daangelo29 5 Report post Posted April 30, 2010 Where is the code where I can change the current date/time when I load up SA? Sorry about this question, but I'm a bit confused about how the date.cs works, or where this code is located in particular, and I don't have time at the moment to study the code thoroughly. Other than for personal reasons, this is also for one of the SA mod add-ons I'm working on. A bit of explanation about how the script works might speed my work up. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted April 30, 2010 Yet an other topic I'm unhappy with . #1: The chosen topic title doesn't say anything about the topic. #2: The topic is in the wrong section - yes, it is a coding related topic. And yes, it is related to the mod - but these subforums are sort of only for discussions about presented progress of one of the mods. Thus I moved this to Off-Topic and renamed it . Just btw.: The "Other GTA Mods" section will soon be tidied up to only hold finished or in progress mods like a showroom (And I'd like a modding discussiom/help forum - gonna ask the boss ). To finally answer your question: Without checking if my assumption is correct, I guess you're interested in init.cs Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted April 30, 2010 i m gonna guess init means iniate which in the future for me makes it more obvious. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted April 30, 2010 Sorry about the title, Mini-Me. Can't think of a good title for it when I made this topic. I'll try checking the init.cs. EDIT: And yes it is there. Thanks Mini-Me For those who want to change it yourselves, too, just look for the line "0AB3: var 7 = 10212015". You can pretty much guess the rest. Closed. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 2, 2010 Re-opened topic. Another question to ask: Can the handling change the wheels of the car? Because I'm tinkering with the handling.cfg right now to get an Angelo-suitable suitable handling for the DeLorean. I tried testing the original/non-slow DeLorean handling, and it learned it shrunk the Crysis DeLorean's wheels. Share this post Link to post Share on other sites
Ashley+ 0 Report post Posted May 2, 2010 that's in your default or wheels i don't remember Share this post Link to post Share on other sites
Ziero 4 Report post Posted May 2, 2010 usually in Default.ide Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 2, 2010 No, it's supposedly in the vehicles.ide. Seriously, the wheels shrunk when I changed the handling. I'll try experimenting a bit, perhaps I might figure it out myself. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 4, 2010 Just wanna ask: Can making a car slow make the wheels big, or can making a car fast make them small? Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 4, 2010 'Ya sure? Because I tried switching between the original and the non-original handling, and yes the handling.cfg CAN change the wheels' sizes. I still haven't figured out which part does it, though. Btw, I'm trying to make the Crysis DeLorean as fast as the pre-20100228 update DeLorean for my planned add-on mods. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted May 5, 2010 Aren't the flags explained just above the car definitions? EDIT: gives a good result. But from what's written there, the wheels' size is only defined in the vehicles.ide. Here in the Flag Data there's two flags described that double/half the width of the wheels: http://www.gtamodding.com/?title=Handling.cfg Share this post Link to post Share on other sites
bluespace88 9 Report post Posted May 5, 2010 Copy Crysis's Vehicles.ide line. You're using VC wheel scaling there. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 5, 2010 I already told you guys what's only edited is the handling.cfg. I'm still using the Crysis DeLorean's default vehicle.ide -- if I was using the original DeLorean IDE, I would have discovered the shrunken wheels way before I made this topic. I re-checked the IDE thrice, so I'm 100% sure it didn't change the wheel sizes by itself lol. If only that gtamodding link Mini-Me posted wasn't broken or inaccessible, I'll definitely check the wheels width part. EDIT: Err, never mind. I found it in the Project Cebrera website. I missed that part of the tutorial when I was reading it (I was searching for the words "wheel scale" or "wheel size", never thought of searching the rest with "wheel" only) Share this post Link to post Share on other sites