RazorX
-
Content Count
65 -
Joined
-
Last visited
-
Days Won
3
Posts posted by RazorX
-
-
is this more stable than 0.2e?
-
Happy back to the future day everyone!
same to you
-
use a program that will make it an installer for you lol
-
-
i still have a special place in my heart for vice city though it just has the edge for me as far as the feel and music goes.
-
as in the default back to the future skins that was in 2e the not very good ones no offence.
the marty, doc and biff ones..
-
will it still be using the old back to the future skins?
-
im ready lol
-
The release date is Wednesday, October 21st 2015!
2015! You mean we're in the future!
The future, Marty? What do you mean how can we be in the future?
if 0.2f is released on that date or at all i will eat my own feet.
it's just not gonna happen..
-
just to let you know i went back through the other pages and updated some of the old code for anyone who wants to try it out
-
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
- 1
-
just started working on this again after getting a new pc so here is a little something for you.
New Sunshine Autos Race Map.rar
if you dont like the textures there easily replaced of course.
- 1
-
I have a android sumvision cyclone voyager 7" tablet with custom firmware so I'd be happy to test this for you if you like just let me know thanks.
- 1
-
didnt help sorry but i can tell you it wont load the game if you set "sandywater" to have no alpha
-
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:
-
if anyone replaces these with there own images please upload screenshots for everyone to see
-
thanks guys
-
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
2. Custom Fence 2
3. Custom Sign 1
4. Custom Sign 2
5. Custom Poster 1
6. Custom Poster 2
7. Custom Picture
8. Custom BTTF Pictures (From Doc's Mantelpiece)
9. Custom Billboard 1&2
10. Custom Billboard 3&4
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.
Enjoy..
- 2
-
thank you it took awhile to find the picture of einstein for the photo collection but i did it lol
-
Can you add it for me?
your main.scm was corrupt
-
thats a no then lol
-
if you look around on the net you will find out making mods for vice city or san andreas makes little difference since they can easily be converted for either
-
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
-
check it out
[0.2f] SCM Editing
in GTA: Hill Valley
Posted · Report reply
i would also like to start moving my 0.2e mods over to 0.2f i made in a previous thread like the sunshine autos gate and special delorian for travelling across water and various other mods if someone could pm me the VICESCM.ini file that would be great thanks.