 1@ = car 0@ struct 000A: 1@ += 76 :LIFTOFF_292 003D: unsupported_in_sa 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_4396 0AB4: 2@ = var 0 00D6: if 0039: 2@ == 0 004D: jump_if_false @LIFTOFF_4389 000B: 20@ += 0.91 0007: 29@ = 0.3 0006: 22@ = 0 :LIFTOFF_362 0013: 29@ *= -1.0 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 02CE: 27@ = ground_z_at 24@ 25@ 26@ 050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 00D6: if 8021: not 27@ > 10.0 004D: jump_if_false @LIFTOFF_635 0017: 27@ /= 2.0 0087: 28@ = 27@ // (float) 000F: 28@ -= 2.0 0013: 28@ *= -1.0 0017: 27@ /= 2.0 000B: 27@ += 0.15 00D6: if 8033: not 0.0 >= 27@ 004D: jump_if_false @LIFTOFF_635 0013: 28@ *= 100.0 0092: 28@ = float 28@ to_integer 00D6: if 0019: 28@ > 200 004D: jump_if_false @LIFTOFF_579 0006: 28@ = 200 :LIFTOFF_579 00D6: if 8029: not 28@ >= 0 004D: jump_if_false @LIFTOFF_604 0006: 28@ = 0 :LIFTOFF_604 016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ :LIFTOFF_635 000A: 22@ += 1 0019: 22@ > 1 004D: jump_if_false @LIFTOFF_362 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 000F: 20@ -= 0.91 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_3089 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 0AB4: 2@ = var 13 00D6: if 0039: 2@ == 1 004D: jump_if_false @LIFTOFF_877 00D6: if 8021: not 19@ > 0.8 004D: jump_if_false @LIFTOFF_828 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.018 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_863 :LIFTOFF_828 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.014 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_863 0002: jump @LIFTOFF_4389 0002: jump @LIFTOFF_902 :LIFTOFF_877 00D6: if 0039: 2@ == 0 004D: jump_if_false @LIFTOFF_902 0002: jump @LIFTOFF_4389 :LIFTOFF_902 0AAD: set_audiostream 21@ perform_action 0 0AC5: link_3d_audiostream 21@ to_vehicle 0@ 0ABC: set_audiostream 21@ volume 1.0 0AAD: set_audiostream 21@ perform_action 1 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ :LIFTOFF_1182 0001: wait 0 ms 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LIFTOFF_3082 000B: 20@ += 0.91 0007: 29@ = 0.3 0006: 22@ = 0 :LIFTOFF_1229 0013: 29@ *= -1.0 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 000B: 26@ += 0.1 02CE: 27@ = ground_z_at 24@ 25@ 26@ 050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 00D6: if 8021: not 27@ > 10.0 004D: jump_if_false @LIFTOFF_1512 0017: 27@ /= 2.0 0087: 28@ = 27@ // (float) 000F: 28@ -= 2.0 0013: 28@ *= -1.0 0017: 27@ /= 2.0 000B: 27@ += 0.15 00D6: if 8033: not 0.0 >= 27@ 004D: jump_if_false @LIFTOFF_1512 0013: 28@ *= 100.0 0092: 28@ = float 28@ to_integer 00D6: if 0019: 28@ > 200 004D: jump_if_false @LIFTOFF_1456 0006: 28@ = 200 :LIFTOFF_1456 00D6: if 8029: not 28@ >= 0 004D: jump_if_false @LIFTOFF_1481 0006: 28@ = 0 :LIFTOFF_1481 016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ :LIFTOFF_1512 000A: 22@ += 1 0019: 22@ > 1 004D: jump_if_false @LIFTOFF_1229 0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 000F: 20@ -= 0.91 00D6: if or 01F4: car 0@ flipped 8185: not car 0@ health >= 550 004D: jump_if_false @LIFTOFF_1969 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_1682 0007: 20@ = -0.4 :LIFTOFF_1682 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0002: jump @LIFTOFF_3075 :LIFTOFF_1969 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @LIFTOFF_3082 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 06A2: get_car 0@ velocity_in_direction_XYZ 6@ 7@ 8@ 00D6: if and 0021: 19@ > 0.5 0021: 8@ > -10.0 004D: jump_if_false @LIFTOFF_2848 00D6: if or 8021: not 8@ > 7.0 00E1: player 0 pressed_key 4 004D: jump_if_false @LIFTOFF_3075 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.025 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_2883 :LIFTOFF_2848 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.04 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_2883 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @LIFTOFF_2973 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_2966 0007: 20@ = -0.4 :LIFTOFF_2966 0002: jump @LIFTOFF_3039 :LIFTOFF_2973 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_3075 0006: 32@ = 0 000F: 20@ -= 0.1 00D6: if 8021: not 20@ > -0.4 004D: jump_if_false @LIFTOFF_3039 0007: 20@ = 0.0 :LIFTOFF_3039 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 :LIFTOFF_3075 0002: jump @LIFTOFF_1182 :LIFTOFF_3082 0002: jump @LIFTOFF_3910 :LIFTOFF_3089 00D6: if or 01F4: car 0@ flipped 8185: not car 0@ health >= 500 004D: jump_if_false @LIFTOFF_3466 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_3179 0007: 20@ = -0.4 :LIFTOFF_3179 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 0002: jump @LIFTOFF_4389 :LIFTOFF_3466 0AB4: 19@ = var 13 00D6: if 8039: not 19@ == 0 004D: jump_if_false @LIFTOFF_4396 0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 0A8D: 8@ = read_memory 1@ size 4 virtual_protect 0 00D6: if 8031: not 19@ >= 18.0 004D: jump_if_false @LIFTOFF_3608 000F: 19@ -= 18.0 0013: 19@ *= -1.0 0017: 19@ /= 100.0 0017: 19@ /= 2.0 0087: 9@ = 8@ // (float) 006B: 9@ *= 19@ // (float) 0063: 8@ -= 9@ // (float) 0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 :LIFTOFF_3608 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @LIFTOFF_3734 00D6: if 0029: 32@ >= 50 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_3691 0007: 20@ = -0.4 :LIFTOFF_3691 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 0002: jump @LIFTOFF_4389 :LIFTOFF_3734 00D6: if and 8021: not 8@ > 0.0 8023: not -0.1 > 8@ 004D: jump_if_false @LIFTOFF_3867 00D6: if 8039: not 19@ == 2 004D: jump_if_false @LIFTOFF_3825 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.02 rotation_velocitiesXY 0.0 0.0 unk 0.0 0002: jump @LIFTOFF_3860 :LIFTOFF_3825 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.03 rotation_velocitiesXY 0.0 0.0 unk 0.0 :LIFTOFF_3860 0002: jump @LIFTOFF_3910 :LIFTOFF_3867 00D6: if 8031: not 8@ >= 0.0 004D: jump_if_false @LIFTOFF_3910 000B: 8@ += 0.03 0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 :LIFTOFF_3910 0AB4: 19@ = var 13 00D6: if 8039: not 19@ == 0 004D: jump_if_false @LIFTOFF_4396 00D6: if 0039: 19@ == 2 004D: jump_if_false @LIFTOFF_4197 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ :LIFTOFF_4197 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @LIFTOFF_4287 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000B: 20@ += 0.1 00D6: if 0021: 20@ > 0.0 004D: jump_if_false @LIFTOFF_4280 0007: 20@ = -0.4 :LIFTOFF_4280 0002: jump @LIFTOFF_4353 :LIFTOFF_4287 00D6: if 0029: 32@ >= 100 004D: jump_if_false @LIFTOFF_4389 0006: 32@ = 0 000F: 20@ -= 0.1 00D6: if 8021: not 20@ > -0.4 004D: jump_if_false @LIFTOFF_4353 0007: 20@ = 0.0 :LIFTOFF_4353 0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 :LIFTOFF_4389 0002: jump @LIFTOFF_292 :LIFTOFF_4396 0108: destroy_object 15@ 0249: release_model 18637 :LIFTOFF_4406 0002: jump @LIFTOFF_55
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Doors:
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The Delorean has no taillight!
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Will the possibility to add paintjobs be implement in the SA versions?
For the iced-effect..
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WOAH! MUST...HAVE...THOSE...AMAZING EFFECTS!!!Yeah, I agree:)
Very nice enhancements to the wormhole effects. Almost accurate to the movie.
And I realy like the Flux glowing on ~25 sec.
Good job
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OK
Unfortunately, no wicked awesome Crysis stuff for me today .
And dont forget knightprowl. Hes off topic, but hes in the right sub forum, at least..
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Yeah, cmon guys. Answer the IP thing, please. A lot of readers probably know. Dont be lazy..
(and answer my question about double post, please . its all mixed up in here anyway )
@DMC88ELB,
so you do not think your texture work is worth sharing?
You won't tell me you deleted it, will you?
I would have even tryed to fix the .cs for you, if the link to the speedo wouldnt be dead..
gimme gimme
---
Yellow dudes everywhere!
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Interesting, the sounds quality might not get better, but might be worth trying.
Im sure its possible to record the soundcards audio output by Audacity aswell, isnt it? (not installed on the pc im using right now).
---
Do you think your texture work is worth sharing (with me)? (smilyface)
The bribe for that:
Another problem: When you switch to flight mode, it crashes! I guess it's because the model swaps, and CJ doesn't sit in a car anymore (therefore the speedo has no place to go). Anyone know a way to work around that? I'm not good at coding AT ALL. I know the basics, but that's not enough tongue.gif.So... not good at all or knowing basics? (knowing basics only is not bad! Thats what making us good at something. Than comes expierience which we all want and need. sorry for hippieing around..)
Im not too good at coding aswell, but basics should be enough to try the following.
Search for this opcode:
03C0: 0@ = actor $PLAYER_ACTOR carAnd add this opcode (in a contition; if) somewhere near to it, into the loop where the script checks other thing similar to this:
00DB: actor $PLAYER_ACTOR in_car 0@Similar things are:
8256: not player $PLAYER_CHAR defined80DF: not actor $PLAYER_ACTOR driving
Maybe you put 00DB just right after this similar checks. But not everywhere! There may be only one place where it will be needed. "0@" needs to be already set by 03C0.
If the keyboard written source is included, there might be an "while true" loop. In this case, the following would be the needed condition:
if00DB: actor $PLAYER_ACTOR in_car 0@
jf continue
Know what i mean?
Helped me in another script, when changing from real to heli DeLorean.
I didn't said something earlier since i wasn't using my brain / or / attracted by youre speedo. but after rereading, i have a reason.
edited a thousandtimes, due to to much time
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Sorry, im a newbe.
thought it would be ok since the first half of the double is a month old and the second half is about something different..
Whats the reason? Tell me better, please.
I would like to say something to DMC88ELB and cannot reach him by PM.
EDIT
PS: Editing the post, wouldnt put it on new posts list, right?
But i nedd to make a signal! Otherwise my target can only read it, if it reads old random posts.
Wich, i thought, would be quite unlikely to happen..
EDIT AGAIN
info: When attempting use PM feature ('Send Message'), an error message sais:
You are not allowed to use the messenger feature on this boardI only got the Error Messenger (making me a double posting pirate)
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Its not my mod, but..
If i understand this correctly, you are trying to install a CLEO mod for San Andreas, right?
What you need to do in this case is:
- Visit the CLEO homepage
- Download CLEO 4 Library (v4.1.1.30f) (upper left hand corner)
- Install into SA (after install, there will be a folder named "CLEO" inside the SA folder)
- Copy the *.cs file into the CLEO folder (thats the mod)
- Copy one of the *.fxt files into the "CLEO\CLEO_TEXT" folder (text file of the mod)
Helped?
If not:
What kind of idea are you talking about?
What were you exactly looking for?
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[...] The team decided to also make a full version for San Andreas, anyway.[...]
, so there is still hope for me, since i bekieve VC is more ugly than SA.
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Whoops..
"GTA: Hill Valley Multiplayer"
Thats not right, is it?
Some more off topic since im not allowed to PM..
@DMC88ELB
How did you extract sounds & textures from the Crysis DeLorean mod?
I can only find .dds DeLorean surface textures in the .pak file.
Which files are containing the sounds and other textures and how to open/extract them?
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Confirming its the Bullet, which is a bad thing in my opinion because its my favorite car in SA.
The Cars name is located in "GTA San Andreas\text\american.gxt"
Time travel works (if you wanted to know that too, Chamyto).
@bluespace88:
Hello, can you hear me!?
Are you still working on the SA Mini Mod?
I replaced the SUPER GT with the DeLorean (code and .img) instead of the Bullet, because its an ugly model and does not appear as often as the Bullet does (i believe).
Just wondering if the Bullet has been choosen on technic purpose,
or only because its a fast and expensive car..
Well, my SA crashes more often when BttF is installed. Especially when i exit the game.
One more thing:
Would be very nice, if the hover conversion.. Oh fk, look at the LC mod...
Im working on that since the Source Code 20101105, but failed due to insufficient coding skills.
Is it even possible with CLEO?
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yes finally he is gone, hes dead and now maybe hopfully the world will start to get alot better [...]I don't think so.. The USA will always find its badass.
[...] thank god and the usa for finally bringing him to justice, may this war finally end and al kida die downI thought as far as we know, god doesnt like it if we kill eachother...
Even if it is real, if people think this is the end, then they are just kidding themselves.Yup!
why would US even lie about something this big?I do not see point here
it is really stupid if it would happen to be a BIG lie dry.gif doh.gif
As bigger the lie, the more people will/may believe it! BTW i saw some conspiracy stuff. i cant 'believe' anything this big anymore. No matter whos telling the big story!
@daangelo29
This is just so true.. And if the USA is going on like that ("world police"), there will always be angry people somewhere..
The death of some guy cannot stop the idea. (Where ever the idea comes from. So you dont need to aim for obama..)
I bless you all.
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Does the TTG DeLorean has got more polys than Mike's?
On my netbook the FPS are going down to 10 or 15 when spawning the BttF2 Timemachine..
Reason for edit:
Its not mikes model..
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Yipee!
I hope the TT-DeLorean will have working brake lights in SA..
Its probably not possible to impliment the hover conversion into the model (like headlight anim), is it?
Off Topic:
I noticed the statement of the hater who dislikes the mod and i will ignore it for now on..
uokka's modified "BttF SA Mod"
in Other GTA Mods
Posted · Report reply
The wheels need to get further away from the wheel arch, i think.
But yes, then it might look pretty accurate.
Wait until you see the texture in-game on your own PC (hopefully).
The display just had to be smaller for me. And I wanted to match the SA style... kind of.
Could you post a screenshot of the MP Timecircuits?
Thanks for a lot of feedback!