Mike 214 Report post Posted May 13, 2009 did you add the code above the ------ mission 0 ---- line? Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 13, 2009 I placed it in between these two sections which used to be right next to eachother. :BTTF3_647 $RC_TRAIN = 0 // integer values jump BTTF3_10@ and //-------------Mission 0--------------- // Originally: Initial :INITIAL thread 'INITIAL' $DEFAULT_WAIT_TIME = 250 // integer values $728 = 0.0625 // floating-point values 0086: $729 = $728 // floating-point values o And I replaced all of the #ZEBRA and #DELUXO in that section of code with #BFINJECT Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 13, 2009 (edited) I figured out what happened. When I clicked convert from MB > SB it made everything that had green text, not green anymore. guess it needs to be that way... lol... And all the british pound signs need to be changed to "@". But damn! now what? Everything looked pretty and started out okay... But now i can't start the game... it loads the bar at the bottom but then makes the, "Hey! You blueed up!!!" chime... Edited May 13, 2009 by Luikseer Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted May 13, 2009 Well, did you follow my tutorial to add KITT? Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 13, 2009 Does that tell you how to make a Delorean into a KITT as well? Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted May 13, 2009 It tells you how to add the regular KITT from GTA Vice City: KITT Edition into 0.2e, but does not do anything to it as a timetravelling vehicle. Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 14, 2009 Alright! I got it to work... Now how would I go about giving it Time Circuits... or flying circuits? Either one will suffice for now... Share this post Link to post Share on other sites
Mike 214 Report post Posted May 14, 2009 If you want flying then you'd have to have a heli model (e.g. recoloured Sparrow and have it replace the Polmav, at least that's what I did on mine - Though obviously the BTTF II flying model you use won't have the scanner when in flying mode....) It takes a lot of code changes to do what you are wanting to do. For example, this was the last K.I.T.T. video I made, way back in February, and you'll see that I haven't added any of K.I.T.T.'s features, just Time travelling and flying. You can however use a simple spawn which would spawn the vehicle with Time Circuits, no flying code though... Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted May 14, 2009 See my signature. You might get "It is so weird" feeling but read carefully. Share this post Link to post Share on other sites
Mike 214 Report post Posted May 14, 2009 (edited) Easiest way for someone who doesn't know coding is to just use a spawn code, like this: Add at the bottom of create thread list - Under create_thread @BTTF3 create_thread @C_SPAWN Add above the following code above //-------------Mission 0--------------- :C_SPAWN thread 'C_SPAWN' 10@ = 154 // integer values :C_SPAWN_34 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @C_SPAWN_34 if 80E0: not player $PLAYER_CHAR driving else_jump @C_SPAWN_34 if and 00E1: key_pressed 0 16 00E1: key_pressed 0 17 else_jump @C_SPAWN_34 018C: play_sound 1 at 0.0 0.0 0.0 0@ = Actor.Angle($PLAYER_ACTOR) 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset -5.0 0.0 -0.75 Model.Load(10@) 038B: load_requested_models :C_SPAWN_224 wait 10 if and Model.Available(10@) else_jump @C_SPAWN_224 $165 = 0 // integer values 0506: vehicle_model 13@ set_next_variation $165 $164 13@ = Car.Create(10@, 1@, 2@, 3@) Car.Angle(13@) = 0@ Model.Destroy(10@) create_thread @T_TRAV 13@ 0 0 0 0 0 0 -5000.0 $438 $439 0 0 11122015 1500 10261985 100135 wait 100 jump @C_SPAWN_34 I should probably add, the key combination is sprint + fire (or right shift + left mouse button) Edited May 14, 2009 by Mike Share this post Link to post Share on other sites
RG 1 Report post Posted May 14, 2009 Well you can change it where it says key_pressed. you need to know the key numbers though Share this post Link to post Share on other sites
Mike 214 Report post Posted May 14, 2009 Well yes, but sprint + fire isn't exactly hard to figure out is it? Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 14, 2009 (edited) Okay. So I add Mike's code, and then I'll have it with TT capabilities but not KITT's stuff... and right now I have it with KITT's stuff but not TT capabilities... okay... strange... 4 questions then. 1. what do you mean by the trigger is sprint + Fire? the trigger to spawn the car? 2. all I have is the dff and txd for the driving mode bananas thing. How do I go about getting the transition Del and flying Del models to be Black with KITT's Light in the front? 3. How did you get the flying Del to turn upside down? And go straight up? That was sweet!!! 4. And where would I have to go to learn the number codes? Super Pursuit mode is button's 4 and 5. I want those to be the flying button's so I'd need to change it to like 7 and 8 or T and Y or something... Not to mention the weapon rotation button is caps lock which kinda messes up the Time Circuits... Edited May 14, 2009 by Luikseer Share this post Link to post Share on other sites
RG 1 Report post Posted May 14, 2009 (edited) I guess you need these, if you want to change the controls: Character Decimal Backspace 8 Tab 9 Enter 13 Shift (both) 16 Ctrl (both) 17 Pause 19 Caps Lock 20 Esc 27 Spacebar 32 Page Up 33 Page Down 34 End 35 Home 36 (left arrow) 37 (up arrow) 38 (right arrow) 39 (down arrow) 40 Insert 45 Delete 46 0 48 1 49 2 50 3 51 4 52 5 53 6 54 7 55 8 56 9 57 A or a 65 B or b 66 C or c 67 D or d 68 E or e 69 F or f 70 G or g 71 H or h 72 I or i 73 J or j 74 K or k 75 L or l 76 M or m 77 N or n 78 O or o 79 P or p 80 Q or q 81 R or r 82 S or s 83 T or t 84 U or u 85 V or v 86 W or w 87 X or x 88 Y or y 89 Z or z 90 (left Windows key) 91 (right Windows key) 92 (application key - 93 0 (numpad with Num Lock on) 96 1 (numpad with Num Lock on) 97 2 (numpad with Num Lock on) 98 3 (numpad with Num Lock on) 99 4 (numpad with Num Lock on) 100 5 (numpad with Num Lock on) 101 6 (numpad with Num Lock on) 102 7 (numpad with Num Lock on) 103 8 (numpad with Num Lock on) 104 9 (numpad with Num Lock on) 105 * (numpad) 106 + (numpad) 107 - (numpad) 109 . (numpad) 110 / (numpad) 111 F1 112 F2 113 F3 114 F4 115 F5 116 F6 117 F7 118 F8 119 F9 120 F10 121 F11 122 F12 123 Num Lock 144 Scroll Lock 145 ; 186 = 187 , 188 - 189 . 190 / 191 ` 192 [ 219 \ 220 ] 221 ' 222 If not, well, sorry for spam Edited May 14, 2009 by RG-FM 2.0 Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 14, 2009 (edited) One more thing... I read the code Mike gave me... How does it know what car to spawn? And I tried your code mike but it says compiler error, T_TRAV not found Edited May 14, 2009 by Luikseer Share this post Link to post Share on other sites
Mike 214 Report post Posted May 14, 2009 hmmm, works fine for me. Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 14, 2009 Okay, the number codes aren't working... Anybody wanna take a wack at it? Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 15, 2009 I need the coding to change the code from key_pressed 0 19 to whatever makes it not be caps lock, I'd prefer backspace or "\" I just need the keypress code for that... Share this post Link to post Share on other sites
Mike 214 Report post Posted May 15, 2009 Good luck with that one You can only use certain keypresses in the scm. Whats wrong with hitting shift and fire? I'm not seeing any complexity in doing that, unless I'm missing something. Share this post Link to post Share on other sites
RG 1 Report post Posted May 15, 2009 Only if the brake is set to SHIFT(as for me), but if not, there should be no headaches in using shift + fire.. Share this post Link to post Share on other sites
Mike 214 Report post Posted May 15, 2009 Well to quote the official controls it's sprint + action, so whatever you have those mapped to on your keyboard. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 15, 2009 I guess you need these, if you want to change the controls: If not, well, sorry for spam Don't Sanny Builder and some others of the like already contain a list of these keys, as well as opcodes, in their built-in manuals? Share this post Link to post Share on other sites
RG 1 Report post Posted May 15, 2009 Don't know about that. Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 15, 2009 (edited) They do it's in the help section... sweet... Okay, which threads do I need to copy to give it time circuits? Anybody? Edited May 17, 2009 by Luikseer Share this post Link to post Share on other sites
Luikseer 1 Report post Posted May 17, 2009 Anybody at all? Share this post Link to post Share on other sites