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Dragon King

DK's time travel edits

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Ok this is how it's going down. Below are the two threads you'll need to change in order to use my TT edits. You'll need to replace the entire SPDMTR thread and time thread with the SPDMTR and Time threads below. Please note that this will render the Ride and tutorial mission unplayable. I do however have a fix for the Ride Mission that I am still trying to figure out how I'm going to let you guys know what changes to make. Please enjoy. The noticeable changes to the speedometer: It only displays 1 zero which I plan to fix and it goes past 88 when the time circuits are off. When you turn on the time circuits I like to call it a switch to the alternative speedometer that only goes as far as 88. Have lots of fun and tell me what you think.

:SPDMTR

thread 'SPDMTR'

1@ = 255 // integer values

2@ = 50 // integer values

3@ = 50 // integer values



:SPDMTR_32

wait 10

if

   Player.Defined($PLAYER_CHAR)

else_jump @SPDMTR_32

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #INFERNUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW

00DE:   player $PLAYER_CHAR driving_vehicle_type #BANSHEE

else_jump @SPDMTR_102

jump @SPDMTR_153



:SPDMTR_102

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV

00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #MAVERICK

Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_32



:SPDMTR_153

03C1: 0@ = player $PLAYER_CHAR car

if

  Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_210

0@ = Player.RC_car($PLAYER_CHAR)

if and

  $TRAVEL == 0 // integer values

  $CUTSCENE == 0 // integer values

else_jump @SPDMTR_32





:SPDMTR_210

02E3: 4@ = car 0@ speed

4@ *= 1.835 // floating-point values (never used in VC or GTA 3)

008C: 4@ = float_to_integer 4@

gosub @T_CIRC_2999

033F: set_text_draw_letter_width_height 2.0 8.0

03E4: set_text_draw_align_right 1

if AND

00DE: not  player $PLAYER_CHAR driving_vehicle_type #BUS

00DE: not  player $PLAYER_CHAR driving_vehicle_type #MAVERICK

  4@ < 88 // integer values

jf @SPDMTR_308

if

  4@ > 9 // integer values

else_jump @SPDMTR_307



:SPDMTR_211

045A: text_draw_1number 600.0 375.0 'SPEED' 4@  

jump @SPDMTR_32



:SPDMTR_307

045A: text_draw_1number 600.0 375.0 'SPEED1' 4@  

jump @SPDMTR_32



:SPDMTR_308

if

   $TCON == 1 // integer values

jf @SPDMTR_211

0006: 4@ = 88 // integer values

045A: text_draw_1number 600.0 375.0 'SPEED' 4@

jump @SPDMTR_32

OK I can't post the time thread because it is too long. I'll try to find an alternative.

Here is the time thread:

http://www.mediafire.com/?5emzvzmuc24

Make sure you use sanny builder to make the changes

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:SPDMTR

thread 'SPDMTR'

1@ = 255 // integer values

2@ = 50 // integer values

3@ = 50 // integer values



:SPDMTR_32

wait 10

if

   Player.Defined($PLAYER_CHAR)

else_jump @SPDMTR_32

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #INFERNUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW

00DE:   player $PLAYER_CHAR driving_vehicle_type #BANSHEE

else_jump @SPDMTR_102

jump @SPDMTR_153



:SPDMTR_102

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV

00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #MAVERICK

Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_32



:SPDMTR_153

03C1: 0@ = player $PLAYER_CHAR car

if

  Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_210

0@ = Player.RC_car($PLAYER_CHAR)

if and

  $TRAVEL == 0 // integer values

  $CUTSCENE == 0 // integer values

else_jump @SPDMTR_32





:SPDMTR_210

02E3: 4@ = car 0@ speed

4@ *= 1.835 // floating-point values (never used in VC or GTA 3)

008C: 4@ = float_to_integer 4@

gosub @T_CIRC_2999

033F: set_text_draw_letter_width_height 2.0 8.0

03E4: set_text_draw_align_right 1

if

  4@ < 88 // integer values

jf @SPDMTR_308

if

  4@ > 9 // integer values

else_jump @SPDMTR_307



:SPDMTR_211

045A: text_draw_1number 600.0 375.0 'SPEED' 4@  

jump @SPDMTR_32



:SPDMTR_307

045A: text_draw_1number 600.0 375.0 'SPEED1' 4@  

jump @SPDMTR_32



:SPDMTR_308

if 

$TCON == 1 // integer values

jf @SPDMTR_211

0006: 4@ = 88 // integer values

045A: text_draw_1number 600.0 375.0 'SPEED' 4@

jump @SPDMTR_32

Edited by Mini-Me
codebox saves space :p

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You fixed the 1 0 numbers and the stuck at 88 problem. But now I've found another problem. The speedometer shows up during the cutscene time travel sequence. Like, even after the car has disappeared the speedo still shows, while it's not supposed to. And during re-entry the speedo starts back from 00 then goes to 88 quickly before the car is visible again...

But the sequence is very good. I like it :)

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Fixed. Just replace SPDMTR_153 with the one below

:SPDMTR_153

if and

  $TRAVEL == 0 // integer values

  $CUTSCENE == 0 // integer values

else_jump @SPDMTR_32

03C1: 0@ = player $PLAYER_CHAR car

if

  Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_210

0@ = Player.RC_car($PLAYER_CHAR)

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It limits something on the speedometer and dosen't start the time travel effects until you hit 88

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It limits something on the speedometer and dosen't start the time travel effects until you hit 88

it doesn't really limit anything. Well it does only when the time circuits are on.

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ok Replace the lines in the SCM with the ones below at exactly SPDMTR_360

:SPDMTR_360

if and

  $TEMP_DRIVE >= 10000000

  $TCON == 1

jf @SPDMTR_300 

4@ = 88 // integer values 

045A: text_draw_1number 600.0 375.0 'SPEED' 4@ 

jump @SPDMTR_32

Please note that this change means that the plutonium chameber/mr fusion needs to be full in order to display the speedometer restricted to 88. Also, who is using these edits?

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ok Replace the lines in the SCM with the ones below at exactly SPDMTR_360

:SPDMTR_360

if and

  $TEMP_DRIVE >= 10000000

  $TCON == 1

jf @SPDMTR_300 

4@ = 88 // integer values 

045A: text_draw_1number 600.0 375.0 'SPEED' 4@ 

jump @SPDMTR_32

Please note that this change means that the plutonium chameber/mr fusion needs to be full in order to display the speedometer restricted to 88. Also, who is using these edits?

Hi, I´m going to try your Time Travel edit :lol:

but I need to know if I can change how much time the delorean is going to take for the temporal

displacement <_<

looks hard :P

to use your TT edit I just have to copy and paste your code using sanny builder?

and...don´t you think it´s easier for you to release a main scm. :P ?

Edited by 88milesperhour!

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1. I can't release the main.scm because of copyright rules and what-not placed on this forum.

2. Yes copy and paste but you need to replace the lines already in the main.scm so you'll need the original edits above and then replace that with the lines I just posted.

3. It isn't very hard

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1. I can't release the main.scm because of copyright rules and what-not placed on this forum.

2. Yes copy and paste but you need to replace the lines already in the main.scm so you'll need the original edits above and then replace that with the lines I just posted.

3. It isn't very hard

Thanks! :P

give me your opinion about this ;)

I´m planning to install 0.2d and put in some things like this

basically, this is what I want to put in 0.2d

-Animations for the BTTF2 Delorean hover convertion

-Wormhole opening effect from 0.2e´s lastest main scm.

-your TT edits

tell me what do you think :P

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I need to know the following <_<

-womhole code

-firetrails code

do you know then? :P

good luck im not helping you

As for you jldarkspider what kind of errors?

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good luck im not helping you

As for you jldarkspider what kind of errors?

when i try to compile the main.scm i get the error ''Not enough actual parameters. Expected 2 params.''

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