Flux Capacitor 0 Report post Posted November 18, 2010 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. Share this post Link to post Share on other sites
backtothedelorean 0 Report post Posted November 18, 2010 hmm not bad also are u using enb series or xbox graphics mod Share this post Link to post Share on other sites
Flux Capacitor 0 Report post Posted November 18, 2010 Stop asking all the time. Share this post Link to post Share on other sites
Mike 214 Report post Posted November 18, 2010 Are you using enb series or the xbox graphics mod? Share this post Link to post Share on other sites
Orgcon 11 Report post Posted November 18, 2010 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. Share this post Link to post Share on other sites
Flux Capacitor 0 Report post Posted November 18, 2010 (edited) I didn't change the color of the top part because I didn't notice it. :l STOP ASKING ALL THE TIME. Edited November 18, 2010 by Flux Capacitor Share this post Link to post Share on other sites
Carlos85G 22 Report post Posted November 18, 2010 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. Share this post Link to post Share on other sites
Mike 214 Report post Posted November 18, 2010 STOP ASKING ALL THE TIME. I'm asking, you answer. It's either enb, or xbox, a one word reply. Share this post Link to post Share on other sites
Dragon King 15 Report post Posted November 18, 2010 I think it's an asi that is NOT ENB. I remember it's a speclight asi. Share this post Link to post Share on other sites
the matster 1 Report post Posted November 18, 2010 mm the delorean looks better but this is not a great edit though. Share this post Link to post Share on other sites
Carlos_McFly 7 Report post Posted November 18, 2010 But with this you miss the flicker effect in the coils of BTTF3 Del. This must be only for BTTF1 and 2 De Loreans. Share this post Link to post Share on other sites