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bluespace88

SA BTTF Mod 0.1.X Development

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no problem.

For future reference, please refrain from using this thread for your development, as it won't be in for a very long while.

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hah, just realized something else. I need to incorporate plasma and wormhole into timetravel.txt as well..fun xD

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no problem.

For future reference, please refrain from using this thread for your development, as it won't be in for a very long while.

ok will do.

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Neat.

It would still be unrealistic either way, though, especially if you travel back at time periods you've been to before. Since time traveling to the game is considered skipping time (either to the past or to the future), the game randomizes the weather by itself as you time travel.

Which code did you use for the random weather, Blue?

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:Weather

if

0583:   player $PLAYER_CHAR in_zone 'LA'

then

0209: 20@ = random_int_in_ranges 0 4 

end		 

if

0583:   player $PLAYER_CHAR in_zone 'SF'

then

0209: 20@ = random_int_in_ranges 5 9

end

if

0583:   player $PLAYER_CHAR in_zone 'VE'

then

0209: 20@ = random_int_in_ranges 10 12

end

if

0583:   player $PLAYER_CHAR in_zone 'RED'

0583:   player $PLAYER_CHAR in_zone 'FLINTC'

0583:   player $PLAYER_CHAR in_zone 'WHET'

then

0209: 20@ = random_int_in_ranges 13 16

end

if

0583:   player $PLAYER_CHAR in_zone 'ROBAD' 

0583:   player $PLAYER_CHAR in_zone 'BONE' 

then

0209: 20@ = random_int_in_ranges 17 19

end

set_weather 20@ 

01B7: release_weather 

return

I could do it on a monthly basis like VC, but eh. Or do some equation so everyday is always different weather, but I disliked VC's weather changing, which was like instant.

VC

+weather is the same even if you visit the same place twice

-too repetitive

-when day changes, weather like instantly changes.

SA old

+gradual weather

-doesn't change on time travel

SA new

+gradual weather

-changes on time travel

-weather is different even if you visit the same time.

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Ok, figured out another way to turn on and off the engine without screwing up the sitting animation (and then causing the legs to pop out the bottom of the car.)

0A97:  1@ = car 0@ struct

1@ += 0x428

0A8C: write_memory 1@ size 1 value 0 virtual_protect 0  // turns off engine.

To turn it on, change the value in 0A8C to 16.

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added engine on/off back in. No more animation errors.

While the car turns on when you enter the car, turning off requires common sense.

As in, turn off the engine before opening the door common sense.

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hey blue. no mr fusion in the new source code? other than that i like it.

:)

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cool. could i re enable it with one of the old files or would that not work?

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