:
Destination Time
:
Present Time
:
Last Time Departed

uokka

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Posts posted by uokka


  1. This kinda works. It would be more elegant to include it in timetravel.s or something but you get the idea.

    {$CLEO .cs}
    
    //-------------MAIN---------------
    0000: NOP 
    
    while true
        wait 0
        if 
            not Player.Defined($PLAYER_CHAR)
        then
            wait 250
            jump continue
        end
        
        IF AND
        Player.Controllable($PLAYER_CHAR)
        0AB0:   key_pressed 17  // 'Ctrl'
        0AB0:   key_pressed 84  // 't'
        THEN
            if
            0AB1: call_scm_func @GetTargetMarkerCoords 0 store_to 0@ 1@ 2@ 3@
            jf continue
    
            0169: set_fade_color_RGB 0 0 0
            // -- "Teletrans (Junior_Djjr).cs"
            016A: fade 0 time 50 
            wait 100
        ELSE
            // Check to see if time machine is traveling
            0AB4: 7@ = var 0 
            if 
                7@ == 1 
            jf continue
    
            // Wait until time change flag is triggered
            repeat
                wait 10
                0AB4: 7@ = var 9
            until 7@ == 1
    
            0AB4: 7@ = var 3  // Var 3: Destination MDY
            if 
            7@ > 0
            jf continue
            
            0085: 8@ = 7@ // (int)
            7@ /= 10000
            7@ *= 10000
            0062: 8@ -= 7@ // (int)
            
            if
            0AB1: call_scm_func @GetTargetByYear 1 8@ store_to 0@ 1@ 2@ 3@
            jf continue
    
            // Wait until done time travelling
            repeat
                wait 10
                0AB4: 7@ = var 0  // Var 0: Time Travel Flag
            until 7@ == 0
        END
        
        04E4: refresh_game_renderer_at 0@ 1@
        03CB: set_rendering_origin_at 0@ 1@ 3@
        // --    
    
        IF
        actor.Driving($PLAYER_ACTOR)
        THEN
            0811: 4@ = actor $PLAYER_ACTOR car_nosave
            
            06A2: get_car 4@ velocity_in_direction_XYZ 10@ 11@ 12@
    
            0A97: 5@ = car 4@ struct
            5@ += 0x4C8  // Trailer of car
            0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0
            if
            5@ > 0
            then  //->  We have a trailer
                0AEB: 6@ = car_struct 5@ handle
                07AC: detach_trailer 6@ from_car 4@ 
                08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
                wait 0
                0893: put_trailer 6@ on_car 4@
            else
                08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
            end
    
            10@ /= 50.0
            11@ /= 50.0
            12@ /= 50.0
            
            07D5: set_car 4@ velocity_in_direction_XYZ 10@ 11@ 12@ rotation_velocitiesXY 0.0 0.0 unk 0.0
    
        ELSE
            08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
            //00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 3@            
        END
        
        016A: fade 1 time 50 
         
        WHILE TRUE
            wait 0
            if
            //0AB0:   key_pressed 17  // 'Ctrl'
            0AB0:   key_pressed 84  // 't'
            then
            else
                wait 100
                break
            end
        END 
    end
    
    
    :GetTargetMarkerCoords
    if 
    0AB6:   store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 
    then
        02CE: 3@ = ground_z_at 0@ 1@ 2@
        0AB2: ret 4 0@ 1@ 2@ 3@
    else
        059A:  return_false
    end
    
    :GetTargetByYear
    if
    0@ < 0
    then
        0AD1: show_formatted_text_highpriority "WARNING!~n~The Space-Time-Continuum is about to collapse.." time 3500
        059A:  return_false
    else
        IF
        0@ > 2015
        THEN
            0AD1: show_formatted_text_highpriority "Will the world have ended?~n~Destination Year:~n~%d" time 1000 0@
            // TEST - LV Stadium
            0@ = 1099.7675
            1@ = 1530.5302
            2@ = 52.5875
        ELSE
            if
            0@ == 2015
            then
                0AD1: show_formatted_text_highpriority "Lets go to the future!~n~Destination Year:~n~%d" time 1000 0@
                // TEST - LV Airport
                0@ = 1412.1206
                1@ = 1566.6691
                2@ = 18.1073
            else
                IF
                0@ == 1985
                THEN
                    0AD1: show_formatted_text_highpriority "Uh, yeah.. The 80s!~n~Destination Year:~n~%d" time 1000 0@
                ELSE
                    if
                    0@ == 1955
                    then
                        0AD1: show_formatted_text_highpriority "uokk'N'Roll, baby!~n~Destination Year:~n~%d" time 1000 0@
                    else
                        IF
                        0@ == 1885
                        THEN
                            0AD1: show_formatted_text_highpriority "Beware the cows, boy!~n~Destination Year:~n~%d" time 1000 0@
                        ELSE
                            if
                            0@ < 1885
                            then
                                0AD1: show_formatted_text_highpriority "Don't get erased from existance by killing anyone!~n~Destination Year:~n~%d" time 1000 0@
                            else
                                0AD1: show_formatted_text_highpriority "~n~Destination Year:~n~%d" time 1000 0@
                            end
                        END
                    end
                END
            end
        END
    end
    02CE: 3@ = ground_z_at 0@ 1@ 2@
    0AB2: ret 4 0@ 1@ 2@ 3@
    
    
    {
    :Teleport
    // -- "Teletrans (Junior_Djjr).cs"
    0172: 0@ = actor $PLAYER_ACTOR Z_angle 
    016A: fade 0 time 200 
    wait 250 ms 
    04E4: unknown_refresh_game_renderer_at 0@ 1@
    03CB: set_rendering_origin_at 0@ 1@ 2@
    00A1: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 
    0173: set_actor $PLAYER_ACTOR Z_angle_to @ 
    016A: fade 1 time 300 
    wait 0 ms 
    02EB: restore_camera_with_jumpcut 
    wait 500 
    return 
    }
    
    


  2. The mobile version seems to have got slimmed down by storing all textures in one archive so there are no dublicates.

    If you have multiple vehicles using the same name for different textures, you have to edit the model file to use another texture.

    You could do that with a hex editor so you won't accidentally mess up the model.

    PS: Your links got messed up.


  3. Whow about that (not yet edited):

    {$CLEO .cs}
    
    //-------------MAIN---------------
    0000: NOP
    
    while true
        wait 0
        if and
        0AB0:   key_pressed 17  // 'Ctrl'
        0AB0:   key_pressed 84  // 't'
        jf continue
         
        if
        0AB6:   store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
        jf continue
        02CE: 3@ = ground_z_at 0@ 1@ 2@
        
        0169: set_fade_color_RGB 0 0 0
        // -- "Teletrans (Junior_Djjr).cs"
        016A: fade 0 time 50
        wait 100
        04E4: refresh_game_renderer_at 0@ 1@
        03CB: set_rendering_origin_at 0@ 1@ 3@
        // --    
    
        IF
        actor.Driving($PLAYER_ACTOR)
        THEN
            0811: 4@ = actor $PLAYER_ACTOR car_nosave
            0A97: 5@ = car 4@ struct
            5@ += 0x4C8  // Trailer of car
            0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0
            if
            5@ > 0
            then  //->  We have a trailer
                0AEB: 6@ = car_struct 5@ handle
                07AC: detach_trailer 6@ from_car 4@
                08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
                wait 0
                0893: put_trailer 6@ on_car 4@
            else
                08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
            end
        ELSE
            08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB
            //00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 3@            
        END
        
        016A: fade 1 time 50
         
        WHILE TRUE
            wait 0
            if
            //0AB0:   key_pressed 17  // 'Ctrl'
            0AB0:   key_pressed 84  // 't'
            then
            else
                wait 100
                break
            end
        END
    end
    
    {
    :Teleport
    // -- "Teletrans (Junior_Djjr).cs"
    0172: 0@ = actor $PLAYER_ACTOR Z_angle
    016A: fade 0 time 200
    wait 250 ms
    04E4: unknown_refresh_game_renderer_at 0@ 1@
    03CB: set_rendering_origin_at 0@ 1@ 2@
    00A1: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0
    0173: set_actor $PLAYER_ACTOR Z_angle_to @
    016A: fade 1 time 300
    wait 0 ms
    02EB: restore_camera_with_jumpcut
    wait 500
    return
    }
    
    • Like 1

  4. I doubt CLEO will ever come out for these mobile versions as people are not as interested in modding it compared to the PC counterparts.

    There are some topics on GTAF about modding GTA mobile versions.

    Seeman, Alexander Blade, SilentPL are involved too.

    I doubt CLEO will not be available for mobile. ;)

    @ StevenLovBttf,

    Not all opcodes behave the same on the mobile version. Default CLEO for PC will not work 100%.


  5. Whatever the "Bananas" are (O.o), my hover scripts work for all cars, but not for plains, helis, moto-/bikes, boats or trains (which is... everything else).

    The controlls might indeed seem strange at first and I heard some complains about that. I had to make it so remote controlling was still possible (IIRC). I think BTTFModMachine has changed them in his edits?

    However, it's basically still W-A-S-D plus raise, boost & handbreak. I don't get what's so complicated about that. For me, it's way easier than flying a helicopter.


  6. If both Crysis models (bullet.dff & buffalo.dff) are using the same .txd file (you can check that with f.e. TXDWorkshop), then yes, you can rename one of them to bttf2.txt and put them in bttf.img --- Plus, in "vehicles.ide", both vehicle lines (bullet & buffalo) have to be set to use bttf2(.txd).

    So instead of something like this:

    541, 	bullet,		bullet,		car, 		BULLET,		BULLET, 	null,	executive,	4, 	0,	0,		-1, 0.7, 0.75,		0
    

    You should change it to something like this:

    541, 	bullet,		bttf2,		car, 		BULLET,		BULLET, 	null,	executive,	4, 	0,	0,		-1, 0.7, 0.75,		0
    

    bullet.txd & buffalo.txd are then no longer used. You can leave them in your gta3.img. It wont do any harm.

    Just make sure you don't have any dublicates.


  7. I'm not familiar with DeLorean88MP's edits. However, the default procedure of getting a delorean with which you can time travel, is by spawning one via provided scripts. Check readmes.

    @ Darth-Sidious,

    If you get missing textures, that means indeed that the model is not using the correct vehicle.ide entries.

    The Crysis model, by default, does not use bttf2.txd.

    Check readmes for correct entries..

    Usually, having files with the same file name in more than one .IMG archive makes the game crash.

    You should delete the dublicate in gta3.img. Actually, it's up to you where you put the models but editing and rebuilding bttf.img is faster.


  8. Hey StevenLovBttf, just a suggestion:

    Instead of arguing about the possibility of your success, just do it. I wish you the best.

    Since you did not provide the information you was asked for, on a totally unrelated topic, you might not seem like the most trusworthy person (I'm not saying you're not trustworthy though). However, from my point of view, you're not in the position to ask for such kind of a 'deal'.

    "screenshots or it didn't happen" is totally applicable here.

    • Like 1

  9. That Mr.Fusion is looking really good on the Crysis model.

    If I want to do the same, I'll probably need your help as I have no idea how I was able to help you.

    --

    Are there two of those red closing thingies?

    (one dark, one bright)

    --

    UPDATE: 12/20/13: Removed the Crysis Mr. Fusion and added the Telltale Mr. Fusion.

    I wonder how the Crysis Mr.Fusion looks like.. q: