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uokka

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Posts posted by uokka


  1. The hover animations really look convincing, like the movie, although with a little more work, I think it would be perfect.
    You might get fooled by the synchronously of sound and animation.

    The wheels need to get further away from the wheel arch, i think.

    But yes, then it might look pretty accurate.

    As for the iced DeLorean, it's perfect. The amount of ice just fits with the BTTF 2 DeLorean (The first DeLorean had more)
    Really? I thought it is too less for the first and too much for the second..

    Wait until you see the texture in-game on your own PC (hopefully).

    As for Time Circuits, in my opinion, the TC's in BTTF: SA multiplayer are perfect. I don't feel where your Time Circuits are placed are the best place for them.
    I dont feel so as well.

    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?

    If you get a no, please make sure to at least give us instructions on how to achieve what you have.
    Yes!

    P.S: What happened to the Speedometer? I know you have one on the left, but it's not accurate.
    Much too big for me... You noticed the speed inaccuracy!? Yes, I edited and repositioned the speedo texture (which messes things up, ofcourse) but lost interest to fix it (due to bttf), but the digital display on the bottom should be accurate.

    Thanks for a lot of feedback!


  2. 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.


  3. 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. :ph34r:

    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.


  4. 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.. :D


  5. 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.

    Some closer look:
    th_iced_delo_front.jpg
    th_iced_delo_front2.png

     

    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 :P)
      - 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
      - Energie inticator icon 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! :o No, please!

     

    DOWNLOAD

    uokka's_modified_BttF_SA_MM_(v0.1.3.2)_2012.01.7z

    https://www.dropbox.com/s/8ohisxd72zodc3r/uokka%27s_modified_BttF_SA_MM_%28v0.1.3.2%29_2012.01.7z?dl=0

    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.


    ---


    *outdated*

    Spoiler
    The following outdated code is for advanced users only due to incompatibility with original unmodified BttF-HV:SA mini mod.
    Its here so you can have a quick look.

    You must update to CLEO 4 and fix Audio, Effects and Global CLEO Variables (0AB4: and 0AB3:) ! little Further info at post #38.
     

    BttF_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

     

     

     

     

    Spoiler

    BttF_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

     

     

     

     

    Spoiler

    BttF_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

     

     

     

     

     

    Spoiler

    BttF_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

     

     


  6. Yeah, cmon guys. Answer the IP thing, please. A lot of readers probably know. Dont be lazy.. :P

    (and answer my question about double post, please :D . its all mixed up in here anyway :lol: )

    @DMC88ELB,

    so you do not think your texture work is worth sharing? :o

    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 :rolleyes:

    ---

    Yellow dudes everywhere!


  7. 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 car

    And 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 defined

    80DF: 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:

    if

    00DB: 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


  8. 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 board

    I only got the Error Messenger :P (making me a double posting pirate)


  9. 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?


  10. 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?


  11. 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?


  12. 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 down

    I 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.