Johny-The-Dot-Damn 1 Report post Posted February 5, 2009 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? Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 5, 2009 lets not make this into an argument i only asked for a code that make a car time travel Share this post Link to post Share on other sites
Mike 214 Report post Posted February 5, 2009 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. Share this post Link to post Share on other sites
The Washing Machine Mann 0 Report post Posted February 5, 2009 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 Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted February 5, 2009 (edited) Mike is Mike, he may forget an hyphen in my nick @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 February 5, 2009 by Mini-Me Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 5, 2009 so thats where its located? Share this post Link to post Share on other sites
Mike 214 Report post Posted February 5, 2009 I believe it has to be used with a spawn code, but I could be mistaken. Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 5, 2009 this is my first try at coding somthing proper. ive tired a few things but they never seemed to work out the way i planned lol Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 6, 2009 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 Share this post Link to post Share on other sites
Mike 214 Report post Posted February 6, 2009 Sorry guys. I am a no sharing guy. I am not Mini Me. Noted Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 6, 2009 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) Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 6, 2009 good lol anything will do! as long as it works Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 6, 2009 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 Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 6, 2009 thanks lol it would be easier just to say the code buuuut you wanna do it the hard way lol Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 6, 2009 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. Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 6, 2009 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. well thanks Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 8, 2009 hows those tutorials going? Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 8, 2009 (edited) 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 February 9, 2009 by John-E La Dotman :) Share this post Link to post Share on other sites
☠Freak On A Leash☠ 0 Report post Posted February 8, 2009 i think i got it lol Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted February 8, 2009 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? Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 9, 2009 @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. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted February 9, 2009 (edited) No, you don't have to. Only to refuel it on the side Edit: Oh, and maybe for the location circuits... Don't have the code here in school, so I can't look it up. Edited February 9, 2009 by Mini-Me Share this post Link to post Share on other sites
Edfake 0 Report post Posted February 9, 2009 i put sanny and some files of the game on my shool server so i can mod at school anytime... Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted February 9, 2009 (edited) 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 February 9, 2009 by John-E La Dotman :) Share this post Link to post Share on other sites
Edfake 0 Report post Posted February 9, 2009 hey, that was gonna be in my control pannel! Share this post Link to post Share on other sites