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☠Freak On A Leash☠

help creating a new time macine

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No. Sorry. I learn this at the first day I opened 0.2e main.scm If an idiot guy like me can find it, why can't you?

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No. Sorry. I learn this at the first day I opened 0.2e main.scm If an idiot guy like me can find it, why can't you?

Because I'm not a coder, and if it's that simple a code, why not post it for others to use. That's the main thing I like about Mini Me, at least he is contributing code that others can use.

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Because I'm not a coder, and if it's that simple a code, why not post it for others to use. That's the main thing I like about Mini Me, at least he is contributing code that others can use.

Correction: its Mini-Me

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Mike is Mike, he may forget an hyphen in my nick blum1.gif

@JohnnyMan I'm sure you mean this line:

create_thread @TIME 0@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 7@

Like I already said, it is only working...

Edited by Mini-Me

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Because I'm not a coder, and if it's that simple a code, why not post it for others to use. That's the main thing I like about Mini Me, at least he is contributing code that others can use.

Sorry guys. I am a no sharing guy. I am not Mini Me. And what he had given is correct. lol :mellow:

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Thank you. How ever, if some people really do want it, I can still make some tutorials cause I am not so damn evil. (Tutorials on How to add and make it hover capable with animation)

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really?? It is a very long process to make the tutorials 100% correct but sure. Ok. I'll do it in the morning. It is night here. lol :lol:<_<

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thanks lol it would be easier just to say the code buuuut you wanna do it the hard way lol

welll.... I actually never help anyone in this forum..(maybe some) but not many. Soooo...It's nice to help people once in a blue moon.

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To add a time machine, simply put

create_thread @TIME $TRAIN 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0
in your spawn code. Example from the Train spawn code:
:TRAIN

thread 'TRAIN' 



:TRAIN_10

wait 100 

if 

   Player.Defined($PLAYER_CHAR)

jf @TRAIN_10 

if and

  $TRAIN_CREATE == 0 // integer values 

  $CYEAR >= 1855 // integer values 

jf @TRAIN_10 

Model.Load(#BUS)



:TRAIN_61

wait 10 

if 

   Model.Available(#BUS)

jf @TRAIN_61 

0506: vehicle_model 161 set_next_variation -1 0 

$TRAIN = Car.Create(#BUS, -390.8351, -573.7978, 40.0476)

Car.Angle($TRAIN) = -45.0

Model.Destroy(#BUS)

create_thread @TIME $TRAIN 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0 

create_thread @NONAME_9 $TRAIN 

create_thread @ROTATE $TRAIN 

create_thread @WHEEL $TRAIN 

create_thread @DOOR $TRAIN 

$TRAIN_CREATE = 1 // integer values 

jump @TRAIN_10
That's only the Time Train spawn code. Now, your own spawn code. I'll give you the basic code and you enter the coordinates in game and the car name.
:C_SPAW2

thread 'C_SPAW2' 

10@ = 175 // integer values 



:C_SPAW2_18

wait 50 

if 

   Player.Defined($PLAYER_CHAR)

jf @C_SPAW2_18 

if 

80E0:   not player $PLAYER_CHAR driving 

jf @C_SPAW2_18 

if and

00E1:   key_pressed 0 16 

00E1:   key_pressed 0 19 

jf @C_SPAW2_18 

018C: play_sound 1 at 0.0 0.0 0.0 

0@ = Actor.Angle($PLAYER_ACTOR)

04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 4.0 0.0 0.0 

Model.Load(10@)

038B: load_requested_models 



:C_SPAW2_140

wait 0 

if 

   Model.Available(10@)

jf @C_SPAW2_140 

13@ = Car.Create(10@, 1@, 2@, 3@)

Car.Angle(13@) = 0@

Model.Destroy(10@)

create_thread @TIME 13@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0

Car.RemoveReferences(13@)

wait 500 

jump @C_SPAW2_18
For this code, enter your desired car ID number. (I put in Admiral's ID number). Press Look Behind and Sprint to spawn your Time Machine. Put in the ID in
:C_SPAW2

thread 'C_SPAW2' 

10@ = 175 // integer values
As you can see, the
create_thread @TIME 13@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0
is already be put in. To create extra DMC-13 TM with side refueling, you need to change some codes. First of all, find...
:MODE_501

16@ = 0 // integer values 

17@ = 0 // integer values 

if 

  $FUELING_CONTROL == 1 // integer values 

jf @MODE_1570 

if or

   Car.Model(0@) == #PHEONIX

   Car.Model(0@) == #VCNMAV

jf @MODE_612 

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset -1.25 -1.5 0.0 

jump @MODE_641 



:MODE_612

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 -3.25 0.0 



:MODE_641

if or

80E1:   not key_pressed 0 4 

80F6:   not player $PLAYER_CHAR 0 1@ 2@ 3@ radius 0.5 0.5 2.0 

jf @MODE_696 

jump @MODE_1570 



:MODE_696

if 

   Car.Model(0@) == #INFERNUS

jf @MODE_733 

if 

   not 0 >= $PLUTONIUM // integer values 

jf @MODE_1466 



:MODE_733

$ANGLE = Car.Angle(0@)

if or

   Car.Model(0@) == #PHEONIX

   Car.Model(0@) == #VCNMAV

jf @MODE_794 

$ANGLE -= 90.0 // floating-point values
and just put in the your car name between the
if or

   Car.Model(0@) == #PHEONIX

   Car.Model(0@) == #VCNMAV
for example:
if or

   Car.Model(0@) == #PHEONIX

   Car.Model(0@) == #ADMIRAL

   Car.Model(0@) == #VCNMAV
just put your car name between the Pheonix and Vcnmav. For the coil, find...
:NONAME_4_1164

if or

   Car.Model(0@) == #PHEONIX

   Car.Model(0@) == #VCNMAV

jf @NONAME_4_1949 

if 

  10@ == 0 // integer values 

jf @NONAME_4_1312 

1@ = 0.0 // floating-point values 

2@ = -0.65 // floating-point values 

3@ = 0.4 // floating-point values 

4@ = 0.0 // floating-point values 

5@ = 1.0 // floating-point values 

6@ = -0.025 // floating-point values 

12@ = 5.0 // floating-point values 

15@ = 0.0 // floating-point values 

jump @NONAME_4_2098
and do the same thing. Insert your car name between the Pheonix and Vcnmav. Now, for the Location Circuits. If you wanna set the whole time machine have Location Circuits without doing the Ride, find:
$HOOK_TUT = 0 // integer values 

$RIDE_PASSED = 0 // integer values 

$DELOREAN_LOCATION = 0 // integer values 

$CHOOSE = -1 // integer values 

$TURN_OFF = 0 // integer values
and change
$DELOREAN_LOCATION = 0 // integer values
to
$DELOREAN_LOCATION = 1 // integer values
If you wanna add a Location Circuits only for a specific Time Machine, find
:T_CIRC_638

if or

  $DELOREAN_LOCATION == 1 // integer values 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @T_CIRC_735 

8@ += 15.0 // floating-point values 

1@ = 100 // integer values 

2@ = 125 // integer values 

3@ = 255 // integer values 

008B: 4@ = $DLOC // integer values and handles 

gosub @T_CIRC_3070
and just put your car name between the Pheonix and Vcnmav. Example:
:T_CIRC_638

if or

  $DELOREAN_LOCATION == 1 // integer values 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @T_CIRC_735 

8@ += 15.0 // floating-point values 

1@ = 100 // integer values 

2@ = 125 // integer values 

3@ = 255 // integer values 

008B: 4@ = $DLOC // integer values and handles 

gosub @T_CIRC_3070
Next, find:
:TIME_15924

13@ -= 100000 // integer values 

0085: 7@ = 13@ // integer values and handles 

7@ /= 10000 // integer values (never used VC or GTA 3) 

7@ *= 10000 // integer values (never used in VC or GTA 3) 

0062: 13@ -= 7@ // integer values (never used VC or GTA 3) 

7@ /= 10000 // integer values (never used VC or GTA 3) 

if 

   not 7@ == 0 // integer values 

jf @TIME_16463 

if or

  $DELOREAN_LOCATION == 1 // integer values 

  10@ == 207 // integer values 

  10@ == 218 // integer values 

jf @TIME_16463 

0089: 4@ = $04_X // floating-point values only 

0089: 5@ = $04_Y // floating-point values only 

0089: 6@ = $04_Z // floating-point values only 

jump @TIME_16057
Do the same thing. Just add your car ID number between:
  10@ == 207 // integer values 

  10@ == 218 // integer values
Example:
  10@ == 207 // integer values 

  10@ == 175 // integer values

  10@ == 218 // integer values
And there you have it. And now, for not so hard hardest part. The hover mode with animation wheel. Find...
:START_525

if 

00DC:   player $PLAYER_CHAR driving 0@ 

jf @START_2873 

if 

  $FLY_SWITCH == 1 // integer values 

jf @START_2873 

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO 

jf @START_588 

jump @START_770 



:START_588

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 

jf @START_614 

jump @START_823 



:START_614

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS 

jf @START_640 

jump @START_876 



:START_640

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #MAVERICK 

jf @START_666 

jump @START_921 



:START_666

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

jf @START_692 

jump @START_966 



:START_692

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @START_718 

jump @START_1011 



:START_718

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type $DEL 

jf @START_744 

jump @START_1056 



:START_744

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type $FLYINGDEL 

jf @START_2873 

jump @START_1109
Insert the car you want it to be hovering and what car are you supposed to be in to be transforming into the driving mode. For me, I'll inserted Admiral and Hunter for exampleIt will now look something like this..
:START_525

if 

00DC:   player $PLAYER_CHAR driving 0@ 

jf @START_2873 

if 

  $FLY_SWITCH == 1 // integer values 

jf @START_2873 

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO 

jf @START_588 

jump @START_770 



:START_588

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 

jf @START_614 

jump @START_823 



:START_614

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS 

jf @START_640 

jump @START_876 



:START_640

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #MAVERICK 

jf @START_666 

jump @START_921 



:START_666

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

jf @START_692 

jump @START_966 



:START_692

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @START_BTTF 

jump @START_1011 



:START_BTTF

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL

jf @START_BTTF1 

jump @START_BTTF2 



:START_BTTF1

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 

jf @START_718 

jump @START_BTTF3 



:START_718

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type $DEL 

jf @START_744 

jump @START_1056 



:START_744

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type $FLYINGDEL 

jf @START_2873 

jump @START_1109
Be sure to link them. For example, the original line look like this:
:START_666

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

jf @START_692 

jump @START_966 



:START_692

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @START_718 

jump @START_1011
If you want to add the code under or between them, your gonna have to link them. For example, I add...
:START_666

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

jf @START_BTTF 

jump @START_966 



:START_BTTF

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL 

jf @START_692 

jump @START_BTTF2 



:START_692

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV 

jf @START_718 

jump @START_1011
and see that after
00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX
it has
jf @START_BTTF
which links to the Admiral's code part. and the
jump @START_BTTF2
code will link you to what type of car will it transforms to. Now, look for
:START_770

10@ = 199 // integer values 

$LANDING = 0 // integer values 

$MODELANIMATION = 199 // integer values 

gosub @START_1162 

040D: unload_wav 2 

03CF: load_wav 'BURG_07' as 2 

jump @START_1648 



:START_823

10@ = 211 // integer values 

$LANDING = 1 // integer values 

$MODELANIMATION = 199 // integer values 

gosub @START_1162 

040D: unload_wav 2 

03CF: load_wav 'BURG_08' as 2 

jump @START_1648 



:START_876

10@ = 217 // integer values 

040D: unload_wav 2 

$LANDING = 0 // integer values 

gosub @START_1355 

03CF: load_wav 'ASS_7' as 2 

jump @START_1648 



:START_921

10@ = 161 // integer values 

040D: unload_wav 2 

$LANDING = 1 // integer values 

gosub @START_1355 

03CF: load_wav 'ASS_8' as 2 

jump @START_1648 



:START_966

10@ = 218 // integer values 

040D: unload_wav 2 

$LANDING = 0 // integer values 

gosub @START_1242 

03CF: load_wav 'BURG_07' as 2 

jump @START_1648 



:START_1011

10@ = 207 // integer values 

$LANDING = 1 // integer values 

gosub @START_1242 

040D: unload_wav 2 

03CF: load_wav 'BURG_08' as 2 

jump @START_1648 



:START_BTTF2

10@ = 155 // integer values 

040D: unload_wav 2 

$LANDING = 0 // integer values 

gosub @START_1162 

03CF: load_wav 'BURG_07' as 2 

jump @START_1648 



:START_BTTF3

10@ = 175 // integer values 

$LANDING = 1 // integer values 

gosub @START_1162 

040D: unload_wav 2 

03CF: load_wav 'BURG_08' as 2 

jump @START_1648
and for this one, you're only gonna have to copy the code and put in the vehicle ID in place. As you can see, I already put in my BTTF2 and BTTF3 code line. So, from the
:START_BTTF

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL

jf @START_BTTF1 

jump @START_BTTF2
will now link to
:START_BTTF2

10@ = 155 // integer values 

040D: unload_wav 2 

$LANDING = 0 // integer values 

gosub @START_1162 

03CF: load_wav 'BURG_07' as 2 

jump @START_1648
and
:START_BTTF1

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 

jf @START_718 

jump @START_BTTF3
links to
:START_BTTF3

10@ = 175 // integer values 

$LANDING = 1 // integer values 

gosub @START_1162 

040D: unload_wav 2 

03CF: load_wav 'BURG_08' as 2 

jump @START_1648

I know this is rather confusing, but this is the life of a coder.

I'll finish it later. For now, you have an extra time machine, Location Circuits and a basic hover mode with a Delorean wheel animation. I'm gonna show how to create custom animation. I'm tired.

Edited by John-E La Dotman :)

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Works "only", like I already said. You'll notice your new TM will have the same coil-glows as one of the DMC-12 TMs (Atm Don't know which). Like Johnny already said, you'll also have to work on the hover animation code and test some values, e.g. for the offsets or the wheeldistance. The next interests might be the RC mode and e.g. the position where you refuel Mr. Fusion (or if you want the plutonium chamber). Other things are the the wormhole, the sparks that come from the wormhole or other minor things.

@Johnny:

I haven't tested it yet, but I guess the TM disappears with your code if you're too far away, doesn't it?

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@Johnny:

I haven't tested it yet, but I guess the TM disappears with your code if you're too far away, doesn't it?

Kinda...Your gonna have to spawn it one more time. lol I have discovered that to create a time machine like DMC-13 you will only have to change one line. And some code in the

:MODE

thread.

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No, you don't have to. Only to refuel it on the side :P

Edit: Oh, and maybe for the location circuits... Don't have the code here in school, so I can't look it up.

Edited by Mini-Me

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I have to ways of putting the time circuits. One, set the The Ride mission to be passed when you start a new game. Two, add a line of code at somewhere in the main.scm I'm gonna show both.

EDIT: done putting a tutorial on how to put the location circuits.

Edited by John-E La Dotman :)

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