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BTTFModMachine

Back To The Future: San Andreas Modifications by BTTFModMachine

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@BTTFMOD Yes I Do Have Doc Brown For GTA V.

For GTA 5? hm obliviosly that game hasn't come out yet on consoles or PC, hm interesting. You must work in Rockstar, make the game for PC and release BTTF mod. Cool! Can you share me a picture?

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*Edit*

Hey I have problem, I can't change time travel to cutscene, shift + space, or TAB+space isn't working.

Cutscene time travel doesn't work with my teleport mod. That's why I have 2 SA installations. One with the teleport mod, and one without.

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Ok dude! But how I fix the crash? I also linked you something awesome, you will love it. Also can you please make the new src code compatible with your edits? Please! Ill be extremly happy to pack my san andreas with 2gb of content :D

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The teleport mod makes the game crash after many teleportations. I don't know why. I asked LoadGamePL on youtube, and he has the same crash. However, he doesn't use my mod, he made his own teleport mod.

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Well gonna remove your TP mod for now, also if you I guess checked my project, I will need your help on making way sexyer teleport script :D

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Well gonna remove your TP mod for now, also if you I guess checked my project, I will need your help on making way sexyer teleport script :D

Well, I don't know another way. actor.putat is the only way I've seen it done, besides video editing.

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Sorry to double post, but I have a question. I'm trying to make it so the D.E.L.O.K.I.T.T. doesn't need to be refueled after time travel. I have the section of code I think I need to change.

:TIME_DELOKITT_2826


1@ = 0
if
00E1: player 0 pressed_key 4
else_jump @TIME_DELOKITT_3288
0AB4: 20@ = var 26
0407: store_coords_to 2@ 3@ 4@ from_car 0@ with_offset 0.0 -2.5 0.0
if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 0.3 0.75 2.0 on_foot
20@ == 0
else_jump @TIME_DELOKITT_3288
Player.CanMove($PLAYER_CHAR) = False
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2@ 3@ 4@
06A9: AS_actor $PLAYER_ACTOR look_at_point 2@ 3@ 4@ 1600 ms
wait 250
04ED: load_animation "CRIB"

:TIME_DELOKITT_2986
84EE: not animation "CRIB" loaded
else_jump @TIME_DELOKITT_3012
wait 10
jump @TIME_DELOKITT_2986

:TIME_DELOKITT_3012
6@ = 0.0

:TIME_DELOKITT_3022
08A6: set_car 0@ componentA 1 rotation_to 6@
wait 10
6@ += 0.2
6@ > 1.0
else_jump @TIME_DELOKITT_3022
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 0
0AB4: 20@ = var 992
wait 500
0605: actor $PLAYER_ACTOR perform_animation_sequence "CRIB_USE_SWITCH" IFP_file "CRIB" 4.0 loop 1 0 0 0 time 3000 // versionA
wait 500
Audiostream.PerformAction(20@, STOP)
Audiostream.PerformAction(20@, PLAY)
wait 1100
Audiostream.PerformAction(20@, STOP)
Audiostream.PerformAction(20@, PLAY)
wait 1100
Audiostream.PerformAction(20@, STOP)
Audiostream.PerformAction(20@, PLAY)
wait 300
04EF: release_animation "CRIB"
1@ = 2
6@ = 1.0

:TIME_DELOKITT_3221
wait 10
08A6: set_car 0@ componentA 1 rotation_to 6@
6@ -= 0.2
0.0 > 6@
else_jump @TIME_DELOKITT_3221
07CC: set_player $PLAYER_CHAR button_15 1
08A6: set_car 0@ componentA 1 rotation_to 0.0
32@ = 0

:TIME_DELOKITT_3288
jump @TIME_DELOKITT_3404

:TIME_DELOKITT_3295
0AB4: 20@ = var 19
if
20@ == 1
else_jump @TIME_DELOKITT_3357
03E4: enable_text_draw_align_right 1
0340: set_text_draw_RGBA 255 88 0 255
033E: set_draw_text_position 632.0 185.0 GXT 'EMPTY'

Can anyone help me out?

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In the default source, there is this:

0AB1: call_scm_func @Fuel 2 0@ 2@ 2@

You might have to search for:

0AB1: call_scm_func @TIME_DELOKITT_2826 2 0@ 2@ 2@

It calls the refueling function (you've just posted) and shipping two parameters (2) to it (0@ and 2@). The last parameter (2@ again) will contain a return value (that's fuel I think).

It might look better like this:

0AB1: call_scm_func @TIME_DELOKITT_2826 2 0@ 2@ store_to 2@

However, it might make more sense to disable it completely rather than making it an ineffective waste of code.

You could try removing any reference to the fuel variable (just like 8 times or so; in conditions etc) in the hole script (but be careful - var 2@ is also used in other functions in the same script while not being related to the 'fuel' var; or getting reset to the 'fuel' var after being used for something else).

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I could think the aluminium parts look sufficient (metal) in-game (not easy).

Though, I wouln't use brightnes transient on the orange part. That might look like your license plate is just a cheap prop made out of a wavy piece of paper. :P Just guessing of course..

My idea for the part 2 licence plate (but havn't tryed yet) was to do it via modeling.

A metal look a like background base using specular etc (like the hull but brighter) behind a semi transparent orange decal.

  • Like 1

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Teleport with cutscene time travel works in Programist's source code and bttf 4 delorean (you're setting teleport on map and even in cutscene mode it teleports you perfectly)

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Well Try it on clear GTA I don't know where it is in code.. I know that if you spawn bttf 4 delorean youcan time travel with teleporting to desired point. It's something similar to DMC-13 in 0.2e for VC.

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I think the teleport code is somewhere in these lines:

:T_CIRC_8397


4@ = 50.0
0AB3: var 800 = 2
0826: enable_hud 0
0581: enable_radar 0
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
0407: store_coords_to 1@ 2@ 3@ from_car 26@ with_offset 0.0 0.0 4@
0087: 5@ = 2@ // (float)
5@ += 10.0
0087: 7@ = 3@ // (float)
7@ -= 5.0
0087: 9@ = 3@ // (float)
9@ += 10.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
Camera.PointAt(1@, 5@, 0.0, 1)
wait 1000
0AB4: 6@ = var 799
6@ == 0
else_jump @T_CIRC_9682

:T_CIRC_8585
wait 0
0AB4: 6@ = var 799
6@ == 0
else_jump @T_CIRC_9682
0087: 8@ = 4@ // (float)
8@ /= 20.0
0087: 7@ = 3@ // (float)
7@ -= 0.5
0087: 9@ = 3@ // (float)
9@ += 10.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
Camera.PointAt(1@, 5@, 0.0, 2)
064B: 10@ = create_particle "TELEPORT" at 1@ 2@ 7@ type 1
064C: make_particle 10@ visible
064F: remove_references_to_particle 10@
0AB0: key_pressed 39
else_jump @T_CIRC_8761
005B: 1@ += 8@ // (float)

:T_CIRC_8761
0AB0: key_pressed 37
else_jump @T_CIRC_8780
0063: 1@ -= 8@ // (float)

:T_CIRC_8780
0AB0: key_pressed 38
else_jump @T_CIRC_8807
005B: 2@ += 8@ // (float)
005B: 5@ += 8@ // (float)

:T_CIRC_8807
0AB0: key_pressed 40
else_jump @T_CIRC_8834
0063: 2@ -= 8@ // (float)
0063: 5@ -= 8@ // (float)

:T_CIRC_8834
if and
00E1: player 0 pressed_key 7
not 3@ >= 500.0
else_jump @T_CIRC_8877
005B: 3@ += 8@ // (float)
005B: 4@ += 8@ // (float)

:T_CIRC_8877
if and
00E1: player 0 pressed_key 5
3@ >= 20.0
else_jump @T_CIRC_8920
0063: 3@ -= 8@ // (float)
0063: 4@ -= 8@ // (float)

:T_CIRC_8920
00E1: player 0 pressed_key 17
else_jump @T_CIRC_8585
02CE: 6@ = ground_z_at 1@ 2@ 3@
0AB3: var 841 = 1@
0AB3: var 842 = 2@
0AB3: var 843 = 6@
0AB3: var 800 = 0
0826: enable_hud 1
0581: enable_radar 1
Camera.Restore
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 10
0AB4: 6@ = var 799
6@ == 0
else_jump @T_CIRC_9682
0AB3: var 831 = 1
return

:T_CIRC_9039
3@ >= 5079
else_jump @T_CIRC_9152
3@ == 5079
else_jump @T_CIRC_9084
0@ >= 822
else_jump @T_CIRC_9152

:T_CIRC_9084
0209: 4@ = random_int_in_ranges 0 89
4@ == 88
else_jump @T_CIRC_9152
0AB4: 4@ = var 800
4@ == 0
else_jump @T_CIRC_9152
4@ = Actor.Health($PLAYER_ACTOR)
4@ -= 1
Actor.Health($PLAYER_ACTOR) = 4@

:T_CIRC_9152
return

:T_CIRC_9154
if or
0741: actor $PLAYER_ACTOR busted
Actor.Dead($PLAYER_ACTOR)
else_jump @T_CIRC_9152
0AB4: 2@ = var 807
0AB1: call_scm_func @T_CIRC_9642 2 2@ 10000 4@
2@ /= 10000
0AB1: call_scm_func @T_CIRC_9642 2 2@ 100 3@
2@ /= 100
3@ += 1
2@ == 2
else_jump @T_CIRC_9471
0086: 10@ = 4@ // (float)
0086: 11@ = 4@ // (float)
0086: 12@ = 4@ // (float)
10@ /= 400
10@ *= 400
11@ /= 100
11@ *= 100
12@ /= 4
12@ *= 4
if and
803B: not 4@ == 11@ // (int)
003B: 4@ == 12@ // (int)
else_jump @T_CIRC_9386
3@ > 29
else_jump @T_CIRC_9601
3@ = 1
2@ += 1
jump @T_CIRC_9573

:T_CIRC_9386
003B: 4@ == 10@ // (int)
else_jump @T_CIRC_9436
3@ > 29
else_jump @T_CIRC_9601
3@ = 1
2@ += 1
jump @T_CIRC_9573

:T_CIRC_9436
3@ > 28
else_jump @T_CIRC_9601
3@ = 1
2@ += 1
jump @T_CIRC_9573

:T_CIRC_9471
if or
2@ == 4
2@ == 6
2@ == 9
2@ == 11
else_jump @T_CIRC_9545
3@ > 30
else_jump @T_CIRC_9601
3@ = 1
2@ += 1
jump @T_CIRC_9573

:T_CIRC_9545
3@ > 31
else_jump @T_CIRC_9601
3@ = 1
2@ += 1

:T_CIRC_9573
2@ > 12
else_jump @T_CIRC_9601
2@ = 1
4@ += 1

:T_CIRC_9601
2@ *= 100
005A: 2@ += 3@ // (int)
2@ *= 10000
005A: 2@ += 4@ // (int)
0AB3: var 807 = 2@
return

:T_CIRC_9642
0085: 2@ = 0@ // (int)
0072: 2@ /= 1@ // (int)
006A: 2@ *= 1@ // (int)
0062: 0@ -= 2@ // (int)
0AB2: ret 1 0@

:T_CIRC_9682
0AB3: var 800 = 0
0AB3: var 831 = 0
0826: enable_hud 1
0581: enable_radar 1
Camera.Restore
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
064C: make_particle 10@ visible
064F: remove_references_to_particle 10@

As to how to change it to teleport by year, I don't know. Any help?

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Hey BTTFModMachine, My PC was dead, I revided it for now. Hows the packing going? You know what Im talkin about. Idk when youre done with that your version, please work on src code 2, the programists one. He gave permission to use it, if you credit the guys I messaged you bout.

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Here. I think this is the teleport code. In car_setting.cs:

:CAR_SETTING_1501


not Model.Available(18641)
else_jump @CAR_SETTING_1546
wait 0
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
jump @CAR_SETTING_1501

:CAR_SETTING_1546
15@ = Object.Create(18641, 4@, 5@, 6@)
Model.Destroy(18641)
07C4: set_object 15@ axis_angle_relation_to 7@ 8@ 9@ 10@
0338: set_car 0@ visibility 0
081D: set_car 0@ engine_operation 1
0918: unknown_car 0@ driver_flag 0
099A: set_car 0@ collision_detection 0
0939: attach_car 0@ to_object 15@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0AB4: 17@ = var 925
Audiostream.PerformAction(17@, STOP)
Audiostream.PerformAction(17@, PLAY)
0565: create_soundless_explosion_at 4@ 5@ 6@ type 10
Car.Health(0@) = 1000
wait 888
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
Car.Health(0@) = 1000
wait 2862
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
0169: set_fade_color_RGB 0 0 0
fade 0 750
wait 2750
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
04E4: unknown_refresh_game_renderer_at 1@ 2@
Camera.SetAtPos(1@, 2@, 3@)
Object.PutAt(15@, 1@, 2@, -100.0)
0400: store_coords_to 1@ 2@ 3@ from_object 15@ with_offset 0.0 0.0 0.0
fade 1 500
wait 1000
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
0AB4: 17@ = var 934
Audiostream.PerformAction(17@, STOP)
Audiostream.PerformAction(17@, PLAY)
064B: 17@ = create_particle "TELEPORT_PORTAL" at 1@ 2@ 3@ type 1
064C: make_particle 17@ visible
064F: remove_references_to_particle 17@
wait 2600
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
0565: create_soundless_explosion_at 1@ 2@ 3@ type 10
wait 400
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
0565: create_soundless_explosion_at 1@ 2@ 3@ type 10
0565: create_soundless_explosion_at 1@ 2@ 3@ type 10
wait 0
0AB4: 1@ = var 799
1@ == 0
else_jump @CAR_SETTING_11875
16@ == 1
else_jump @CAR_SETTING_2108
081D: set_car 0@ engine_operation 0
0918: unknown_car 0@ driver_flag 1

:CAR_SETTING_2108
0684: detach_car 0@ 1@ 2@ 3@ collision_detection 0
Object.RemoveReferences(15@)
Object.Destroy(15@)
0338: set_car 0@ visibility 1
099A: set_car 0@ collision_detection 1
Car.DoorStatus(0@) = 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
Car.PutAt(0@, 1@, 2@, 3@)
07C6: set_car 0@ axis_angle_relation_to 7@ 8@ 9@ 10@
07D5: set_car 0@ velocity_in_direction_XYZ 11@ 12@ 13@ rotation_velocitiesXY 0.0 0.0 unk 0.0
Car.Health(0@) = 14@
Car.SetImmunities(0@, 0, 0, 0, 0, 0)
0A92: create_custom_thread "COLD.S" 0@ 1
09D4: suspend_wanted_level
0AB3: var 800 = 0
0AB2: ret 1 0@

Now, how to make this work in an if statement by year...

Any help?

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BTTFModMachine it does not teleport code! Teleport code timetravel.s

This effect appears when you left the car in time to time and will be violation of the space-time continuum, and there is a taxi from time any place in the future!

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@BTTFModMachine, do you read my messages? I sent you the permission one.

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