daangelo29 5 Report post Posted May 2, 2010 I've been working on this for a while. Got frustrated, so I might as well leave it to the experts. I was working on an enhancement on the wormhole effect where you'll see the DeLorean actually enter the wormhole (code-wise the wormhole goes towards the DeLorean) just before displacement, instead of keeping it in its original place all throughout the time travel sequence (which I see is unrealistic). I had to use the corona on this to make it VERY visible. Looks nice so far (I've tried many other ways before, but it seems the current one works best), but I bet Blue and others can do better. Here's a sample script (the one I'm using): http://www.mediafire.com/?izzlnommmmc Note: BACK-UP ORIGINAL TIMETRAVEL.S FIRST. You cannot test this with RC mode because the corona relies on the player's coordinates, not the car (it was late when I learned about the car coordinates code; too lazy to work on it at the moment). You'll also notice the implosion/explosions and also maybe the fire trails have been disabled. This is for the improvement add-ons I'm working on. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted May 2, 2010 get coords from car for wormhole stick a wormhole there wait till car is within a certain radius of the wormhole point implosion ??? profit. Its something you can do in VC as well. btw, if you're going to release a mod using the SA mod, you are required to release the source code. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 2, 2010 So are you gonna do the same in the future update? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted May 2, 2010 eventually if never. Its not that hard to do. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 2, 2010 Its not that hard to do. That means I'm a noob. I think I've got a lot more to (re-)learn in programming/coding. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted May 2, 2010 It isn't flag = false ... if speed > 87/88 (depends on speed progression, don't want to see 89) flag = true store_coords jf @beginning while not car_near_coords_radius(1.0) create_effects create_wormhole_at_coords endwhile implosion flag = false ... and disable the regular wormhole from forming if flag == false create_regular_wormhole fi Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 3, 2010 It looks similar to the one I did above. Did someone here test my script? EDIT: Hmm, forgot to upload the source. Re-uploading soon. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted May 4, 2010 Re-uploaded script, with source this time. Share this post Link to post Share on other sites