Timecircuits 0 Report post Posted February 7, 2010 Wow that is heavy duty doc! Share this post Link to post Share on other sites
Timecircuits 0 Report post Posted February 18, 2010 (edited) But could it be possible then to add the condensation coming from Mr. Fusion? Edited February 18, 2010 by Timecircuits Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted February 19, 2010 you would not see that anyway, and it would be a waste of code Share this post Link to post Share on other sites
CJ O'Hummer 10 Report post Posted February 19, 2010 I know, the following was already said about three weeks ago, but there's something I want to say to: it was a cold fusion it's produced cold air and that has to go somewhere to. My opinion is that COLD fusion doesn't mean ICE COLD fusion, it just means that it doesn't go beyond a certain temperature. So why should there be cold air anyway? Or even condensation? Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted February 19, 2010 for the lulz? Share this post Link to post Share on other sites
007 0 Report post Posted March 4, 2010 (edited) find :TIME_19933 16@ = 0 // integer values 17@ = 0 // integer values $BUMPED = 0 // integer values if or Car.Model(0@) == #INFERNUS else_jump @TIME_20058 if $WIRE == 0 // integer values else_jump @TIME_20058 create_thread @STEAM 0@ in the main.scm then add Car.Model(0@) == #DELUXO under Car.Model(0@) == #INFERNUS Edited March 4, 2010 by 7 Share this post Link to post Share on other sites
daangelo29 5 Report post Posted March 4, 2010 @007: The guys weren't asking for vent steam to be coded for the Part 2 De Lorean. The 'Vents' are vents in BTTF1, they expel the dangerous toxic gasses such as hydrogen sulphate and a few others (not steam), given of by the nuclear reaction of such an unstable (synthetic) element 'Plutonium'! Hence why, when the vents go off during the first experiment, doc stops and leans back to avoid inhalation! Looks like another cool idea for a BTTF SA edit. Share this post Link to post Share on other sites
CJ O'Hummer 10 Report post Posted March 4, 2010 Looks like another cool idea for a BTTF SA edit. I totally agree with you about that. So Blue, if you read that: make Carl Johnson lose energy when he gets too close to the steam. Share this post Link to post Share on other sites
Ashley+ 0 Report post Posted March 4, 2010 Hence why, when the vents go off during the first experiment, doc stops and leans back to avoid inhalation! i always thought he jumped back in fear because the vents went off and startled him Share this post Link to post Share on other sites
daangelo29 5 Report post Posted March 4, 2010 You'd wonder why Doc installed vents the De Lorean. @CJ: I meant for my BTTF SA edits. I'm currently working on mods that'll serve as add-ons for the BTTF SA mod. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted March 5, 2010 I totally agree with you about that. So Blue, if you read that: make Carl Johnson lose energy when he gets too close to the steam. Brilliant idea . I already had that too, but dumb as I am sometimes, I forgot it . How about making CJ cough as well (like when he's in the extinguisher's carbon cloud)? Share this post Link to post Share on other sites
CJ O'Hummer 10 Report post Posted March 5, 2010 yep that's great. so the vents should be turned into extinguishers Share this post Link to post Share on other sites
Orgcon 11 Report post Posted March 6, 2010 They already are! The're the same particles ...nearly! Share this post Link to post Share on other sites
CJ O'Hummer 10 Report post Posted March 6, 2010 I guess you got the wrong point of my opinion, What I meant was that the steam should "cause" the same "troubles" as that stuff that comes out of any extinguisher. Share this post Link to post Share on other sites