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BTTFModMachine

Back To The Future: San Andreas Modifications by BTTFModMachine

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I installed the marty skin as heck1 in gta3.img and placed marty.cs in cleo folder

I started the game and cj is horizontal about a foot of the ground with crazy arms that not even bikearmfix.asi .could put right :)

i doubt your new skin is at fault , i think i made a few errors in other places..

I''ll try it properly tomorrow on a fresh san an install.

Thanks again,bttfmodmachine.

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Thanks,Uokka ,i keep thinking modloader is yours :)

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

Uokka ,what is this file i have?

uokka's_modified_BttF_SA132.7z

DESCRIPTION:

¯¯¯¯¯¯¯¯¯¯¯¯

uokka's modified BttF SA mini mod jan 2012.

· This is my modified version of the "BttF SA mini mod" incuding old and new bugs

and the option to actually fly with a hovering/floating car!

Crappy source code included.

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

Is this out of date now,or still usefull?

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

p.s....NTAuthority's 'fixed' SALA File Size: 68.26KB

original post march 2011(gtaforums)

http://www.sendspace.com/file/r5rrnn

My edited version of the scripts are neither out of date (It's the only and latest version so far), nor are they really useful unless you're willing to accept alternate glitches and weirdness. It includes my Helicopter-less hover code which totally lacks of any configuration, so you would have to get used to it, edit the code or get rid of it. q:

Even though I havn't tryed BTTFModMachine's edits (mainly because I don't want to install the mod it's based on [i don't like the idea of a 'ready' gta3.img] and I'm busy with my own stuff), I'd recommend to install BTTFModMachine's stuff, since it includes my hover code.

My stuff might also include some small extras like low quality, yet nice looking effects, sounds and edited bttf scripts unrelated to the hovering. But I included those due to laziness and for compatibility reasons.

So, if you're brave enough, give it a try and maybe even report bugs. In fact, just recently I got contacted by someone who didn't just say "Eh, it sux!", but instead provided constructive criticism, which actually pushed me a lot to spend a little more time improving my (really crappy) code edits.

--

Thanks for the link to fixed SALA. I wouldn't recommend using SALA, though, unless you really know what values to set.

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It's mainly that you can load an additional .DLL, which didn't work anymore with the lates official SALA.

Just rename the 'd3d9.dll' you want to load to 'd3d9_r.dll'.

@ chubbychops,

Your link doesn't work. q;

--

http://gtaforums.com/topic/295783-relalpha-sa-limit-adjuster/page-31#entry1059840006

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Well, I don't know.. It's just that I had a lot of trouble with SALA. I can't say for sure, though, if SALA does either adjust 'sensible' limits, which may cause instability, or if the crashiness was caused by bad values for certain limits. However, I currently have the limit adjuster provided with project 2dfx installed (since I have project 2dfx installed [via ML, btw - except the ASIs]). It doesn't patch as much as SALA is able to, but it seems to be stable.

SALA by Sacky is just a 'd3d9.dll' hook.

To 'uninstall' those, I usually rename them to something like "d3d9._dll" (or "d3d9_SALA._dll").

--

EDIT

In case the limit adjuster from p2DFX doesn't provide the patches you need, you might be able to patch your gta_sa.exe permanently with 'Exe Limit Adjuster', made by Alexander Blade.

http://www.dev-c.com/gtasa/

Edited by uokka

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How many of SALA's limits that aren't in the 2dfx limit adjuster are necessary for the BTTF mod?

No idea. You'd have to check both .ini files.

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Added a video of movie-accurate-ish particle reentry explosions and 3D-ish BTTF3RR firetrail. See first post!

http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4062

Also, could the mod team please comment on my work with the particle explosions? I'd like to have something like this in the next release of the SA mod (right after the release of 0.2f. I read this somewhere on the forum). :)

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When I added one of your mods + delorean88's mods, the game crashes when I try to go into fly mode. Also, the buttons for the timecircuts for your teleport mod dosent work, and the teleport dosent work. And the BTTF2 Hover delorean dosent spawn when I go into fly mode, the helicopter only spawns with the deloreans wheels coming out of its sides. Can you help me with this?

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Sounds like you have a model problem. The hover code is not pointing toward the right model file. Check the code to see which model the helicopter code is pointing toward, and then look at that model in GGMM:

http://www.gtagarage.com/mods/show.php?id=434

The model should be in a 3 digit number form. You can find the models in vehicles.ide, also.

I'm not using my Teleport code right now. I'm trying to find a better alternative.

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Hey, can someone help me out with this coding issue?

I'm trying to make a model switch from KITT to SPM KITT using a keypress. This is a script taken from the Knight Rider mod made by modders from this site, I believe.

// This file was decompiled using SASCM.ini published by GTAG (

http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'MODEL'

:MODEL_11
wait 10
if
Player.Defined($PLAYER_CHAR)
jf @MODEL_11
if
Actor.Driving($PLAYER_ACTOR)
jf @MODEL_11
if and
0AB0: key_pressed 80
0AB0: key_pressed 32
jf @MODEL_11
0@ = Actor.CurrentCar($PLAYER_ACTOR)
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #BUCCANEE)
jf @MODEL_116
10@ = 536
0AB4: 20@ = var 917
jump @MODEL_158

:MODEL_116
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #BLADE)
jf @MODEL_11
10@ = 518
0AB4: 20@ = var 916
jump @MODEL_158

:MODEL_158
Model.Load(10@)
038B: load_requested_models

:MODEL_165
wait 0
if
Model.Available(10@)
jf @MODEL_165
Audiostream.PerformAction(20@, STOP)
Audiostream.PerformAction(20@, PLAY)
0506: set_car_model 10@ next_variation -1 5 // first param is useless
0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 100.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@
0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0
4@ = Car.Angle(0@)
02E3: 5@ = car 0@ speed
Camera.PointAt(1@, 2@, 3@, 1)
Car.Destroy(0@)
0@ = Car.Create(10@, 1@, 2@, 3@)
Car.Angle(0@) = 4@
5@ += 2.5
Car.SetSpeedInstantly(0@, 5@)
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
053F: set_car 0@ tires_vulnerability 0
036A: put_actor $PLAYER_ACTOR in_car 0@
Model.Destroy(10@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 500
jump @MODEL_11

When I hit the key combination in KITT, the KITT conversion sound starts to play, and then the game crashes immediately after. Can anyone tell me how to fix this? I am using CLEO 4.1.

Thanks.

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Honestly I don't know whats wrong but use this code...the same one I used for K.A.T.T just change the vehicles

also it might be a code bug but I know this one works or at least it should

my SA isn't working too well atm

//-------------MAIN---------------
thread 'SPM' 
0AB4: 20@ = var 915 
0AB4: 21@ = var 916 

:SPM_27
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SPM_27 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUSTLER)
else_jump @SPM_27 
03C0: 0@ = actor $PLAYER_ACTOR car 
02E3: 4@ = car 0@ speed 
20@ = Audiostream.State(8@)
if and
81F3:   not car 0@ in_air 
81F4:   not car 0@ flipped 
00E1:   player 0 pressed_key 16 
  8@ == -1 
else_jump @SPM_154 
if 
8AB0:   not key_pressed 107 
else_jump @SPM_154 
Audiostream.PerformAction(20@, PLAY)
Audiostream.LinkToCar(20@, 0@)

:SPM_154
if and
81F3:   not car 0@ in_air 
81F4:   not car 0@ flipped 
80E1:   not player 0 pressed_key 16 
else_jump @SPM_188 
Audiostream.PerformAction(20@, STOP)

:SPM_188
03C0: 0@ = actor $PLAYER_ACTOR car 
02E3: 4@ = car 0@ speed 
if and
00E1:   player 0 pressed_key 16 
81F3:   not car 0@ in_air 
81F4:   not car 0@ flipped 
else_jump @SPM_379 
if 
   not 4@ > 123.182 
else_jump @SPM_379 
06A2: get_car 0@ velocity_in_direction_XYZ 1@ 2@ 3@ 
02F8: get_car 0@ Z_angle_cosine_to 4@ 
02F9: get_car 0@ Z_angle_sine_to 5@ 
1@ /= 3500.0 
2@ /= 3500.0 
3@ /= 3500.0 
4@ *= 0.001 
5@ *= 0.001 
005B: 1@ += 4@ // (float) 
005B: 2@ += 5@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 1@ 2@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SPM_379
if and
00E1:   player 0 pressed_key 6 
00E1:   player 0 pressed_key 14 
81F3:   not car 0@ in_air 
81F4:   not car 0@ flipped 
  4@ > 45.0 
else_jump @SPM_27 
2@ = 18663 
3@ = 18664 
4@ = 18665 
Model.Load(2@)
Model.Load(3@)
Model.Load(4@)
038B: load_requested_models 

:SPM_463
if and
   Model.Available(2@)
   Model.Available(3@)
   Model.Available(4@)
else_jump @SPM_463 
03C0: 0@ = actor $PLAYER_ACTOR car 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 
1@ = Object.Create(2@, 16@, 17@, 18@)
2@ = Object.Create(3@, 16@, 17@, 18@)
3@ = Object.Create(4@, 16@, 17@, 18@)
Object.CollisionDetection(1@) = False
Object.CollisionDetection(2@) = False
Object.CollisionDetection(3@) = False
0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 0.0 0.0 0.0 
0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 0.0 
0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 0.0 
15@ = 0.0 
16@ = 0.0 
17@ = 0.0 
Audiostream.PerformAction(21@, PLAY)
Audiostream.LinkToCar(21@, 0@)

:SPM_757
wait 15 
if 
  10.0 >= 17@ 
else_jump @SPM_927 
0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 16@ 0.0 0.0 
0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 15@ 
0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 16@ 
15@ += 9.0 
16@ -= 9.0 
17@ += 1.0 
jump @SPM_757 

:SPM_927
wait 5 
02E3: 4@ = car 0@ speed 
if 
  4@ > 50.0 
else_jump @SPM_985 
4@ -= 30.0 
Car.SetSpeedInstantly(0@, 4@)
jump @SPM_927 

:SPM_985
15@ = 90.0 
16@ = -90.0 
17@ = 0.0 

:SPM_1015
wait 50 
if 
  10.0 >= 17@ 
else_jump @SPM_1185 
0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 16@ 0.0 0.0 
0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 15@ 
0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 16@ 
15@ -= 9.0 
16@ += 9.0 
17@ += 1.0 
jump @SPM_1015 

:SPM_1185
Object.Destroy(1@)
Object.Destroy(2@)
Object.Destroy(3@)
jump @SPM_27 
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I think your script changes animation objects to look like parts moving on the KATT. I really don't see two car model id's in this script.

Is this the SPM script from the Knight Rider Old School mod? I have it, and it's SMP script looks similar to your script.

2@ = 18663 
3@ = 18664 
4@ = 18665 
Model.Load(2@)
Model.Load(3@)
Model.Load(4@)
038B: load_requested_models 

This block of code loads animation models from animations.ide. I don't think this script is what I need. Thanks anyway, peter. :)

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thats the script from the old skool mod... I actuallly made a mistake for once

here :

//-------------MAIN---------------
thread 'SPAWN' 

:SPAWN_11
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SPAWN_11 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SPAWN_11 
0AB4: 0@ = var 12 
if 
  0@ == 0 
else_jump @SPAWN_11 
if or
0AB0:   key_pressed 75 
0AB0:   key_pressed 75 
else_jump @SPAWN_11 
10@ = 434 
Model.Load(10@)
038B: load_requested_models 

:SPAWN_106
wait 0 
if 
   Model.Available(10@)
else_jump @SPAWN_106 
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
4@ = Actor.Angle($PLAYER_ACTOR)
3@ += 10.0 
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
3@ -= 10.0 
0@ = Car.Create(10@, 1@, 2@, 3@)
036A: put_actor $PLAYER_ACTOR in_car 0@ 
Car.Angle(0@) = 4@
Car.SetImmunities(0@, 0, 0, 0, 1, 1)
Car.RemoveReferences(0@)
Model.Destroy(10@)
wait 500 
jump @SPAWN_11 

this is the code I used from the early days of shadowrider but I implemented it into KATT

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Thanks! I got the code working yesterday, but today it crashes the same way as before.

There are a few issues with your code:

Your code creates a car, but does not delete the original, causing an additional car to appear on the screen.

The camera is locked on the original car, and cannot be moved unless a Camera opcode is used.

The player gets frozen and does not move with the car when the issue above was fixed. The player sits in mid air while the car moves around elsewhere. xD :P

I think these are the lines of code that are crashing my game:

0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ 

I do not know why. Can anyone help me out with this? Do you have any suggestions, peter?

Edited by BTTFModMachine

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Hey buddy how you doing? Can you reply to my PM?

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