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uokka

uokka's modified "BttF SA Mod"

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I'm wasting a lot of time editing SA (BttF).
Now, I'm in a state of -wanna show my stuff-.

The code is based on v0.1.3.2 (20101105) by bluespace88.
Since I'm a terrible coder (learning by doing), you could see my modifications to the "BttF SA mini Mod" as a requests-list for the next release.

In fact, my only intention is to spam the world with one or two more youtube videos..
This is my first one.

Iced DeLorean:

Yeah, freaky ending! I played with the moviemaker effects..

I made the Delorean use Paintjobs - yay! (no download for that one, sorry. but a tutorial is there)
Well, you cant see that much detail, but my texturework isnt that brilliant anyway.

Some closer look:
th_iced_delo_front.jpg
th_iced_delo_front2.png

 

Unfortunately, only one texture inside the gxt file can get -iced- by paintjobs.
This is why some parts of the car are free of ice; those using different textures from the gxt.
Might the next DeLorean model have that covered..
 

 

(Hovering car (no heli) / 3D Audio / Post Time Travel FX: Blue hull glow; Iced hull / Some FX tweaked)

 

FEATURES:

Spoiler
  • Doors:
    - Not stucked when open anymore / now getting closed by velocity
    - Sound edited; shortened
  • Hover animation:
    - No vehicle model change / No extra wheel models / No Heli!
    - Edited conversion sounds of v0.1.1
  • Hovering/Flying:
    - Hover mode is available for any car; Including wheel animation (only one car at a time)
    - The car gets pushed upwards repeatedly (still glitchy, but usable:)
    - The car avoids to touch the ground (im not sure if this is bttf style:)
    - Landing-Lights while breaking (upside down Pyramid thing. Helps to guess the ground distance)
    --- TODO: Target possible obstacles with searchlight
    - Green glow (anim reacts to hover controlling)
    - Green glow reflection on ground (simple colored shadow texture)
  • Boost:
    - Increasing velocity smoothly, instead of forcing speed instantly
    - Boosting backwards
    - Boost on ground/road
    --- TODO: Steering Up/Down
  • Time circuits:
    - Rearranged position/animation
    --- TODO: Font texture
    - 24h clock format. (could also be seen as limitation :P)
    - Keypad keys (NUM_Enter=ENTER)
    - Reduced 'number key' sounds (was buggy for me)
  • Energie:
    - Up to 3 time jumps (i know)
    - Player is facing the reactor while recharging
    --- TODO: Use boxes and rubbish bags (from side of road) as fuel
    - Energie inticator icon on HUD
  • Time traveling:
    - Time traveling will not happen instantly anymore, when activated at more than 88 Mph.
    - Motion blur (annoying effect, finally useful)
    - Coil glow (matching Tirido's "Crysis" DeLorean model)
    - Wormhole glow reflection on cars/peds
    - Edited sounds
  • Time travel reentry:
    - Reentry after RC Time traveling happens (instead of FX starting) at the time programmed.
    - Cold effects/Iced DeLorean (Paintjobs; Edit the model if you wanna enable this feature)
    - Light flash effect
    - cam shake
    - Edited sounds

Please don't hit me! :o No, please!

 

DOWNLOAD

uokka's_modified_BttF_SA_MM_(v0.1.3.2)_2012.01.7z

https://www.dropbox.com/s/8ohisxd72zodc3r/uokka%27s_modified_BttF_SA_MM_%28v0.1.3.2%29_2012.01.7z?dl=0

NOTES:

  • First install the original mod (also read its readme!). (Attention! This will install CLEO 3)
  • Then delete all of its CLEO scripts manually (yes, really). Or just delete the hole CLEO folder.
  • Then install CLEO 4 Library (download v4.1.1.30f and NOT v4.2.a .. no no!)
  • Then you can install my stuff !
  • See my included readme for a list of bugs/limitations and other important info.
  • If you have trouble installing it, make sure you have read both readme files! (Yes, it sucks but waiting for me takes longer. I Promise.)

 

 

I'm always happy about any suggestions and/or help in killing bugs and adding features.

Criticism is accepted if you're good looking (requires proof).

Paintjob Tutorial to enable the iced effect.


---


*outdated*

Spoiler
The following outdated code is for advanced users only due to incompatibility with original unmodified BttF-HV:SA mini mod.
Its here so you can have a quick look.

You must update to CLEO 4 and fix Audio, Effects and Global CLEO Variables (0AB4: and 0AB3:) ! little Further info at post #38.
 

BttF_DMC_Boost.cs (needs a lotta work..)
Press 'secondary fire' to boost.
Press 'break' to boost backwards.

Spoiler


{$CLEO .cs}




//-------------MAIN---------------

03A4: name_thread "DMC_BST" 

0AC1: 20@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 

0006: 15@ = -1 



:DMC_BST_45

003D: unsupported_in_sa 

00D6: if 

0256:   player $PLAYER_CHAR defined 

004D: jump_if_false @DMC_BST_3628 

0AB4: 0@ = var 8 

0AB4: 30@ = var 0 

0AB4: 31@ = var 12 

00D6: if 

056E:   car 0@ defined 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

0137:   car 0@ model == #SUPERGT 

004D: jump_if_false @DMC_BST_3628 

00D6: if or

0039:   31@ == 1 

00DB:   actor $PLAYER_ACTOR in_car 0@ 

0241:   player $PLAYER_CHAR in_remote_mode 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

0241:   player $PLAYER_CHAR in_remote_mode 

004D: jump_if_false @DMC_BST_209 

0484: 10@ = player $PLAYER_CHAR RC_car 

00D6: if 

003B:   0@ == 10@ // (int) 

004D: jump_if_false @DMC_BST_3628 



:DMC_BST_209

0AAD: set_audiostream 20@ perform_action 0 

00D6: if 

0039:   30@ == 0 

004D: jump_if_false @DMC_BST_3628 

00D6: if or

0039:   31@ == 1 

00E1:   player 0 pressed_key 4 

00E1:   player 0 pressed_key 14 

00E1:   player 0 pressed_key 6 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

80E1:   not player 0 pressed_key 6 

004D: jump_if_false @DMC_BST_319 

0AC5: link_3d_audiostream 20@ to_vehicle 0@ 

0ABC: set_audiostream 20@ volume 1.0 

0AAD: set_audiostream 20@ perform_action 1 

0002: jump @DMC_BST_1088 



:DMC_BST_319

00D6: if or

0039:   31@ == 0 

0137:   car 0@ model == #SUPERGT 

004D: jump_if_false @DMC_BST_1088 

00D6: if 

00E1:   player 0 pressed_key 6 

004D: jump_if_false @DMC_BST_1088 

00D6: if or

01F3:   car 0@ in_air 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_1088 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

0A97: 1@ = car 0@ struct 

000A: 1@ += 68 

0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 

0087: 7@ = 3@ // (float) 

0087: 8@ = 4@ // (float) 

0087: 9@ = 5@ // (float) 

0013: 7@ *= 0.1 

0013: 8@ *= 0.1 

0013: 9@ *= 0.1 

0063: 3@ -= 7@ // (float) 

0063: 4@ -= 8@ // (float) 

0063: 5@ -= 9@ // (float) 

0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 

00D6: if or

00E1:   player 0 pressed_key 4 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_3628 



:DMC_BST_1088

003D: unsupported_in_sa 

0AB4: 30@ = var 0 

0AB4: 31@ = var 12 

00D6: if 

0256:   player $PLAYER_CHAR defined 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @DMC_BST_3628 

00D6: if or

0039:   31@ == 1 

00DB:   actor $PLAYER_ACTOR in_car 0@ 

0241:   player $PLAYER_CHAR in_remote_mode 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

0039:   30@ == 0 

004D: jump_if_false @DMC_BST_3628 

00D6: if 

0241:   player $PLAYER_CHAR in_remote_mode 

004D: jump_if_false @DMC_BST_1232 

00D6: if or

0039:   31@ == 1 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_3628 

0002: jump @DMC_BST_1255 



:DMC_BST_1232

00D6: if or

00E1:   player 0 pressed_key 4 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_3628 



:DMC_BST_1255

00D6: if 

80E1:   not player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_1756 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.33 0.51 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.38 0.35 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.29 0.44 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.22 0.42 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 



:DMC_BST_1756

0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -2.5 0.42 

09E5: create_flash_light_at 21@ 22@ 23@ RGB_mask 15 15 0 radius 4.0 

0A97: 1@ = car 0@ struct 

000A: 1@ += 68 

0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 

0174: 6@ = car 0@ Z_angle 

02F6: 7@ = sine 6@ // (float) 

02F7: 8@ = cosine 6@ // (float) 

00D6: if 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_1933 

0013: 7@ *= -1.0 

0013: 8@ *= -1.0 



:DMC_BST_1933

02E3: 2@ = car 0@ speed 

0087: 11@ = 3@ // (float) 

0087: 12@ = 4@ // (float) 

0013: 11@ *= 0.04975 

0013: 12@ *= 0.04975 

0063: 3@ -= 11@ // (float) 

0063: 4@ -= 12@ // (float) 

0013: 7@ *= 0.01 

0013: 8@ *= 0.01 

0013: 11@ *= -1.0 

005B: 7@ += 11@ // (float) 

005B: 8@ += 12@ // (float) 

00D6: if 

0021:   2@ > 16.0 

004D: jump_if_false @DMC_BST_2270 

0087: 11@ = 3@ // (float) 

0087: 12@ = 4@ // (float) 

0087: 9@ = 2@ // (float) 

0017: 9@ /= 246.5841 

006B: 11@ *= 9@ // (float) 

006B: 12@ *= 9@ // (float) 

0063: 3@ -= 11@ // (float) 

0063: 4@ -= 12@ // (float) 

0087: 11@ = 7@ // (float) 

0087: 12@ = 8@ // (float) 

0087: 21@ = 7@ // (float) 

0087: 22@ = 8@ // (float) 

0013: 9@ *= 17.0 

006B: 11@ *= 9@ // (float) 

006B: 12@ *= 9@ // (float) 

005B: 7@ += 11@ // (float) 

005B: 8@ += 12@ // (float) 

0007: 9@ = -100.0 

005B: 9@ += 2@ // (float) 

0013: 9@ *= -1.0 

0013: 9@ *= 0.00666 

006B: 21@ *= 9@ // (float) 

006B: 22@ *= 9@ // (float) 

0063: 7@ -= 21@ // (float) 

0063: 8@ -= 22@ // (float) 



:DMC_BST_2270

0017: 5@ /= 1.04 

0013: 7@ *= -1.0 

005B: 3@ += 7@ // (float) 

005B: 4@ += 8@ // (float) 

0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 

00D6: if or

0039:   31@ == 0 

0137:   car 0@ model == #SUPERGT 

004D: jump_if_false @DMC_BST_3621 

00D6: if 

00E1:   player 0 pressed_key 6 

004D: jump_if_false @DMC_BST_3116 

00D6: if or

01F3:   car 0@ in_air 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_3109 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

0A97: 1@ = car 0@ struct 

000A: 1@ += 68 

0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 5@ = read_memory 1@ size 4 virtual_protect 0 

0087: 7@ = 3@ // (float) 

0087: 8@ = 4@ // (float) 

0087: 9@ = 5@ // (float) 

0013: 7@ *= 0.1 

0013: 8@ *= 0.1 

0013: 9@ *= 0.1 

0063: 3@ -= 7@ // (float) 

0063: 4@ -= 8@ // (float) 

0063: 5@ -= 9@ // (float) 

0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0 

000E: 1@ -= 4 

0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0 

0002: jump @DMC_BST_3621 



:DMC_BST_3109

0002: jump @DMC_BST_3621 



:DMC_BST_3116

00D6: if 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @DMC_BST_3621 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset -0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.01 0.43 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 0.39 -2.03 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.02 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 

066C: 15@ = attach_particle "VENTGLOW" to_car 0@ with_offset 0.39 -2.01 0.33 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 15@ visible 

064F: remove_references_to_particle 15@ 



:DMC_BST_3621

0002: jump @DMC_BST_1088 



:DMC_BST_3628

0002: jump @DMC_BST_45

 

 

 

 

Spoiler

BttF_unFlip.cs (needs a hole lotta work..)
Just unflips the car when pressing TAB.
I've built this code independently to BttF, but it made me wanna to the hover thing..


{$CLEO .cs}



//-------------MAIN---------------

03A4: name_thread "UNFLIP" 



:UNFLIP_10

0001: wait 0 ms 

00D6: if 

0256:   player $PLAYER_CHAR defined 

004D: jump_if_false @UNFLIP_847 

00D6: if 

00DF:   actor $PLAYER_ACTOR driving 

004D: jump_if_false @UNFLIP_847 

03C0: 0@ = actor $PLAYER_ACTOR car 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @UNFLIP_847 

00D6: if 

0137:   car 0@ model == #SUPERGT 

004D: jump_if_false @UNFLIP_171 

0AB4: 11@ = var 13 

00D6: if and

8039:   not  11@ == 0 

01F3:   car 0@ in_air 

004D: jump_if_false @UNFLIP_149 

00D6: if 

0185:   car 0@ health >= 550 

004D: jump_if_false @UNFLIP_847 

0001: wait 75 ms 

0002: jump @UNFLIP_164 



:UNFLIP_149

00D6: if 

0AB0:   key_pressed 9 

004D: jump_if_false @UNFLIP_847 



:UNFLIP_164

0002: jump @UNFLIP_186 



:UNFLIP_171

00D6: if 

0AB0:   key_pressed 9 

004D: jump_if_false @UNFLIP_847 



:UNFLIP_186

00D6: if or

01F3:   car 0@ in_air 

01F4:   car 0@ flipped 

004D: jump_if_false @UNFLIP_847 

00D6: if and

84A7:   not actor $PLAYER_ACTOR driving_boat 

84A9:   not actor $PLAYER_ACTOR driving_heli 

84AB:   not actor $PLAYER_ACTOR driving_plane 

004D: jump_if_false @UNFLIP_847 

077D: 8@ = car 0@ x_angle 

06BE: 9@ = car 0@ y_angle 

0007: 2@ = 0.0 

0A97: 1@ = car 0@ struct 

000A: 1@ += 88 

0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 

000A: 1@ += 4 

0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 

0017: 2@ /= 0.02 

0017: 3@ /= 0.02 

0017: 4@ /= 0.02 

0A8D: 5@ = read_memory 12045148 size 4 virtual_protect 1 

0073: 2@ /= 5@ // (float) 

0073: 3@ /= 5@ // (float) 

0073: 4@ /= 5@ // (float) 

0494: get_joystick 0 data_to 13@ 14@ 15@ 16@ 

00D6: if 

0019:   13@ > 0 

004D: jump_if_false @UNFLIP_519 

00D6: if 

0021:   9@ > 0.0 

004D: jump_if_false @UNFLIP_484 

0017: 2@ /= 1.25 

0017: 9@ /= 40.0 

000B: 9@ += 0.2 

0002: jump @UNFLIP_502 



:UNFLIP_484

000B: 3@ += 0.2 

0087: 9@ = 3@ // (float) 



:UNFLIP_502

000F: 2@ -= 0.1 

0002: jump @UNFLIP_661 



:UNFLIP_519

00D6: if 

001B:   0 > 13@ 

004D: jump_if_false @UNFLIP_630 

00D6: if 

0023:   0.0 > 9@ 

004D: jump_if_false @UNFLIP_595 

0017: 2@ /= 1.25 

0017: 9@ /= 40.0 

000F: 9@ -= 0.2 

0002: jump @UNFLIP_613 



:UNFLIP_595

000F: 3@ -= 0.2 

0087: 9@ = 3@ // (float) 



:UNFLIP_613

000B: 2@ += 0.1 

0002: jump @UNFLIP_661 



:UNFLIP_630

00D6: if 

8043:   not  9@ == 0.0 

004D: jump_if_false @UNFLIP_661 

0017: 9@ /= 40.0 



:UNFLIP_661

00D6: if 

0021:   8@ > 0.01 

004D: jump_if_false @UNFLIP_833 

00D6: if 

0021:   8@ > 180.0 

004D: jump_if_false @UNFLIP_771 

000F: 8@ -= 360.0 

0013: 8@ *= -1.0 

0017: 8@ /= 40.0 

00D6: if 

0021:   8@ > 2.0 

004D: jump_if_false @UNFLIP_764 

0017: 8@ /= 4.0 



:UNFLIP_764

0002: jump @UNFLIP_833 



:UNFLIP_771

00D6: if 

8031:   not  8@ >= 180.0 

004D: jump_if_false @UNFLIP_833 

0017: 8@ /= -40.0 

00D6: if 

0023:   -2.0 > 8@ 

004D: jump_if_false @UNFLIP_833 

0017: 8@ /= 4.0 



:UNFLIP_833

07DB: set_car 0@ rotation_velocity_XYZ 8@ 9@ 2@ through_center_of_mass 



:UNFLIP_847

0002: jump @UNFLIP_10

 

 

 

 

Spoiler

BttF_Hover_Anim.s (notice, its not .cs)
This script folds out the wheels and waits for the car to touch the ground to fold them back in (this version is without struts).
Meanwhile, it shows the upside down pyramid landing lights.
No hover toggling while in air, yet.


{$CLEO .s}



//-------------MAIN---------------

03A4: name_thread "HOVANIM" 



:HOVANIM_11

003D: unsupported_in_sa 

00D6: if 

80DF:   not actor $PLAYER_ACTOR driving 

004D: jump_if_false @HOVANIM_65 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_65 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_65

00D6: if 

0039:   25@ == 1 

004D: jump_if_false @HOVANIM_97 

0006: 25@ = 0 

0002: jump @HOVANIM_104 



:HOVANIM_97

0006: 25@ = 1 



:HOVANIM_104

0A97: 10@ = car 0@ struct 

000A: 11@ += 2200 

0AB3: var 2 = 1 

00D6: if 

0039:   25@ == 0 

004D: jump_if_false @HOVANIM_1102 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_180 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_180

003D: unsupported_in_sa 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_218 

0001: wait 10 ms 

0002: jump @HOVANIM_180 



:HOVANIM_218

0AB3: var 13 = 1 

0007: 26@ = -0.65 



:HOVANIM_234

0A8E: 11@ = 10@ + 1445 // int 

0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 0 virtual_protect 0 

0AB4: 2@ = var 911 

0AAD: set_audiostream 2@ perform_action 0 

0AC5: link_3d_audiostream 2@ to_vehicle 0@ 

0ABC: set_audiostream 2@ volume 2.0 

0AAD: set_audiostream 2@ perform_action 1 

0AB4: 2@ = var 905 

0AAD: set_audiostream 2@ perform_action 0 

0AC5: link_3d_audiostream 2@ to_vehicle 0@ 

0ABC: set_audiostream 2@ volume 2.0 

0AAD: set_audiostream 2@ perform_action 1 

0A8E: 11@ = 10@ + 2200 // int 



:HOVANIM_401

0001: wait 10 ms 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_491 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_466 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_466

0001: wait 10 ms 

0AB4: 1@ = var 0 

0039:   1@ == 0 

004D: jump_if_false @HOVANIM_466 



:HOVANIM_491

000B: 26@ += 0.058 

0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 

00D6: if 

00E1:   player 0 pressed_key 19 

004D: jump_if_false @HOVANIM_551 

0AAD: set_audiostream 2@ perform_action 0 

0006: 25@ = 1 

0002: jump @HOVANIM_2224 



:HOVANIM_551

0031:   26@ >= 0.65 

004D: jump_if_false @HOVANIM_401 

0007: 26@ = 0.666 

0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 

0007: 26@ = 1.08 



:HOVANIM_600

0A8E: 11@ = 10@ + 1616 // int 

0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  3@ == 0 

004D: jump_if_false @HOVANIM_655 

000A: 3@ += 16 

000A: 3@ += 48 



:HOVANIM_655

000A: 11@ += 8 

0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  4@ == 0 

004D: jump_if_false @HOVANIM_706 

000A: 4@ += 16 

000A: 4@ += 48 



:HOVANIM_706

000A: 11@ += 4 

0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  5@ == 0 

004D: jump_if_false @HOVANIM_757 

000A: 5@ += 16 

000A: 5@ += 48 



:HOVANIM_757

000A: 11@ += 8 

0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  6@ == 0 

004D: jump_if_false @HOVANIM_808 

000A: 6@ += 16 

000A: 6@ += 48 



:HOVANIM_808

0001: wait 10 ms 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_898 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_873 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_873

0001: wait 10 ms 

0AB4: 1@ = var 0 

0039:   1@ == 0 

004D: jump_if_false @HOVANIM_873 



:HOVANIM_898

000F: 26@ -= 0.009 

00D6: if 

0021:   26@ > 0.95 

004D: jump_if_false @HOVANIM_941 

0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 



:HOVANIM_941

0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 

0013: 26@ *= -1.0 

00D6: if 

0023:   -0.95 > 26@ 

004D: jump_if_false @HOVANIM_996 

0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 



:HOVANIM_996

0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 

0013: 26@ *= -1.0 

00D6: if 

00E1:   player 0 pressed_key 19 

004D: jump_if_false @HOVANIM_1056 

0AAD: set_audiostream 2@ perform_action 0 

0006: 25@ = 1 

0002: jump @HOVANIM_1174 



:HOVANIM_1056

8021:   not  26@ > 0.93 

004D: jump_if_false @HOVANIM_808 

0AB3: var 2 = 0 

0AB3: var 13 = 0 

0918: unknown_car 0@ driver_flag 1 

0001: wait 0 ms 

0001: wait 0 ms 

0A93: end_custom_thread 



:HOVANIM_1102

00D6: if 

0039:   25@ == 1 

004D: jump_if_false @HOVANIM_2512 

0AB3: var 13 = 1 



:HOVANIM_1126

003D: unsupported_in_sa 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_1164 

0001: wait 10 ms 

0002: jump @HOVANIM_1126 



:HOVANIM_1164

0007: 26@ = 0.925 



:HOVANIM_1174

0AB4: 2@ = var 912 

0AAD: set_audiostream 2@ perform_action 0 

0AC5: link_3d_audiostream 2@ to_vehicle 0@ 

0ABC: set_audiostream 2@ volume 2.0 

0AAD: set_audiostream 2@ perform_action 1 

0AB4: 2@ = var 904 

0AAD: set_audiostream 2@ perform_action 0 

0AC5: link_3d_audiostream 2@ to_vehicle 0@ 

0ABC: set_audiostream 2@ volume 2.0 

0AAD: set_audiostream 2@ perform_action 1 

0A8E: 11@ = 10@ + 1616 // int 

0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  3@ == 0 

004D: jump_if_false @HOVANIM_1309 

000A: 3@ += 16 

000A: 3@ += 48 



:HOVANIM_1309

000A: 11@ += 8 

0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  4@ == 0 

004D: jump_if_false @HOVANIM_1360 

000A: 4@ += 16 

000A: 4@ += 48 



:HOVANIM_1360

000A: 11@ += 4 

0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  5@ == 0 

004D: jump_if_false @HOVANIM_1411 

000A: 5@ += 16 

000A: 5@ += 48 



:HOVANIM_1411

000A: 11@ += 8 

0A8D: 6@ = read_memory 11@ size 4 virtual_protect 0 

00D6: if 

8039:   not  6@ == 0 

004D: jump_if_false @HOVANIM_1462 

000A: 6@ += 16 

000A: 6@ += 48 



:HOVANIM_1462

0001: wait 10 ms 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_1552 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_1527 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_1527

0001: wait 10 ms 

0AB4: 1@ = var 0 

0039:   1@ == 0 

004D: jump_if_false @HOVANIM_1527 



:HOVANIM_1552

000B: 26@ += 0.009 

0A8C: write_memory 3@ size 4 value 26@ virtual_protect 0 

0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0 

0013: 26@ *= -1.0 

0A8C: write_memory 5@ size 4 value 26@ virtual_protect 0 

0A8C: write_memory 6@ size 4 value 26@ virtual_protect 0 

0013: 26@ *= -1.0 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 

00D6: if and

8021:   not  19@ > 0.8 

81F3:   not car 0@ in_air 

80E1:   not player 0 pressed_key 19 

004D: jump_if_false @HOVANIM_1935 

0AAD: set_audiostream 2@ perform_action 0 

0006: 25@ = 0 

0002: jump @HOVANIM_600 



:HOVANIM_1935

0021:   26@ > 1.08 

004D: jump_if_false @HOVANIM_1462 

0A8E: 11@ = 10@ + 2200 // int 

0918: unknown_car 0@ driver_flag 0 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 1.35 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset -0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

066C: 1@ = attach_particle "coldsmoke" to_car 0@ with_offset 0.7 -1.33 -0.5 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 1@ visible 

064F: remove_references_to_particle 1@ 

0007: 26@ = 0.65 



:HOVANIM_2224

0001: wait 10 ms 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_2314 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_2289 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_2289

0001: wait 10 ms 

0AB4: 1@ = var 0 

0039:   1@ == 0 

004D: jump_if_false @HOVANIM_2289 



:HOVANIM_2314

000F: 26@ -= 0.038 

0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 

0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 

00D6: if and

8021:   not  19@ > 0.8 

81F3:   not car 0@ in_air 

80E1:   not player 0 pressed_key 19 

004D: jump_if_false @HOVANIM_2397 

0AAD: set_audiostream 2@ perform_action 0 

0006: 25@ = 0 

0002: jump @HOVANIM_234 



:HOVANIM_2397

8021:   not  26@ > -0.2 

004D: jump_if_false @HOVANIM_2224 

0007: 26@ = -0.666 

0A8C: write_memory 11@ size 4 value 26@ virtual_protect 0 

0A8E: 11@ = 10@ + 1445 // int 

0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 

000A: 11@ += 1 

0A8C: write_memory 11@ size 1 value 2 virtual_protect 0 



:HOVANIM_2512

0AB3: var 2 = 0 

0AB3: var 13 = 2 

00AA: store_car 0@ position_to 3@ 4@ 5@ 

02CE: 18@ = ground_z_at 3@ 4@ 5@ 



:HOVANIM_2552

003D: unsupported_in_sa 

00D6: if 

0256:   player $PLAYER_CHAR defined 

004D: jump_if_false @HOVANIM_4143 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @HOVANIM_4143 

0AB4: 1@ = var 0 

00D6: if 

0039:   1@ == 1 

004D: jump_if_false @HOVANIM_2692 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_2647 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_2647

003D: unsupported_in_sa 

0AB4: 1@ = var 0 

00D6: if 

8039:   not  1@ == 0 

004D: jump_if_false @HOVANIM_2678 

0001: wait 10 ms 



:HOVANIM_2678

0039:   1@ == 0 

004D: jump_if_false @HOVANIM_2647 



:HOVANIM_2692

00AA: store_car 0@ position_to 3@ 4@ 5@ 

02CE: 18@ = ground_z_at 3@ 4@ 5@ 

050A: 19@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 3@ 4@ 18@ 

00D6: if or

8021:   not  19@ > 0.8 

0025:   18@ > 5@ // (float) 

004D: jump_if_false @HOVANIM_2837 

00D6: if and

81F3:   not car 0@ in_air 

80E1:   not player 0 pressed_key 19 

004D: jump_if_false @HOVANIM_2837 

00D6: if 

06B3:   searchlight 20@ active 

004D: jump_if_false @HOVANIM_2830 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_2830

0002: jump @HOVANIM_4143 



:HOVANIM_2837

02E3: 24@ = car 0@ speed 

00D6: if and

0021:   19@ > 1.7 

8021:   not  17@ > 15.0 

8021:   not  24@ > 10.0 

81F4:   not car 0@ flipped 

004D: jump_if_false @HOVANIM_4085 

00D6: if and

06B3:   searchlight 20@ active 

06B3:   searchlight 21@ active 

06B3:   searchlight 22@ active 

06B3:   searchlight 23@ active 

004D: jump_if_false @HOVANIM_3903 

00D6: if 

0029:   32@ >= 100 

004D: jump_if_false @HOVANIM_3820 

0006: 32@ = 0 

00D6: if 

0039:   28@ == 4 

004D: jump_if_false @HOVANIM_3167 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 

0006: 28@ = 1 

06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 

06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 

06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 

06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 

0002: jump @HOVANIM_3820 



:HOVANIM_3167

00D6: if 

0039:   28@ == 3 

004D: jump_if_false @HOVANIM_3387 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 

0006: 28@ = 4 

06C1: create_searchlight 23@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 

06C1: create_searchlight 20@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 

06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.06 target 3@ 4@ 18@ radius 0.06 

06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 

0002: jump @HOVANIM_3820 



:HOVANIM_3387

00D6: if 

0039:   28@ == 2 

004D: jump_if_false @HOVANIM_3607 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 

0006: 28@ = 3 

06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 

06C1: create_searchlight 23@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 

06C1: create_searchlight 21@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.07 target 3@ 4@ 18@ radius 0.07 

06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 

0002: jump @HOVANIM_3820 



:HOVANIM_3607

00D6: if 

0039:   28@ == 1 

004D: jump_if_false @HOVANIM_3820 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 

0006: 28@ = 2 

06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.043 target 3@ 4@ 18@ radius 0.043 

06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 

06C1: create_searchlight 23@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.08 target 3@ 4@ 18@ radius 0.08 

06C1: create_searchlight 22@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.051 target 3@ 4@ 18@ radius 0.051 



:HOVANIM_3820

06B5: unknown_searchlight 20@ floats 3@ 4@ 18@ 10000.0 

06B5: unknown_searchlight 21@ floats 3@ 4@ 18@ 10000.0 

06B5: unknown_searchlight 22@ floats 3@ 4@ 18@ 10000.0 

06B5: unknown_searchlight 23@ floats 3@ 4@ 18@ 10000.0 

0002: jump @HOVANIM_4078 



:HOVANIM_3903

06C1: create_searchlight 20@ on_car 0@ with_offset -0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 

06C1: create_searchlight 21@ on_car 0@ with_offset -0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 

06C1: create_searchlight 22@ on_car 0@ with_offset 0.62 -0.595 -0.48 radius 0.05 target 3@ 4@ 18@ radius 0.05 

06C1: create_searchlight 23@ on_car 0@ with_offset 0.675 0.918 -0.48 radius 0.035 target 3@ 4@ 18@ radius 0.035 

0006: 28@ = 1 



:HOVANIM_4078

0002: jump @HOVANIM_4136 



:HOVANIM_4085

00D6: if or

06B3:   searchlight 20@ active 

06B3:   searchlight 21@ active 

06B3:   searchlight 22@ active 

06B3:   searchlight 23@ active 

004D: jump_if_false @HOVANIM_4136 

06B2: destroy_searchlight 20@ 

06B2: destroy_searchlight 21@ 

06B2: destroy_searchlight 22@ 

06B2: destroy_searchlight 23@ 



:HOVANIM_4136

0002: jump @HOVANIM_2552 



:HOVANIM_4143

0002: jump @HOVANIM_11

 

 

 

 

 

Spoiler

BttF_DMC_Liftoff.cs (needs a lotta work..)
This one continuously pushes the car upwards and starts BttF_Hover_Anim.s
Press 'submission' to raise
Press 'accelerate' to sink


{$CLEO .cs}



//-------------MAIN---------------

03A4: name_thread "LIFTOFF" 

0AC1: 21@ = load_audiostream_with_3d_support "CLEO\AUDIO\BOOST.MP3" //IF and SET 

0006: 22@ = -1 

0007: 20@ = 0.0 



:LIFTOFF_55

0001: wait 10 ms 

00D6: if 

0256:   player $PLAYER_CHAR defined 

004D: jump_if_false @LIFTOFF_4406 

0AB4: 0@ = var 8 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @LIFTOFF_4406 

00D6: if 

0137:   car 0@ model == #SUPERGT 

004D: jump_if_false @LIFTOFF_4406 

00D6: if 

00DB:   actor $PLAYER_ACTOR in_car 0@ 

004D: jump_if_false @LIFTOFF_4406 

00D6: if 

00E1:   player 0 pressed_key 19 

004D: jump_if_false @LIFTOFF_4406 

03C0: 0@ = actor $PLAYER_ACTOR car 

0107: 15@ = create_object 18637 at 0.0 0.0 0.0 

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 

0AAA: 1@ = thread 'HOVANIM' pointer 

00D6: if 

0039:   1@ == 0 

004D: jump_if_false @LIFTOFF_277 

0A92: create_custom_thread "BttF_Hover_Anim.s" 0@  



:LIFTOFF_277

0A97: 1@ = car 0@ struct 

000A: 1@ += 76 



:LIFTOFF_292

003D: unsupported_in_sa 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @LIFTOFF_4396 

0AB4: 2@ = var 0 

00D6: if 

0039:   2@ == 0 

004D: jump_if_false @LIFTOFF_4389 

000B: 20@ += 0.91 

0007: 29@ = 0.3 

0006: 22@ = 0 



:LIFTOFF_362

0013: 29@ *= -1.0 

0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 

02CE: 27@ = ground_z_at 24@ 25@ 26@ 

050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 

00D6: if 

8021:   not  27@ > 10.0 

004D: jump_if_false @LIFTOFF_635 

0017: 27@ /= 2.0 

0087: 28@ = 27@ // (float) 

000F: 28@ -= 2.0 

0013: 28@ *= -1.0 

0017: 27@ /= 2.0 

000B: 27@ += 0.15 

00D6: if 

8033:   not  0.0 >= 27@ 

004D: jump_if_false @LIFTOFF_635 

0013: 28@ *= 100.0 

0092: 28@ = float 28@ to_integer 

00D6: if 

0019:   28@ > 200 

004D: jump_if_false @LIFTOFF_579 

0006: 28@ = 200 



:LIFTOFF_579

00D6: if 

8029:   not  28@ >= 0 

004D: jump_if_false @LIFTOFF_604 

0006: 28@ = 0 



:LIFTOFF_604

016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ 



:LIFTOFF_635

000A: 22@ += 1 

0019:   22@ > 1 

004D: jump_if_false @LIFTOFF_362 

0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 

09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 

000F: 20@ -= 0.91 

00D6: if 

00E1:   player 0 pressed_key 19 

004D: jump_if_false @LIFTOFF_3089 

0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 

0AB4: 2@ = var 13 

00D6: if 

0039:   2@ == 1 

004D: jump_if_false @LIFTOFF_877 

00D6: if 

8021:   not  19@ > 0.8 

004D: jump_if_false @LIFTOFF_828 

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.018 rotation_velocitiesXY 0.0 0.0 unk 0.0 

0002: jump @LIFTOFF_863 



:LIFTOFF_828

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.014 rotation_velocitiesXY 0.0 0.0 unk 0.0 



:LIFTOFF_863

0002: jump @LIFTOFF_4389 

0002: jump @LIFTOFF_902 



:LIFTOFF_877

00D6: if 

0039:   2@ == 0 

004D: jump_if_false @LIFTOFF_902 

0002: jump @LIFTOFF_4389 



:LIFTOFF_902

0AAD: set_audiostream 21@ perform_action 0 

0AC5: link_3d_audiostream 21@ to_vehicle 0@ 

0ABC: set_audiostream 21@ volume 1.0 

0AAD: set_audiostream 21@ perform_action 1 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.75 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.75 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 



:LIFTOFF_1182

0001: wait 0 ms 

00D6: if 

8119:   not car 0@ wrecked 

004D: jump_if_false @LIFTOFF_3082 

000B: 20@ += 0.91 

0007: 29@ = 0.3 

0006: 22@ = 0 



:LIFTOFF_1229

0013: 29@ *= -1.0 

0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 29@ 20@ 0.2 

000B: 26@ += 0.1 

02CE: 27@ = ground_z_at 24@ 25@ 26@ 

050A: 27@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 24@ 25@ 27@ 

00D6: if 

8021:   not  27@ > 10.0 

004D: jump_if_false @LIFTOFF_1512 

0017: 27@ /= 2.0 

0087: 28@ = 27@ // (float) 

000F: 28@ -= 2.0 

0013: 28@ *= -1.0 

0017: 27@ /= 2.0 

000B: 27@ += 0.15 

00D6: if 

8033:   not  0.0 >= 27@ 

004D: jump_if_false @LIFTOFF_1512 

0013: 28@ *= 100.0 

0092: 28@ = float 28@ to_integer 

00D6: if 

0019:   28@ > 200 

004D: jump_if_false @LIFTOFF_1456 

0006: 28@ = 200 



:LIFTOFF_1456

00D6: if 

8029:   not  28@ >= 0 

004D: jump_if_false @LIFTOFF_1481 

0006: 28@ = 0 



:LIFTOFF_1481

016F: create_particle 3 rotation_factor 0.0 size 27@ intensity 28@ flags 0 28@ 0 at 24@ 25@ 26@ 



:LIFTOFF_1512

000A: 22@ += 1 

0019:   22@ > 1 

004D: jump_if_false @LIFTOFF_1229 

0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 20@ -2.5 

09E5: create_flash_light_at 24@ 25@ 26@ RGB_mask 0 120 0 radius 2.5 

000F: 20@ -= 0.91 

00D6: if or

01F4:   car 0@ flipped 

8185:   not car 0@ health >= 550 

004D: jump_if_false @LIFTOFF_1969 

00D6: if 

0029:   32@ >= 50 

004D: jump_if_false @LIFTOFF_3075 

0006: 32@ = 0 

000B: 20@ += 0.1 

00D6: if 

0021:   20@ > 0.0 

004D: jump_if_false @LIFTOFF_1682 

0007: 20@ = -0.4 



:LIFTOFF_1682

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

0002: jump @LIFTOFF_3075 



:LIFTOFF_1969

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.58 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

00D6: if 

00E1:   player 0 pressed_key 19 

004D: jump_if_false @LIFTOFF_3082 

066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.09 1.37 -0.65 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset -1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELBOOST" to_car 0@ with_offset 1.1 -1.32 -0.65 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.09 1.37 -0.78 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset -1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW2" to_car 0@ with_offset 1.1 -1.32 -0.78 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 

06A2: get_car 0@ velocity_in_direction_XYZ 6@ 7@ 8@ 

00D6: if and

0021:   19@ > 0.5 

0021:   8@ > -10.0 

004D: jump_if_false @LIFTOFF_2848 

00D6: if or

8021:   not  8@ > 7.0 

00E1:   player 0 pressed_key 4 

004D: jump_if_false @LIFTOFF_3075 

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.025 rotation_velocitiesXY 0.0 0.0 unk 0.0 

0002: jump @LIFTOFF_2883 



:LIFTOFF_2848

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.04 rotation_velocitiesXY 0.0 0.0 unk 0.0 



:LIFTOFF_2883

00D6: if 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @LIFTOFF_2973 

00D6: if 

0029:   32@ >= 100 

004D: jump_if_false @LIFTOFF_3075 

0006: 32@ = 0 

000B: 20@ += 0.1 

00D6: if 

0021:   20@ > 0.0 

004D: jump_if_false @LIFTOFF_2966 

0007: 20@ = -0.4 



:LIFTOFF_2966

0002: jump @LIFTOFF_3039 



:LIFTOFF_2973

00D6: if 

0029:   32@ >= 50 

004D: jump_if_false @LIFTOFF_3075 

0006: 32@ = 0 

000F: 20@ -= 0.1 

00D6: if 

8021:   not  20@ > -0.4 

004D: jump_if_false @LIFTOFF_3039 

0007: 20@ = 0.0 



:LIFTOFF_3039

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 



:LIFTOFF_3075

0002: jump @LIFTOFF_1182 



:LIFTOFF_3082

0002: jump @LIFTOFF_3910 



:LIFTOFF_3089

00D6: if or

01F4:   car 0@ flipped 

8185:   not car 0@ health >= 500 

004D: jump_if_false @LIFTOFF_3466 

00D6: if 

0029:   32@ >= 50 

004D: jump_if_false @LIFTOFF_4389 

0006: 32@ = 0 

000B: 20@ += 0.1 

00D6: if 

0021:   20@ > 0.0 

004D: jump_if_false @LIFTOFF_3179 

0007: 20@ = -0.4 



:LIFTOFF_3179

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 1.35 -0.6 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset -1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "coldsmoke" to_car 0@ with_offset 1.01 -1.33 -0.6 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

0002: jump @LIFTOFF_4389 



:LIFTOFF_3466

0AB4: 19@ = var 13 

00D6: if 

8039:   not  19@ == 0 

004D: jump_if_false @LIFTOFF_4396 

0819: 19@ = actor $PLAYER_ACTOR distance_from_ground 

0A8D: 8@ = read_memory 1@ size 4 virtual_protect 0 

00D6: if 

8031:   not  19@ >= 18.0 

004D: jump_if_false @LIFTOFF_3608 

000F: 19@ -= 18.0 

0013: 19@ *= -1.0 

0017: 19@ /= 100.0 

0017: 19@ /= 2.0 

0087: 9@ = 8@ // (float) 

006B: 9@ *= 19@ // (float) 

0063: 8@ -= 9@ // (float) 

0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 



:LIFTOFF_3608

00D6: if 

00E1:   player 0 pressed_key 16 

004D: jump_if_false @LIFTOFF_3734 

00D6: if 

0029:   32@ >= 50 

004D: jump_if_false @LIFTOFF_4389 

0006: 32@ = 0 

000B: 20@ += 0.1 

00D6: if 

0021:   20@ > 0.0 

004D: jump_if_false @LIFTOFF_3691 

0007: 20@ = -0.4 



:LIFTOFF_3691

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 

0002: jump @LIFTOFF_4389 



:LIFTOFF_3734

00D6: if and

8021:   not  8@ > 0.0 

8023:   not  -0.1 > 8@ 

004D: jump_if_false @LIFTOFF_3867 

00D6: if 

8039:   not  19@ == 2 

004D: jump_if_false @LIFTOFF_3825 

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.02 rotation_velocitiesXY 0.0 0.0 unk 0.0 

0002: jump @LIFTOFF_3860 



:LIFTOFF_3825

07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.03 rotation_velocitiesXY 0.0 0.0 unk 0.0 



:LIFTOFF_3860

0002: jump @LIFTOFF_3910 



:LIFTOFF_3867

00D6: if 

8031:   not  8@ >= 0.0 

004D: jump_if_false @LIFTOFF_3910 

000B: 8@ += 0.03 

0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0 



:LIFTOFF_3910

0AB4: 19@ = var 13 

00D6: if 

8039:   not  19@ == 0 

004D: jump_if_false @LIFTOFF_4396 

00D6: if 

0039:   19@ == 2 

004D: jump_if_false @LIFTOFF_4197 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.09 1.37 -0.57 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset -1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 

066C: 22@ = attach_particle "WHEELGLOW" to_car 0@ with_offset 1.1 -1.32 -0.57 rotation 0.0 0.0 0.0 flag 1 

064C: make_particle 22@ visible 

064F: remove_references_to_particle 22@ 



:LIFTOFF_4197

00D6: if 

00E1:   player 0 pressed_key 14 

004D: jump_if_false @LIFTOFF_4287 

00D6: if 

0029:   32@ >= 100 

004D: jump_if_false @LIFTOFF_4389 

0006: 32@ = 0 

000B: 20@ += 0.1 

00D6: if 

0021:   20@ > 0.0 

004D: jump_if_false @LIFTOFF_4280 

0007: 20@ = -0.4 



:LIFTOFF_4280

0002: jump @LIFTOFF_4353 



:LIFTOFF_4287

00D6: if 

0029:   32@ >= 100 

004D: jump_if_false @LIFTOFF_4389 

0006: 32@ = 0 

000F: 20@ -= 0.1 

00D6: if 

8021:   not  20@ > -0.4 

004D: jump_if_false @LIFTOFF_4353 

0007: 20@ = 0.0 



:LIFTOFF_4353

0681: attach_object 15@ to_car 0@ with_offset 0.0 20@ 0.0355 rotation 0.0 0.0 0.0 



:LIFTOFF_4389

0002: jump @LIFTOFF_292 



:LIFTOFF_4396

0108: destroy_object 15@ 

0249: release_model 18637 



:LIFTOFF_4406

0002: jump @LIFTOFF_55

 

 

Edited by uokka
Link and some typos fixed

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pretty awesone for the cold effect and the hover mod good work

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Wow both the icing and hoverly look wicked. Is that Carlo's new bttf1 del?

Ofcourse, I wont release anything without permission. innocent.gif

The code is based on v0.1.3.2 (20101105) by bluespace88.

If you've rewrote the hovering mode then you could just add your section of code plus instructions on how to intergrate it into the current code.

Edited by Dave27

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No! Tirido's Crysis DeLorean :)

EDIT:

If you've rewrote the hovering mode then you could just add your section of code plus instructions on how to intergrate it into the current code.

Haha, this would need more work than I've invested in this until now, im afraid.

Many BttF scripts are linked among each other by cleo globals. I have still some rests of code for the sparrow in my timetravel.cs. However, well see how it will going.

I'm glad you want it.. :D

Edited by uokka

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Awesome reflections on the Crisys DeLorean , can you reupload it somewhere , please ? ( don't forget to give credits to Tirido )

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Thanks guys!

Awesome reflections on the Crisys DeLorean [...]

The reflection has nothing to do with the model.

I'm using sa_hax_gfxhack.asi by DexX. This creates this nice specular light, making the DeLorean look muck mor steelish.

By the way, I've never seen a 3D modeling app in action. But I edited the model nevertheless. :ph34r:

I'll give you instructions soon..

Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC.

Exactly.

To be honest, i think the 'Crysis' Delorean is not the problem. Thats only texture work.

I tryed to contact bluespace88 to ask if I could insult him in some way by showing my stuff in here.

Remember, im a poor coder. And I can fully understand, if someone who painted a s**tload full of oil paintings is p**sed off, when be compared to someone with a pencil..

However, he turned off PM. Lets see what he sais when he comes along.

Edited by uokka

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Wow! The hover animation is so smooth! :o Hell, the flying is so smooth, it could be mistaken for an actual hovercar! Just add a Mr. Fusion lid and it's all set! I really hope you get permission to release it!

Edited by Daniel

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Don't forget it was bluespace88 who converted Tirido's BTTF model to SA and VC.

however it still makes it Tiridos not Blues, just like carlos deloreans are moodogs and the TM parts are carlos's......., but you wont agree.... oh well

edit: actually they aren't even moodogs aren't they made by a company for a game then modded by moodog?

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This reminds me of that overstated scifi adventure movie about some winged steel thing, touring somewhere beyond reality... Whose idea was that again? Oh, so many names on the list...

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however it still makes it Tiridos not Blues, just like carlos deloreans are moodogs and the TM parts are carlos's......., but you wont agree.... oh well

No sh*t sherlock, I was merely indicating that blue would also need crediting and technically also ask for his permission since I believe Tirido only gave blue permission to release it here, and on the crysis forums.

True story.

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well mike, I have a question, if the deloreans in 2e aren't really carloses, then why do you guys get mad if "carloses old deloreans" are released and modified by others, since Carlos did the same with those deloreans to begin with? Did Carlos ever ask for permission to release his deloreans, let alone give credit to it's origional maker? It doesn't matter now to be honest since he obviously is remaking them all by himself.

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because the way mike see's it is the last person to do something with a model owns the rights to said model...., I honestly think that its tirido's decision not blues but blue does indeed deserve credit just not that much...

edit: also carlos did have permission from moodog but I'm not sure if moodog would have been bothered to ask the company he used the models from

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No Rave, I never said that. Re-Read my post re permission for the download ;)

But since it sounds like you guys want a little history lesson on the models we use, Carlos has always had full permission to use them in the mod.

Some brief history, courtesy of blue (posted on another site):

Just some history on this car.

It was originally modeled by Moodog for Midtown Madness 2, so that makes it about 9 years old. Carlos E.G.L. then took the model and converted to NFS 4. From there, it was converted to Grand Theft Auto Vice City by Silver 007 before I and Carlos picked it back up for the mod. When it was first converted to NFS4, it looked something like this:

bttf2dmc4.jpg

Since then, I, and later Carlos, have been slowly upgrading parts of it, such as the rear deck, new coils and flux boxes, new time circuits, new flux capacitor, etc., using photos of the original B car whenever possible and various replicas at other times for those parts that were hard to distinguish. The model's been converted once again to Grand Theft Auto San Andreas and had various light textures changed to SA to support some of their lighting features, though I'll probably replace them with the original lights from the Delorean.

That said, I know theres still plenty of areas that are inaccurate. I know the entire back shelf is far too high on the Delorean, and there's still an issue of component placement on the rear deck and a few wire placements, and probably more that I don't know about. Just looking for feedback and some constructive criticism. That said, here are the cars:

BTTF1

gta-vc2009-09-0715-54-51-40-1.jpg

gta-vc2009-09-0715-55-03-97-1.jpg

gta-vc2009-09-0715-55-22-13.jpg

gta-vc2009-09-0715-55-32-43.jpg

gta-vc2009-09-0715-55-39-76.jpg

gta-vc2009-09-0715-55-58-72.jpg

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BTTF2

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BTTF3

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BTTF3RR

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nope, you're just too ignorant to understand that we were given the models after Carlos upgraded them. Since almost everything was replaced by him.

And while the Crysis Del's model is Tirido's. Blue had permission to convert and distribute the Del to VC and SA. You would need Tirido's permission to do anything to it and releasing it anywhere and you would need Blue's permission to touch the conversion of it because the conversion is BLUE'S work.

So tirido could give the ok to touch the model, but Blue could say no to touching the conversion and make you do your own changes.

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1. This is AWESOME. At least some people (uokka and LoadgamePL) are taking an interest in the BTTF SA mod, instead of nagging the team for 0.2f.

2. Uokka, these two changes you've made are remarkable. They really make the mod a whole lot more

accurate, (I'm not saying Blue's made this mod inaccurately at all- although I'm sure Blue would have came

out with these things sooner or later).

The hover animations really look convincing, like the movie, although with a little more work, I think it would

be perfect. As for the iced DeLorean, it's perfect. The amount of ice just fits with the BTTF 2 DeLorean (The

first DeLorean had more) As for Time Circuits, in my opinion, the TC's in BTTF: SA multiplayer are perfect. I

don't feel where your Time Circuits are placed are the best place for them.

3. I obviously think it'd be wrong to release these, as the credits belong to so many people. But of course,

if you get a yes, then by all means, release them. If you get a no, please make sure to at least give us

instructions on how to achieve what you have.

Again, I think it's a good attempt, and remember that the above are just my opinions. :)

P.S: What happened to the Speedometer? I know you have one on the left, but it's not accurate.

Edited by DMC88ELB

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The hover animations really look convincing, like the movie, although with a little more work, I think it would be perfect.
You might get fooled by the synchronously of sound and animation.

The wheels need to get further away from the wheel arch, i think.

But yes, then it might look pretty accurate.

As for the iced DeLorean, it's perfect. The amount of ice just fits with the BTTF 2 DeLorean (The first DeLorean had more)
Really? I thought it is too less for the first and too much for the second..

Wait until you see the texture in-game on your own PC (hopefully).

As for Time Circuits, in my opinion, the TC's in BTTF: SA multiplayer are perfect. I don't feel where your Time Circuits are placed are the best place for them.
I dont feel so as well.

The display just had to be smaller for me. And I wanted to match the SA style... kind of.

Could you post a screenshot of the MP Timecircuits?

If you get a no, please make sure to at least give us instructions on how to achieve what you have.
Yes!

P.S: What happened to the Speedometer? I know you have one on the left, but it's not accurate.
Much too big for me... You noticed the speed inaccuracy!? Yes, I edited and repositioned the speedo texture (which messes things up, ofcourse) but lost interest to fix it (due to bttf), but the digital display on the bottom should be accurate.

Thanks for a lot of feedback!

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The animation is accurate to the fiberglass model, they literally do fold straight out. (also looks weird without the struts being there)

The animation we use is based on the cgi model, which first extends the wheels out from the car, and then folds.

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The animation we use is based on the cgi model, which first extends the wheels out from the car, and then folds.
So you use the definitely better looking animation, which I want to archive aswell.

Ha! I thought the only CGI stuff would be the shark in 2015 Hill Valley :lol:

By the way,

(I'm not saying Blue's made this mod inaccurately at all- although I'm sure Blue would have came

out with these things sooner or later)

The idea to use paintjobs has not been mine. Its posted here somewhere on the forum.

EDIT:

The idea to get rid of the Helicopter switch was mine. :D

The LC team realized it earlyer than me, but we dont know eachother, though.

I got the needed info from GTAForums - Memory Adresses Documentation.

Edited by uokka

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