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bluespace88

SA Delorean Model

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true. It just needs wheels, and probably some more resizing to get rid of that mr. fusion thing. And some other things.

Its strange. I looked at one of R*'s models. Their shadow mesh was smaller and lower then the car's mesh o_O

And very true. It is a lot better then VC's "blob"

Reminds me, we need to give the wheels a mesh as well so they can cast shadows while rotating.

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yep

I just changed the sounds too. Best part is none of the other helicopters have their sounds not helicoptery.. Cept the hunter now sounds like a maverick :P

The engine's so much higher pitched in SA then it is VC...

One bad thing I see about the shadows is that there's a delay before they are loaded, which is quite noticible. And I wish the self shadow wasn't that strong........

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also another thing. I had to get a new exe to get SA Limiter to work correctly, which would also explain why certain effects weren't disabled. I have no clue what was used before, but the new exe has its addresses much closer to where they were in the original. And it may work for those people who are having problems.

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Cool, this is all shaping up to be better than the VC mod :P

in my opinion...

for me that doesn´t mean that I will stop playing the VC version :)

I like the VC a lot just like the new SA version

I play both of them :P

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I play them both :P When I have time

Edited by Orgcon

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Man, this looks amazing :D.

I do have an other request for you:

I dunno if you know my TTT I did ages ago, might it be possible that you did such a thing in the spawn code of the DeLorean? I must have done smth. wrong, cause nothing happened when I used crate_marker_above_car opcode.

So it should spawn the DeLorean if it's wrecked/non existant, and should show a marker on the radar where it is if it still exists but you forgot where you left it ;).

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I know which it is (var 12 or 0@ in spawn.txt), but maybe I'm just too stupid. Gonna retry it.

EDIT: Ok, used the wrong of the two create_marker_above_car opcodes, the other one I just found works fine.

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hey blue, where's that crysis picture from? Is it a GTA mod or for some other game?

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Crysis is an own game :D.

A reaaaaaal HD game xD.

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My DT works fine now :). If it doesn't exist, it creates the DeLorean, if it does exist it shows a marker on the radar an flashes it for two seconds. Once you enter the DeLorean it disappears again.

If anyone is interested:

SPOILER:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007



{$VERSION 3.1.0027}

{$CLEO .cs}



//-------------MAIN---------------

thread 'SPAWN'



:Spawn

wait 10 

if 

   Player.Defined($PLAYER_CHAR)

jf @Spawn 

if 

044B:   actor $PLAYER_ACTOR on_foot 

//jf @Spawn

jf @SpawnMarkerRemove

0AB4: 0@ = var 12

if or

0AB0:   key_pressed 50 

0AB0:   key_pressed 98 

jf @Spawn		   

if

  Car.Wrecked(0@)

//jf @Spawn

jf @SpawnMarker

10@ = #BULLET 

Model.Load(10@)

038B: load_requested_models 



:SpawnLoadModel

wait 0 

if 

   Model.Available(10@)

jf @SpawnLoadModel

04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

4@ = Actor.Angle($PLAYER_ACTOR)

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

Car.Angle(0@) = 4@

Car.SetImmunities(0@, 0, 0, 0, 1, 1)			

0AB3: var 12 = 0@

Car.RemoveReferences(0@)

Model.Destroy(10@)

wait 500	 

jump @Spawn



:SpawnMarker

if

875C: not  marker 5@ enabled 

else_jump @SpawnMarkerHudFlash

0186: 5@ = create_marker_above_car 0@ 



:SpawnMarkerHudFlash

03E7: flash_hud_component 8 

wait 2000

03E7: flash_hud_component -1	 

jump @Spawn



:SpawnMarkerRemove

if

  not  Car.Wrecked(0@)

jf @Spawn

if

  Actor.InCar($PLAYER_ACTOR, 0@)

jf @Spawn

0164: disable_marker 5@

jump @Spawn

Replace the content of spawn.txt with this and compile.

I really much dislike about SA that this opcode of VC isn't there:

00DC: player $PLAYER_CHAR driving 14@

SpawnMarkerRemove could've been way shorter this way :(.

Edited by Mini-Me
Blue's suggestions applied

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oh thats easy

Actor.InCar($PLAYER_ACTOR, 0@)

First rule of SA. Theres no longer any player functions. You have to reference the actor.

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so that'd make the remove function:

:SpawnMarkerRemove

if

  Actor.InCar($PLAYER_ACTOR, 0@)

jf @Spawn

0164: disable_marker 5@

jump @Spawn

also don't need that wait statement. Its only needed for the key strokes so it doesn't interpret like 100 of them.

also, use jf instead of else_jump.

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actually, that would cause the game to crash since 0@ doesn't exist when the game starts. Lemme edit it.

:SpawnMarkerRemove

if

  not  Car.Wrecked(0@)

jf @Spawn

if

  Actor.InCar($PLAYER_ACTOR, 0@)

jf @Spawn

0164: disable_marker 5@

jump @Spawn

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yeah, sure.

And there isn't a difference between jf and else_jump, isn't it?

Only am used to "else" cause of JavaScript and PHP ;).

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I'm used to else in java, C, C++, C#, pascal, ml, php, js, arduino, and probably some others I don't remember.

Doesn't stop me from using jf. Its short and to the point. Jump if False. Its just to keep the same format, thats all.

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And, I was looking for Actor.DrivngVehicle or something similar, so that's why I didn't find it :D.

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