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RazorX

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Posts posted by RazorX


  1. np the other thing you might be able to help me with is this, im working on a script where if you drive the dmc-12 into water it turns into a boat i wrote a script like that years ago and even had it turn back when you drive out and had it so the boat looked like a dmc-12 but for some reason i cant seem to do it now.

    the script isnt the problem its making the boat look like a dmc-12 for some reason it seems to sit really low in the water no matter what i do i used to be able to have it so it looked like i was using the seaways cheat but now i cant seem to do it must be old age lol

    • Like 1

  2. heres some more pics of my progress:

    HD Moon:

    m5zz.png

    No Clouds:

    ce72.png

    Entrance Signs:

    ecg2.png

    Billboard Signs:

    2ee0.png

    Better Glass:

    dru0.png

    Flags:

    xf1i.png

    Poster 1:

    upr9.png

    Poster 2:

    6t1z.png

    Poster Inside:

    v2hn.png

    Signs Inside 1:

    1z3q.png

    Signs Inside 2:

    5bh1.png

    let me know if anyone wants anything.

    also sorry some of my screenshots got messed up not sure why but you can still see what ive done.


  3. hey guys here is my main.scm codes, theres only a few ive done so far but i thought i would share it with you to use on 0.2e i hope you enjoy it.

    Pictures:

    ktxa.png

    66vh.png

    ysko.png

    yjvs.png

    wn0.png

    bfww.png

    8bfu.png

    kksk.png

    what ive done is set it up so you start at sunshine autos and to your right is marty's toyota hilux ive included in the rar file my modded carols.dat which all ive done to it is set it up so the toyota hilux only shows up in black also next to emmett brown's van ive added 3 dmc-12 delorean's, a skateboard and a hoverboard ive also added a fence made up out of garage doors which is spawned using the main.scm not a modded map also there is a pink marker on the inside and outside to open the large door to enter and exit this can be done from in a car or not also inside the sunshine autos building is a pink marker downstairs which will give you 20 plutonium each time you do it so you could stack them up to say 100 or more if you wanted.

    i have also set it up so you can hit crouch wherever you are and it will tell you how much plutonium you have left aslong as your not in a vehicle, and if you go upstairs in sunshine autos there is also a pink marker that will take you to the mansion where you originally started if your good this can even be done if your in a vehicle and same with the return trip, i have also put a pink marker behind the sunshine autos building which will teleport you on the roof where you can shoot passers by if you wish :) while up there you can also buy a rocket launcher, minigun, grenades and a m60 i did this for the 2sec repawn time and lastly for those of you who are using the telltale skin like me i have set it up so if you die or get busted you will return to sunshine autos and will not be tommy vercetti you will still be marty.

    please let me know what you think and if you have any ideas thanks.

    Codes:

    add money pickup at sunshine autos:

    04A6: $SUNSHINE = create_asset_money_pickup_at -1018.50 -873.90 13.08 money $241 $241
    

    please place after line 17723: 04A6: $1282 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $217 $217

    set player to start at sunshine autos:

    04E4: unknown_refresh_game_renderer_at -1023.08 -882.22
    Camera.SetAtPos(-1023.08, -882.22, 17.75)
    $PLAYER_CHAR = Player.Create(#NULL, -1023.08, -882.22, 17.75)
    $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
    0055: put_player $PLAYER_CHAR at -1023.08 -882.22 17.75
    0171: set_player $PLAYER_CHAR z_angle_to 270.0
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer
    

    please place this after line 00173: 0572: set_taxi_boost_jump 1 the lines with // are the lines you replace

    add martys truck, 3 dmc-12's, skateboard and hover board to sunshine autos:

    014B: $5 = init_parked_car_generator #SANDKING -1 -1 1 alarm 0 door_lock 0 0 10000 at -1004.50 -897.71 12.88 angle 45.0 
    014C: set_parked_car_generator $5 cars_to_generate_to 101
    014B: $6 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -985.47 -883.81 12.98 angle 45.0 
    014C: set_parked_car_generator $6 cars_to_generate_to 101
    014B: $7 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -980.79 -879.14 13.05 angle 45.0 
    014C: set_parked_car_generator $7 cars_to_generate_to 101 
    014B: $8 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -976.20 -874.47 13.13 angle 45.0 
    014C: set_parked_car_generator $8 cars_to_generate_to 101
    014B: $9 = init_parked_car_generator #FAGGIO -1 -1 1 alarm 0 door_lock 0 0 10000 at -991.09 -868.85 13.05 angle 90.0 
    014C: set_parked_car_generator $9 cars_to_generate_to 101
    014B: $10 = init_parked_car_generator #PIZZABOY -1 -1 1 alarm 0 door_lock 0 0 10000 at -995.76 -872.77 12.96 angle 90.0 
    014C: set_parked_car_generator $10 cars_to_generate_to 101
    014B: $11 = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at -970.89 -869.41 13.16 angle 45.0
    014C: set_parked_car_generator $11 cars_to_generate_to 101
    

    please place after line 00224: 014B: $28 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0
    00225: 014C: set_parked_car_generator $28 cars_to_generate_to 101

    add weapons to buy on sunshine autos roof:

    032B: $1192 = create_weapon_pickup #M60 1 ammo 10000 at -1031.83 -837.79 22.15
    032B: $1202 = create_weapon_pickup #MINIGUN 1 ammo 10000 at -1034.85 -840.64 22.71
    032B: $1203 = create_weapon_pickup #ROCKETLA 1 ammo 10000 at -1037.99 -843.55 23.28
    032B: $1193 = create_weapon_pickup #GRENADE 1 ammo 10000 at -1040.29 -845.85 23.71
    

    please place after line 00219: $27 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7)

    add plutonium pickup at sunshine autos:

    create_thread @PLUTONIUM_PICKUP
    
    :PLUTONIUM_PICKUP
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    00F5:   player $PLAYER_CHAR 1 -1012.8 -858.22 13.08 radius 1.0 1.0 2.0  // Pink Marker
    else_jump @PLUTONIUM_PICKUP
    018C: play_sound 1 at 0.0 0.0 0.0 
    04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium: 
    $PLUTONIUM += 10 // integer values 
    wait 3000 
    0151: remove_status_text $PLUTONIUM
    jump @PLUTONIUM_PICKUP
    

    view how much plutonium you got with "crouch":

    create_thread @PLUTONIUM_VIEW
    
    :PLUTONIUM_VIEW
    wait 10
    if and
    80E0:   not player $PLAYER_CHAR driving
    00E1:   key_pressed 0 18
    else_jump @PLUTONIUM_VIEW
    04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium:
    wait 3000 
    0151: remove_status_text $PLUTONIUM
    0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
    038B: load_requested_models 
    0353: refresh_actor $PLAYER_ACTOR
    jump @PLUTONIUM_VIEW
    

    add fence and door to sunshine autos:

    create_thread @CUSTOMFENCE
    create_thread @CUSTOMDOORSOPEN
    create_thread @CUSTOMDOORSOPEN2
    
    :CUSTOMDOORSOPEN
    wait 10
    04CE: $433 = create_icon_marker_without_sphere $421 at -1026.27 -905.60 14.13
    if
       Player.Defined($PLAYER_CHAR)
    else_jump @CUSTOMDOORSOPEN
    if and
    00E0:   player $PLAYER_CHAR driving  
    00F5:   player $PLAYER_CHAR 0 -1025.06 -905.33 14.28 radius 3.5 3.5 3.5  // Pink Marker
    else_jump @CUSTOMDOORSOPEN
    0360: open_garage $DOOR1
    0360: open_garage $DOOR2
    Player.ClearWantedLevel($PLAYER_CHAR)
    wait 3000
    0361: close_garage $DOOR1
    0361: close_garage $DOOR2
    else_jump @CUSTOMDOORSOPEN
    jump @CUSTOMDOORSOPEN
    
    :CUSTOMDOORSOPEN2
    wait 10
    if
       Player.Defined($PLAYER_CHAR)
    else_jump @CUSTOMDOORSOPEN2
    if and
    00E0:   player $PLAYER_CHAR driving
    00F5:   player $PLAYER_CHAR 0 -1020.68 -899.70 13.60 radius 6.0 6.0 6.0  // Pink Marker
    else_jump @CUSTOMDOORSOPEN2
    0360: open_garage $DOOR1
    0360: open_garage $DOOR2
    Player.ClearWantedLevel($PLAYER_CHAR)
    wait 3000
    0361: close_garage $DOOR1
    0361: close_garage $DOOR2
    else_jump @CUSTOMDOORSOPEN2
    Player.ClearWantedLevel($PLAYER_CHAR)
    jump @CUSTOMDOORSOPEN2
    
    :CUSTOMDOORSOPEN3
    wait 10
    if and
       Player.Defined($PLAYER_CHAR)
    80E0:   not player $PLAYER_CHAR driving
    else_jump @CUSTOMDOORSOPEN3
    if
    00F5:   player $PLAYER_CHAR 0 -1022.39 -902.19 14.11 radius 8.0 8.0 1.0  // Pink Marker
    else_jump @CUSTOMDOORSOPEN3
    0360: open_garage $DOOR1
    0360: open_garage $DOOR2
    wait 3000
    0361: close_garage $DOOR1
    0361: close_garage $DOOR2
    jump @CUSTOMDOORSOPEN3
    
    :CUSTOMFENCE
    $FENCE12 = Object.create(#hav_garagedoor02, -1024.76, -899.55, 12.7)
    $FENCE13 = Object.create(#hav_garagedoor02, -1020.58, -904.04, 12.7)
    $LAMPOST1 = Object.Create(#lamppost1, -1027.46, -897.77, 12.9)
    $LAMPOST2 = Object.Create(#lamppost1, -1018.98, -906.86, 13.4)
    0453: object $FENCE12 set_rotation 0.0 0.0 43.0
    0453: object $FENCE13 set_rotation 0.0 0.0 43.0
    0453: object $LAMPOST1 set_rotation 0.0 0.0 43.0
    0453: object $LAMPOST2 set_rotation 0.0 0.0 43.0
    0219: $DOOR1 = create_garage_type 1 door -1028.19 -897.72 11.0 to -1018.60 -906.26 21.43 depth -978.454 -861.529
    0219: $DOOR2 = create_garage_type 1 door -1026.87 -896.49 11.0 to -1022.65 -902.40 21.43 depth -978.454 -861.529
    03DA: set_garage $DOOR1 camera_follows_player
    03DA: set_garage $DOOR2 camera_follows_player
    

    have player stay marty when dies or busted:

    create_thread @CHAR_RESET
    
    :CHAR_RESET
    wait 10 
    if
    00F5:   player $PLAYER_CHAR 0 -888.73 -797.35 45.62 radius 2.0 2.0 2.0  // Invisible Marker
    else_jump @CHAR_RESET
    0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
    038B: load_requested_models 
    0353: refresh_actor $PLAYER_ACTOR
    0055: put_player $PLAYER_CHAR at -1023.08 -882.22 13.75
    0171: set_player $PLAYER_CHAR z_angle_to 270.0
    Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
    055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof
    035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
    0222: set_player $PLAYER_CHAR health_to 200  // Health 200
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer
    jump @CHAR_RESET
    

    add custom teleports:

    create_thread @TELEPORT1
    create_thread @TELEPORT2
    create_thread @TELEPORT3
    create_thread @TELEPORT4
    
    :TELEPORT1
    wait 10
    if 
       Player.Defined($PLAYER_CHAR)
    00F5:   player $PLAYER_CHAR 1 -331.84 -548.39 10.34 radius 1.0 1.0 2.0  // Pink Marker
    else_jump @TELEPORT1
    wait 100
    0169: set_fade_color 255 255 255 
    fade 0 100
    0055: put_player $PLAYER_CHAR at -1020.40 -864.60 17.96 radius 1.0 1.0 2.0  // TELEPORT
    Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
    055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof
    035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
    0222: set_player $PLAYER_CHAR health_to 200  // Health 200
    wait 100 
    fade 1 100
    jump @TELEPORT1
    
    :TELEPORT2
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    00F5:   player $PLAYER_CHAR 1 -1010.15 -862.73 17.95 radius 1.0 1.0 2.0  // Pink Marker
    else_jump @TELEPORT2
    wait 100
    0169: set_fade_color 255 255 255 
    fade 0 100
    0055: put_player $PLAYER_CHAR at -329.75 -548.75 10.34 radius 1.0 1.0 2.0  // TELEPORT
    Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
    055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
    035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
    0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
    wait 100 
    fade 1 100
    jump @TELEPORT2
    
    :TELEPORT3
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    00F5:   player $PLAYER_CHAR 1 -1015.93 -848.56 13.08 radius 1.0 1.0 2.0  // Pink Marker
    else_jump @TELEPORT3
    wait 100
    0055: put_player $PLAYER_CHAR at -1022.15 -853.48 24.31 radius 1.0 1.0 2.0  // TELEPORT
    Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
    055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
    035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
    0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
    wait 100
    jump @TELEPORT3
    
    :TELEPORT4
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    00F5:   player $PLAYER_CHAR 1 -1018.97 -850.75 22.09 radius 1.0 1.0 2.0  // Pink Marker
    else_jump @TELEPORT4
    wait 100
    0055: put_player $PLAYER_CHAR at -1009.85 -847.45 13.08 radius 1.0 1.0 2.0  // TELEPORT
    Player.InfiniteRun($PLAYER_CHAR) = True  // Infinite Run
    055D: make_player $PLAYER_CHAR fireproof 1  // Character Fireproof 
    035E: set_player $PLAYER_CHAR armour_to 200  // Armor 200 
    0222: set_player $PLAYER_CHAR health_to 200  // Health 200 
    wait 100
    jump @TELEPORT4
    

    please place:

    create_thread @CHAR_RESET

    create_thread @TELEPORT1
    create_thread @TELEPORT2
    create_thread @TELEPORT3
    create_thread @TELEPORT4

    create_thread @CUSTOMFENCE
    create_thread @CUSTOMDOORSOPEN
    create_thread @CUSTOMDOORSOPEN2

    create_thread @PLUTONIUM_VIEW

    create_thread @PLUTONIUM_PICKUP

    after:

    create_thread @BTTF3

    UPDATE 4:

    updated gate code to be more responsive and removed visible markers

    updated starting location so your not as close to the front gate

    updated :CHAR_RESET to match new start location

    UPDATE 3:

    updated fence code, now fence is lined up better and lower (view picture lower down)

    UPDATE 2:

    updated car spawns at sunshine autos to include dmc-13

    added carols.dat which has marty's truck only black and dmc-13 only silver

    UPDATE:

    updated pink marker at entrance so theres also a marker to it on minimap.

    updated fence code, now theres 2 lampposts either side of the entrance to make the door look a little better so its not just floating there.

    hqum.png

    bbr7.png

    door lock, unlock code:

    4t17.png

    jdh.png

    create_thread @CAR_LOCK
    create_thread @CAR_OPEN
    create_thread @LOCK_TEXT
    
    :CAR_LOCK
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    else_jump @CAR_LOCK
    03C1: 0@ = player $PLAYER_CHAR car
    if and 
    00E0:   player $PLAYER_CHAR driving
    847E:   not player $PLAYER_CHAR driving_a_motorbike
    00E1:   key_pressed 0 5
    00E1:   key_pressed 0 18
    else_jump @CAR_LOCK
    00BC: text_highpriority 'DOORLOC' 200000000 ms 1
    020A: set_car 0@ door_status_to 7
    jump @CAR_LOCK
    
    :CAR_OPEN
    wait 10 
    if 
       Player.Defined($PLAYER_CHAR)
    else_jump @CAR_OPEN
    03C1: 0@ = player $PLAYER_CHAR car
    if and 
    00E0:   player $PLAYER_CHAR driving
    847E:   not player $PLAYER_CHAR driving_a_motorbike
    00E1:   key_pressed 0 7
    00E1:   key_pressed 0 18
    else_jump @CAR_OPEN
    00BC: text_highpriority 'DOOROPE' 5000 ms 1
    020A: set_car 0@ door_status_to 0
    jump @CAR_OPEN
    
    :LOCK_TEXT
    wait 10
    if
       Player.Defined($PLAYER_CHAR)
    else_jump @LOCK_TEXT
    03C1: 0@ = player $PLAYER_CHAR car
    if or
       Car.Wrecked(0@)
    80E0:   not player $PLAYER_CHAR driving
    else_jump @LOCK_TEXT
    00BC: text_highpriority '' 5000 ms 1
    jump @LOCK_TEXT

    please place:

    create_thread @CAR_LOCK
    create_thread @CAR_OPEN

    create_thread @LOCK_TEXT

    after:

    create_thread @CHAR_RESET

    this code also requires you to add DOORLOC and DOOROPE to american.gxt or use this one: american.gxt

    the "Car Doors Locked" will stay onscreen for quite some time, i did this because if your anything like me you will lock the doors forget and jump out for some reason then try to get back in :(

    carols.dat - marty's truck will only be black & dmc-13 will only be silver

    • Like 1