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My Shonash Ravine Add On For 0.2E

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yea, sorry i work a ton, and i snowboard a lot. matter of fact, i'm going right now. but i'll make the vid later. :)

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People do have lives to do, They can't stop everything they are doing to just work on add-on for the mod.

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That's true :P Sorry, I was bored, and outside was snow. But if I went outside I had to shove it away from the walking path. I didn't wanted that so I stayed inside. And got bored :P. So I asked for the vid :P. Sorry if it looked inpatience. I'll be patience now ;).

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You're dumb and dumber in one person.

And, for God's sake, it's exactly, not excally.

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I'm not dumb, I'm hyper :P! And I'm not typing right if I'm hyper because I hate that XD And I meaned actually and exactly so I mixed them together because I'm to lazy to type them both :P

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So you're hyper all the time and all the time you like to mix words together..? That's not hyper, that's being dumb.

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I don't know if that's handy. It's up in the sky. He better let Blue or himself make a teleporter ;). Or afcourse let a RR Delorean spawn up there. Ya see, I could make right sentences :P.

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i tell ya what, i thought about that. i'm gonna try to make a vid right now, and i suppose i'll use a trainer or something. i actually only play vc on pc for this mod haha. anyhow, i'll post the most easiest way to get the rail road del up there. ;) (without code altering)

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ok, so i'm having some trouble getting the railroad del up there actually. all the trainers i use spawn the cars on the nearest road. any ideas anyone?

i saw someones modified script somewhere that made the train and del fly together. anyone remember it?

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:small bump:

maybe i could change some coding to get it to spawn there?

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Add at the bottom of create thread list - Under create_thread @BTTF3

create_thread @C_SPAWN







Add the following code above //-------------Mission 0---------------



:C_SPAWN

thread 'C_SPAWN' 

10@ = 215 // 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)

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Thnx mike! but when i try to open it in sanny builder, it says decompile error, unknow file header. :( The main script that is.

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Thnx mike! but when i try to open it in sanny builder, it says decompile error, unknow file header. :( The main script that is.

You didn't add

Add at the bottom of create thread list - Under create_thread @BTTF3

create_thread @C_SPAWN

Add the following code above //-------------Mission 0---------------

That part right?

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no, i just cant even open the main script. i havnt even gotten to the code adding. its the train pushing scm.

ok, i got it decompiled, but i'm having a hard time finding the exact spot your referring to. i found the list, but i see no bttf 3.

even if i add it to the end of the create thread list, i get another error, and blah blah blah.

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This might be a stupid question, but did you change sanny builder to VC mode, by default it works with SA.

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believe me mike. no question is dumb when it comes to me. anyhow, yes i did, and i found bttf 3 but no mission 0. sorry, i'm pretty inept when it comes to coding.

83373680.jpg

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ok, i found that -----mission 0------ and now when i try to compile it says

"error label t_trav not found."

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