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RazorX

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Posts posted by RazorX


  1. ok the time has come after lots of testing and tweaking im finally ready to reveal my code for adding the special delorian to the garage and the code for making it into the delorian boat here it is

    enjoy..

    create_thread @GARAGE_SPECIAL
    create_thread @CAR_BOAT
    
    
    014B: $ADMIRAL = init_parked_car_generator #ADMIRAL -1 -1 1 alarm 0 door_lock 0 0 10000 at -970.95 -869.28 13.16 angle 45.0
    014C: set_parked_car_generator $ADMIRAL cars_to_generate_to 101
    
    
    :GARAGE_SPECIAL
    wait 250 
    if 
       Player.Defined($PLAYER_CHAR)
    else_jump @GARAGE_SPECIAL 
    if
    0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9
    
    :GARAGE_SPECIAL2
    wait 10
    if and
    0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9
    00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
    jf @GARAGE_SPECIAL3
    jump @GARAGE_SPECIAL4
    
    :GARAGE_SPECIAL3
    wait 10
    if and
    0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9
    00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS 
    jf @GARAGE_SPECIAL
    jump @GARAGE_SPECIAL5
    
    
    :GARAGE_SPECIAL4
    03C1: 0@ = player $PLAYER_CHAR car 
    021B: set_garage $DELOREAN_GARAGE to_accept_car 0@
    jump @GARAGE_SPECIAL6
    
    :GARAGE_SPECIAL5
    03C1: 0@ = player $PLAYER_CHAR car 
    021B: set_garage $DELOREAN_GARAGE to_accept_car 0@
    jump @GARAGE_SPECIAL7
    
    :GARAGE_SPECIAL6
    wait 250
    if and
    80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0 
    01C1:   car 0@ stopped
    else_jump @GARAGE_SPECIAL6
    wait 2000
    Player.CanMove($PLAYER_CHAR) = False
    03C1: 0@ = player $PLAYER_CHAR car
    0361: close_garage $DELOREAN_GARAGE
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
    $ANGLE = Car.Angle(0@)
    Camera.PointAt(1@, 2@, 3@, 1)
    wait 1200
    Player.CanMove($PLAYER_CHAR) = True
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    else_jump @GARAGE_SPECIAL6
    Player.CanMove($PLAYER_CHAR) = False
    Model.Load(#ADMIRAL)
    038B: load_requested_models
    if 
       Model.Available(#ADMIRAL)
    else_jump @GARAGE_SPECIAL6
    $CAR = Car.Create(#ADMIRAL, 1@, 2@, 3@)
    Car.Angle($CAR) = $ANGLE
    0369: put_player $PLAYER_CHAR in_car $CAR
    00BC: text_highpriority 'SELECT' 10000 ms 1  
    jump @GARAGE_SPECIAL10
    
    :GARAGE_SPECIAL7
    wait 250
    if and
    80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0 
    01C1:   car 0@ stopped
    else_jump @GARAGE_SPECIAL7
    wait 2000
    Player.CanMove($PLAYER_CHAR) = False
    03C1: 0@ = player $PLAYER_CHAR car
    0361: close_garage $DELOREAN_GARAGE
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
    Camera.PointAt(1@, 2@, 3@, 1)
    wait 1200
    Player.CanMove($PLAYER_CHAR) = True
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    Car.Destroy(0@)
    else_jump @GARAGE_SPECIAL7
    Player.CanMove($PLAYER_CHAR) = False
    Model.Load(#SENTXS)
    038B: load_requested_models
    if 
       Model.Available(#SENTXS)
    else_jump @GARAGE_SPECIAL7
    $CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
    Car.Angle($CAR) = $ANGLE
    0369: put_player $PLAYER_CHAR in_car $CAR
    00BC: text_highpriority 'SELECT' 10000 ms 1 
    jump @GARAGE_SPECIAL11
    
    :GARAGE_SPECIAL8
    00BC: text_highpriority '' 10 ms 1
    wait 2000
    03C1: 0@ = player $PLAYER_CHAR car 
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 
    Camera.PointAt(1@, 2@, 3@, 1)
    012A: put_player $PLAYER_CHAR at 1@ 2@ 10.0 and_remove_from_car
    wait 300
    Model.Load(#SENTXS)
    038B: load_requested_models
    if 
       Model.Available(#SENTXS)
    else_jump @GARAGE_SPECIAL8
    Car.Destroy(0@)
    $CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
    Car.Angle($CAR) = $ANGLE
    0369: put_player $PLAYER_CHAR in_car $CAR 
    03C1: 4@ = player $PLAYER_CHAR car
    018C: play_sound 1 at 0.0 0.0 0.0
    wait 2000 
    0360: open_garage $DELOREAN_GARAGE
    Player.CanMove($PLAYER_CHAR) = True
    Camera.Restore
    else_jump @GARAGE_SPECIAL8
    03C1: 0@ = player $PLAYER_CHAR car
    if and
    80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0
    80DE:   not player $PLAYER_CHAR driving_vehicle_type #SENTXS
    wait 5000
    0361: close_garage $DELOREAN_GARAGE
    wait 10000
    jump @GARAGE_SPECIAL
    
    :GARAGE_SPECIAL9
    00BC: text_highpriority '' 10 ms 1
    wait 2000
    03C1: 0@ = player $PLAYER_CHAR car 
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 
    Camera.PointAt(1@, 2@, 3@, 1)
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    wait 300
    Model.Load(#ADMIRAL)
    038B: load_requested_models
    if 
       Model.Available(#ADMIRAL)
    else_jump @GARAGE_SPECIAL9
    Car.Destroy(0@)
    $CAR = Car.Create(#ADMIRAL, 1@, 2@, 3@)
    Car.Angle($CAR) = $ANGLE
    0369: put_player $PLAYER_CHAR in_car $CAR 
    03C1: 4@ = player $PLAYER_CHAR car
    018C: play_sound 1 at 0.0 0.0 0.0
    wait 2000 
    0360: open_garage $DELOREAN_GARAGE
    Player.CanMove($PLAYER_CHAR) = True
    Camera.Restore
    else_jump @GARAGE_SPECIAL9
    03C1: 0@ = player $PLAYER_CHAR car
    if and
    80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0
    80DE:   not player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
    wait 5000
    0361: close_garage $DELOREAN_GARAGE
    wait 10000
    jump @GARAGE_SPECIAL
    
    :GARAGE_SPECIAL10
    wait 10
    00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
    jf @GARAGE_SPECIAL11
    jump @GARAGE_SPECIAL13
    
    :GARAGE_SPECIAL11
    wait 10
    00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS
    jf @GARAGE_SPECIAL10
    jump @GARAGE_SPECIAL12
    
    :GARAGE_SPECIAL12
    wait 10
    if
    00E1:   key_pressed 0 17
    else_jump @GARAGE_SPECIAL14
    wait 100 
    00BC: text_highpriority 'ADMIRAL' 100000 ms 1
    jump @GARAGE_SPECIAL13
    
    :GARAGE_SPECIAL14
    wait 10
    if
    00E1:   key_pressed 0 6
    else_jump @GARAGE_SPECIAL12
    wait 250
    jump @GARAGE_SPECIAL8
    
    :GARAGE_SPECIAL13
    wait 10
    if
    00E1:   key_pressed 0 17 
    else_jump @GARAGE_SPECIAL15
    wait 100
    00BC: text_highpriority 'SENTXS' 100000 ms 1
    jump @GARAGE_SPECIAL12
    
    :GARAGE_SPECIAL15
    wait 10
    if
    00E1:   key_pressed 0 6
    else_jump @GARAGE_SPECIAL13
    wait 250
    jump @GARAGE_SPECIAL9
    
    :CAR_BOAT
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    else_jump @CAR_BOAT
    03C1: 0@ = player $PLAYER_CHAR car 
    if and
    00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS
       Car.Wrecked(0@)
    else_jump @CAR_BOAT
    jump @FADE
    
    :FADE
    0169: set_fade_color 0 0 0 
    fade 0 300
    wait 300
    jump @CAR_BOAT2
    
    :CAR_BOAT2  
    Player.CanMove($PLAYER_CHAR) = False
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
    Camera.PointAt(1@, 2@, 3@, 4@)
    4@ = Car.Angle(0@)
    02E3: 5@ = car 0@ speed 
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    Camera.PointAt(1@, 2@, 3@, 4@)
    Car.Destroy(0@)
    Model.Load(#JETMAX)
    038B: load_requested_models
    if 
       Model.Available(#JETMAX)
    else_jump @CAR_BOAT2 
    wait 10
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer
    $CAR = Car.Create(#JETMAX, 1@, 2@, 3@)
    Car.Angle($CAR) = 4@
    0369: put_player $PLAYER_CHAR in_car $CAR 
    03C1: 4@ = player $PLAYER_CHAR car
    Car.SetImmunities(4@, 1, 1, 1, 1, 1)
    fade 1 300
    Player.CanMove($PLAYER_CHAR) = True
    00BC: text_highpriority '' 5000 ms 1
    04BA: set_car $CAR speed_instantly 40.0
    jump @CAR_BOAT3
    
    :CAR_BOAT3
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    else_jump @CAR_BOAT3
    03C1: 0@ = player $PLAYER_CHAR car 
    if and
    00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
    00E1:   key_pressed 0 18
    jf @CAR_BOAT5
    jump @CAR_BOAT4
    
    :CAR_BOAT5
    if
    80E1:   not key_pressed 0 18
    01C1:   car 0@ stopped 
    jf @CAR_BOAT3
    jump @CAR_BOAT6
    
    :CAR_BOAT4
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 8.0 10.0
    Player.CanMove($PLAYER_CHAR) = False
    Camera.PointAt(1@, 2@, 3@, 4@)
    4@ = Car.Angle(0@)
    02E3: 5@ = car 0@ speed 
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    Camera.PointAt(1@, 2@, 3@, 4@)
    Car.Destroy(0@)
    Model.Load(#SENTXS)
    038B: load_requested_models
    if 
       Model.Available(#SENTXS)
    else_jump @CAR_BOAT3 
    wait 10
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer
    $CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
    Car.Angle($CAR) = 4@
    0369: put_player $PLAYER_CHAR in_car $CAR 
    03C1: 4@ = player $PLAYER_CHAR car
    Car.SetImmunities(4@, 1, 1, 1, 1, 1)
    053F: set_car 4@ tires_vulnerable 0
    04BA: set_car $CAR speed_instantly 5@
    Player.CanMove($PLAYER_CHAR) = True
    00BC: text_highpriority '' 5000 ms 1
    jump @CAR_BOAT
    
    :CAR_BOAT6
    0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
    Player.CanMove($PLAYER_CHAR) = False
    Camera.PointAt(1@, 2@, 3@, 4@)
    4@ = Car.Angle(0@)
    02E3: 5@ = car 0@ speed 
    012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
    Camera.PointAt(1@, 2@, 3@, 4@)
    Car.Destroy(0@)
    Model.Load(#SENTXS)
    038B: load_requested_models
    if 
       Model.Available(#SENTXS)
    else_jump @CAR_BOAT3 
    wait 10
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer
    $CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
    Car.Angle($CAR) = 4@
    0369: put_player $PLAYER_CHAR in_car $CAR 
    03C1: 4@ = player $PLAYER_CHAR car
    Car.SetImmunities(4@, 1, 1, 1, 1, 1)
    053F: set_car 4@ tires_vulnerable 0 
    04BA: set_car $CAR speed_instantly 5@
    Player.CanMove($PLAYER_CHAR) = True
    00BC: text_highpriority '' 5000 ms 1
    jump @CAR_BOAT
    

    the delorian boat has 2 methods of getting out of the water one is by pressing the horn as your getting close the the edge and your vehicle will jump out of the water i did this because there arnt many places you can drive straight out of the water, the other method is just that driving straight out of the water and thats it.

    i would appreciate someone giving this a go and seeing what they think and if your gonna post this or any of my stuff on another site please dont take the credit for my work thanks

    Special Delorian And Delorian Boat Stuff.rar

    here is the handling info but i would recommend testing the default settings before changing them just incase you prefer the normal handling.

    ADMIRAL 7000.0 2.00 4.90 1.60 0.00 0.00 -0.50 75 0.95 0.80 0.55 5 200.00 24.00 R P 10.00 0.53 0 30.00 1.80 0.19 0.20 0.02 35000 0.25 -0.10 0.50 0.40 0008102 0 1

    MAFIA 7000.0 2.00 4.90 1.60 0.00 0.00 -0.50 75 0.95 0.80 0.55 5 200.00 24.00 R P 10.00 0.53 0 30.00 1.80 0.19 0.20 0.02 35000 0.25 -0.10 0.50 0.40 0008102 0 1

    % CUPBOAT 0.700 0.600 0.400 5.000 0.300 -0.800 3.000 0.940 0.993 0.997 0.850 0.940 0.940 3.000

    default.ide info.

    174, sentxs, sentxs, car, MAFIA, SENTXS, null, ignore, 10, 6, 2ff0, 249, 0.72

    175, admiral, admiral, car, ADMIRAL, ADMIRAL, null, ignore, 10, 6, 2ff0, 249, 0.72

    223, jetmax, jetmax, boat, CUPBOAT, CUBJET, null, ignore, 10, 7, 2ff0, 249, 0.72

    i recommend changing the names in the american.gxt file too if thats the one you use:

    change ADMIRAL to Delorean

    change SENTXS to Delorean Special

    change CUBJET to Delorean Special

    • Like 1

  2. im trying to update my water i want it looking more realistic i want it dark where i cant see the bottom but no matter what images i use i get a lighter area around where i am in the water how do i fix this i dont want to have a lighter area around me i want it to all look the same and not be able to see the bottom if that makes sence.

    im from the uk i dont want crystal clear water lol

    UPDATE:

    heres were im at:

    d795.png


  3. ok guys here is my new and maybe final custom map release for sunshine autos this will NOT overwrite any of the sunshine autos map this release contains the following:

    (all of these are created by me, let me know if they are any issues)

     

    1. Custom Fence 1

     

     

    impb.png

     

     

    2. Custom Fence 2

     

     

    ic6a.png

     

     

    3. Custom Sign 1

     

     

    ztpb.png

     

     

    4. Custom Sign 2

     

     

    xi16.png

     

     

    5. Custom Poster 1

     

     

    tfna.png

     

     

    6. Custom Poster 2

     

     

    xqt1.png

     

     

    7. Custom Picture

     

     

    8eyb.png

     

     

    8. Custom BTTF Pictures (From Doc's Mantelpiece)

     

     

    r4j.png

     

     

    9. Custom Billboard 1&2

     

     

    grt3.png

     

     

    10. Custom Billboard 3&4

     

     

    isrm.png

     

     

     

    Notes:

    • All 4 Billboards Have Seperate Images.
    • Most Images Are 1920x1080 Uncompressed So You May Want To Compress Them or Replace Them With Your Own.
    • Replacing The Images Is A Simple Matter of Replacing The Images In The TXD Files.
    • If You Are Replacing The Images In The 4 BTTF Pictures You Will Loose The Wooden Frame Unless You Alter The Image Itself.
    • All The Pictures Above Are What You Get In The Download.

     

    Download

    Compressed TXD's

     

     

    Enjoy..

    • Like 2

  4. is there anyone here that does there own stuff? so knows about scm coding ect because im having an issue with something

    1. after trying to create a new gate from scratch to perfectly fit the gap i cant seem to get it to work it just wont open what am i doing wrong

    2. how do i set up an object in such a way so it doesnt dissapear when i turn the camera to the left or right so much