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Flux Capacitor

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EFFECTS AT 88

-------------------------

I'll show you of a video of what it does.

Like it? Here's how you do it:

First, open up Sanny builder and search up :SPDMTR

Now replace all of :SPDMTR with this:

:SPDMTR

thread 'SPDMTR'

1@ = 255 // integer values

2@ = 50 // integer values

3@ = 50 // integer values



:SPDMTR_32

wait 10

if

   Player.Defined($PLAYER_CHAR)

else_jump @SPDMTR_32

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #INFERNUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW

00DE:   player $PLAYER_CHAR driving_vehicle_type #BANSHEE

else_jump @SPDMTR_102

jump @SPDMTR_153



:SPDMTR_102

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE

00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV

00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS

00DE:   player $PLAYER_CHAR driving_vehicle_type #MAVERICK

Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_32



:SPDMTR_153

if and

  $TRAVEL == 0 // integer values

  $CUTSCENE == 0 // integer values

else_jump @SPDMTR_32

03C1: 0@ = player $PLAYER_CHAR car

if

  Player.InRemoteMode($PLAYER_CHAR)

else_jump @SPDMTR_210

0@ = Player.RC_car($PLAYER_CHAR)



:SPDMTR_210

02E3: 4@ = car 0@ speed

4@ *= 1.835 // floating-point values (never used in VC or GTA 3)

008C: 4@ = float_to_integer 4@

gosub @T_CIRC_2999

033F: set_text_draw_letter_width_height 2.0 8.0

03E4: set_text_draw_align_right 1

if

  4@ < 88 // integer values

jf @SPDMTR_308

if

  4@ > 9 // integer values

else_jump @SPDMTR_307



:SPDMTR_211

045A: text_draw_1number 600.0 375.0 'SPEED' 4@  

jump @SPDMTR_32



:SPDMTR_307

045A: text_draw_1number 600.0 375.0 'SPEED1' 4@  

jump @SPDMTR_32



:SPDMTR_308

if 

$TCON == 1 // integer values

jf @SPDMTR_211

0006: 4@ = 88 // integer values

045A: text_draw_1number 600.0 375.0 'SPEED' 4@

jump @SPDMTR_32
(Special thanks to DK for the :SPDMTR code!) Now search for :TIME_894, you might find a code like this: ------------------------ :TIME_894 if 80E1: not key_pressed 0 2 jf @TIME_1105 02E3: 1@ = car 0@ speed if 1@ > 49.0 // floating-point values jf @TIME_625 gosub @TIME_2555 02E3: 1@ = car 0@ speed if 1@ > 49.5 // floating-point values jf @TIME_625 if or 15@ >= 10000000 // integer values Car.Model(0@) == #BUS Car.Model(0@) == #MAVERICK Car.Model(0@) == $DEL Car.Model(0@) == $FLYINGDEL jf @TIME_1056 create_thread @NONAME_4 0@ 1 $REPEAT = 0 // integer values 17@ = 0 // integer values -------------------------------- See the bolded lines? Change the numbers in your .scm to the ones you see in the bolded line. Good, now continue on to :TIME_1916 ---------------------- :TIME_1916 02E3: 1@ = car 0@ speed if 1@ > 50.0 // floating-point values ---------------------- Change it to that. You're almost there.. Now continue to :TIME_12592 ------------------------------- :TIME_12592 if and 13@ >= 100000 // integer values not 13@ >= 200000 // integer values $TRAVEL_CONTROL == 1 // integer values jf @TIME_10 gosub @TIME_1210 gosub @TIME_2555 if $BUMPED == 0 // integer values jf @TIME_14364 02E3: 1@ = car 0@ speed if 80E1: not key_pressed 0 2 jf @TIME_1105 if 1@ > 49.5 // floating-point values jf @TIME_12367 if 1@ > 50.0 // floating-point values jf @TIME_12490 gosub @NONAME_7_1319 ---------------------------------------- And last but not least.. Go to :TIME_13929 and below it :TIME_14075 ---------------------- :TIME_13929 wait 10 if and 13@ >= 100000 // integer values not 13@ >= 200000 // integer values $TRAVEL_CONTROL == 1 // integer values jf @TIME_12432 if or not Car.Wrecked(0@) 00DC: player $PLAYER_CHAR driving 0@ jf @TIME_20354 gosub @TIME_1210 gosub @TIME_2555 02E3: 1@ = car 0@ speed if 1@ > 49.5 // floating-point values jf @TIME_12432 if 14@ == 9999 // integer values jf @TIME_14075 if $BIFFGO == 1 // integer values jf @TIME_12432 :TIME_14075 if and 1@ > 50.5 // floating-point values 16@ >= 1000 // integer values jf @TIME_13929 -------------------------- Congratulations, you now have a secondary-effect time travel from the first movie, with effects starting at 88. (Don't get into a heated debate about it being "unrealistic" it happened a few times in the movies.) Now if you want more, I'll throw in a No-Refill. NO REFILL (You have to refill first time, though.) -------------------------------------------------------------- Go to :TIME_19748 Replace the code with this:
:TIME_19748

$SET_TIME = 0 // integer values 

$INST_TRAVEL = 0 // integer values 

043C: set_game_sounds_disable_on_fade 1 

if and

   not Car.Model(0@) == #BUS

   not Car.Model(0@) == #MAVERICK

jf @TIME_19828 

if or

  $RIDE_MISSION == 1 // integer values

  $RIDE_MISSION == 0		   

jf @TIME_19828 

15@ += 10000000 // integer values 

jump @TIME_19828

Have fun.

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You might want to put 'frame limiter' on and make that video again, the coils were all over the place and I couldnt see what they were actually supposed to be doing at 88.

Also are they supposed to be white like that? they look s**t. ;)

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I didn't change the color of the top part because I didn't notice it. :l

STOP ASKING ALL THE TIME.

Edited by Flux Capacitor

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Judging from that video, the wormhole doesn't "grow"; instead, it just appears fully developed in front of the DeLorean, along with the sparks.

So, basically, there's almost no time to see the effects.

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But with this you miss the flicker effect in the coils of BTTF3 Del. This must be only for BTTF1 and 2 De Loreans.

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