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les

Les's game edits (new)

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I decided to post some of the edits I made for the game.

Hers how to get a person to follow you:

find:

create_thread @bttf3
and add under:
create_thread @FOLLOW
then find:
Mission 0
and add this over it:
:FOLLOW

wait 0 

thread 'FOLLOW' 

$295 = -1 // integer values 

0@ = -1 // integer values 

1@ = -1 // integer values 

7@ = 0 // integer values 

8@ = 0 // integer values 

9@ = 0 // integer values 

3@ = 0 // integer values 

4@ = 0 // integer values 

5@ = 0 // integer values 

$296 = 0.0 // floating-point values 



:FOLLOW_87

wait $DEFAULT_WAIT_TIME 

058C: $296 = percentage_completed 



:FOLLOW_97

if 

wait 100 

008A: $297 = 1@ // integer values and handles 

0085: 2@ = 5@ // integer values and handles 

0085: 6@ = 9@ // integer values and handles 

10@ = -404.3082 // floating-point values 

11@ = -561.7204 // floating-point values 

12@ = 17.9388 // floating-point values 

13@ = 7.0257 // floating-point values 

14@ = -404.3812 // floating-point values 

15@ = -561.1186 // floating-point values 

gosub @FOLLOW_234 

008B: 1@ = $297 // integer values and handles 

0085: 5@ = 2@ // integer values and handles 

0085: 9@ = 6@ // integer values and handles 

jump @FOLLOW_97 

jump @FOLLOW_87 



:FOLLOW_234

if 

   Player.Defined($PLAYER_CHAR)

else_jump @FOLLOW_770 

if 

   Player.InZone($PLAYER_CHAR, 'GANG1')

else_jump @FOLLOW_493 

if 

   Player.Money($PLAYER_CHAR) > 0

else_jump @FOLLOW_486 

if 

  2@ == 0 // integer values 

else_jump @FOLLOW_486 

023C: load_special_actor 1 'PLAYER8' 

if 

023D:   special_actor 1 loaded 

else_jump @FOLLOW_486 

if 

80C2:   not sphere_onscreen 10@ 11@ 12@ 1.0 

else_jump @FOLLOW_486 

$297 = Actor.Create(CivMale, #SPECIAL01, 10@, 11@, 12@)

Actor.Angle($297) = 13@

0243: set_actor $297 ped_stats_to 19 

01ED: reset_actor $297 flags 

0568: set_actor $297 untargetable 1 

0372: set_actor $297 anim 24 wait_state_time 60000000 ms 

01C5: remove_actor_from_mission_cleanup_list $297 

0319: set_actor $297 wander_state_to 1 

Actor.Health($297) = 250

054A: set_actor $297 immune_to_vehicle_headshots 0 

0446: set_actor $297 head_decapitatation_possible 1 

03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 

2@ = 1 // integer values 

Model.Destroy(#PLAYER8)



:FOLLOW_486

jump @FOLLOW_528 



:FOLLOW_493

if 

  2 > 2@ // integer values 

else_jump @FOLLOW_528 

Actor.RemoveReferences($297)

2@ = 0 // integer values 

03BD: destroy_sphere 6@ 



:FOLLOW_528

if 

  2@ == 1 // integer values 

else_jump @FOLLOW_643 

if 

   not Actor.Dead($297)

else_jump @FOLLOW_636 

if 

00F5:   player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 

else_jump @FOLLOW_629 

01DF: tie_actor $297 to_player $PLAYER_CHAR 

053D: (unknown) $297 

03BD: destroy_sphere 6@ 

2@ = 2 // integer values 



:FOLLOW_629

jump @FOLLOW_643 



:FOLLOW_636

gosub @FOLLOW_793 



:FOLLOW_643

if 

  2@ == 2 // integer values 

else_jump @FOLLOW_763 

if 

   not Actor.Dead($297)

else_jump @FOLLOW_756 

if 

00E9:   player $PLAYER_CHAR 0 $297 radius 100.0 100.0 

else_jump @FOLLOW_742 

if 

8320:   not actor $297 in_range_of_player $PLAYER_CHAR 

else_jump @FOLLOW_735 

01DF: tie_actor $297 to_player $PLAYER_CHAR 



:FOLLOW_735

jump @FOLLOW_749 



:FOLLOW_742

gosub @FOLLOW_793 



:FOLLOW_749

jump @FOLLOW_763 



:FOLLOW_756

gosub @FOLLOW_793 



:FOLLOW_763

jump @FOLLOW_777 



:FOLLOW_770

gosub @FOLLOW_793 



:FOLLOW_777

jump @FOLLOW_791 

gosub @FOLLOW_793 



:FOLLOW_791

return 



:FOLLOW_793

if 

   not 2@ == 0 // integer values 

else_jump @FOLLOW_882 

Actor.RemoveReferences($297)

if 

   Player.Defined($PLAYER_CHAR)

else_jump @FOLLOW_870 

if 

   not Player.InZone($PLAYER_CHAR, 'GANG1')

else_jump @FOLLOW_863 

2@ = 0 // integer values 



:FOLLOW_863

jump @FOLLOW_877 



:FOLLOW_870

2@ = 0 // integer values 



:FOLLOW_877

03BD: destroy_sphere 6@ 



:FOLLOW_882

return
There still is the gitch of where when you switch to flying mode or change the delorean the actor dissapears. If anyone could help me please help. I thought that I should make the game more accurate so I changed the starting date of the game to 1985 and the date that you can play the ride to 1991 (the year it was built). Heres how. First find:
$CYEAR = 2008 // integer values
Change to:
$CYEAR = 1985 // integer values
Next for the ride find:
$CYEAR >= 2005 // integer values
Change it to:
$CYEAR >= 1991 // integer values

Later ill put up some new ones.

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These sure are nifty... I'm adding those last 2... More accurate that way...

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Wouldn't it just create the glowy-thingy-that-later-creates-wormhole in middle of DMC 13, and send only half of the car into other time? Like, it's the same after all

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its still a bs excuse, lol. Its like saying, a supercar can drive upside down in a tunnel because of the downforce at 200 mph, but would you risk your life driving 200 mph upside down dodging signs and vents.

Though since this is the internet, you'd probably say yes you would.

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its still a bs excuse, lol. Its like saying, a supercar can drive upside down in a tunnel because of the downforce at 200 mph, but would you risk your life driving 200 mph upside down dodging signs and vents.

Though since this is the internet, you'd probably say yes you would.

I was just saying that if the DMC 13 was in front of the time machine, it would still split apart and maybe travel in time along with it. The same way if it would drive behind the time machine. It's not possible in game anyway, whatever speed you go

Edited by RG

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and i suppose you'll say yes when I ask if can do that while dodging signs on the roof of the tunnel. That seems to be a common comeback on the netz

anyway, you win, lol.

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a supercar can drive upside down in a tunnel because of the downforce at 200 mph.
They so can, have you never seen Men In Black :P

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i sold my common sense on ebay

Omg i bought it XD

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But Grim didn't have much common sense even before he sold it.. What's the good of buying it anyway :P

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it followed through the deloreans wormhole?

Well a little birdie told me that the impact of two traveling time vehicles will create a time vortex sucking both vehicles and time travelers back to their original point of departure....then something about not knowing where or when Biff may be leading someone somewhere, but I stopped paying attention.

Also, what about the Time Two Linkup added to the Train in the event of the theft of the DeLorean....again?

All canon and noncanon nerdieness aside, I doubt the Wormhole allows anything BUT the DeLorean to travel through it, given that if it were capable of such things, wouldn't the screen at the Pohatchee Drive-In or the End of Track sign followed through the Wormhole?

EDIT:

A thought just occurred to me, I don't even external things physically attached to the DeLorean can travel through either, look at the OUTATIME license plate or the lightning rod.

Edited by hscitpe

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