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Posts posted by uokka
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Strange, worked for me so far.
Anyway, its just an example to help you make it work - in theorie.
I'm currently trying to implement teleporting into 'BttF_TimeTravel.s'.
"IF" I will succeed (very little amount of variables left), it might be easy for you to edit your version accordingly. It's just a little bit of code.
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I have added coords only for 2015 and above 2015. So if you time travel there, it will teleport you to Las Venturas.
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Confused O.o
This is exactly what the above script does. Have you tryed it?
Or are you asking me to add teleporting to
my'BttF_TimeTravel.s' from my edits? -
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 $PLAYER_ACTOR Z_angle_to @ 016A: fade 1 time 300 wait 0 ms 02EB: restore_camera_with_jumpcut wait 500 return }
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The mobile version seems to have got slimmed down by storing all textures in one archive so there are no dublicates.
If you have multiple vehicles using the same name for different textures, you have to edit the model file to use another texture.
You could do that with a hex editor so you won't accidentally mess up the model.
PS: Your links got messed up.
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Whow about that (not yet edited):
{$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 }
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Hmm, this looks pretty familiar to a teleport script I wrote.
Not saying he did 'stole' my work though. I think I didn't share it. I wouldn't care anyway.
However, I can try adopting my teleport script to use fixed location for certain years.
IIRC, 'Year' is stored in a global CLEO variable..
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I should have mentioned I meant the engine sounds. Didn't you replaced the sound banks via SAAT?
If you attach audio to a vehicle or location via CLEO, it won't be so super loud as like when just played mono.Well, in CLEO I didn't noticed much of a difference when setting a sounds volume.. Maybe all sounds should be adjusted manually then.
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What I was saying is that it's OK to use TXDF*ucker. (:
We don't need to care about the name. The developer had to choose one not already used by another software.
Also it can be easily remembered. (;
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Nice sounds!
Basically they seem to be really good but here comes my usual moaning..
What buggs me is that the transition between some sounds Is interrupted by a short period of silence and/or you hear the 'cut'.
Some sounds are too loud / much louder than others.
The boost sounds as if it will die soon. O.o
As always, this is meant to be constructive criticism. Good job so far.
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You can leave your egos behind.
Both of you are just 'nick names'. Whoever will finish first, it won't matter for any user.
I hope both of you will benefit from the work of the other.
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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%.
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TXDF*ucker seems to be legit software. Guys on GTAF using it for editing mobile versions of GTA.
BTW, StevenLovBttf,
You should really check out GTAF for how to edit mobile version in general.
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I'm just wasting a post to try something out. Sorry; have to..
bananas
delokit t
OK, I got it.
b.t.w. why is delokit changed into bananas in my last post ?Because bananas is like Buffy in a Xena dress, thus actually pretty ridiculous
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Excuse me, StevenLovBttf.
Are you double-topicing (http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4180#entry80672)!?
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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.
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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.
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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.
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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.
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Because predicting the future is a matter of imagination.
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Ah, OK.
It's the shadow model.
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noo!
Is the Mr. Fusion now 'floatting' above the metal plate?
(like one or two inches)
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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.
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Are there two of those red closing thingies?
(one dark, one bright)
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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:
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Looking great!
Well, it seems to be a little blury at the edges compared to the movie time circuits screen shots.
Is that intentional (for looking better in-game)?
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Back To The Future: San Andreas Modifications by BTTFModMachine
in Other GTA Mods
Posted · Report reply
Yes but too early. Meaning fire trails will be at teleport location.