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dark_messiah

Back to The Future: San Andreas Delorean's spawn script

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BTTF Sa Delorean's Spawn script by Dark_Messiah.

Hello guys! This is my first post here I guess, and I really love BTTF movies and fantastic GTA mods!

So I decided to make my own small addon, for Webmaster2015 aka BTTFModMachines mods.

I made so you can spawn all Deloreans with simple press of button!

All credits goes to Mike for making BTTF Mini mod

BTTFModMachine for awesome re-make

Delorean88MP for making the base mod edits, and Deloreans

Thanks to guy who made the Delo.K.I.T.T model.

And of course thanks to bttfhillvalley.co.uk for hosting amazing mods!

Once you download these scripts, extract them and there will be instructions. Nothing complicated!

Requirements for making scripts run properly.

Go here and read everything:

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

Also theres a bug/feature, when you spawn DMC 12, youre going to have TimeCircuits, yeah since I modified time_help.cs I have no Idea how to remove the TC from DMC 12. Maybe someone knows!

Download Here:

http://www.mediafire.com/download/om49u3ti9aol751/spawn_deloreans.rar

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Heres mods that I recommend:

This mod lets you rename every GTA Vehicle, and comes in fancy colors :) Click the link for more info!

http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/Custom_Vehicle_Name_Display.htm

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:Permissions:

Following users may post my mod to theirs website, if they provide link to my mods post, and they give credit to me that I made it.

PozitiVBttF



Edited by dark_messiah
  • Like 1

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Please don't be harsh/rude to me, its my first script even if its just renaming few lines.

Still its helpful!

Edited by dark_messiah

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Nice scripts. :)

You might want to change this line:

0A92: create_custom_thread "TIMETRAVEL_BTTF2.S" 547 1 1 6@ 5@ 10212015 1632 0 0 0 0 1@ 2@ 3@ 4@  

For all deloreans, the scripts should say "TIMETRAVEL_BTTF1.S", "TIMETRAVEL_BTTF2.S", "TIMETRAVEL_BTTF3.S", and "TIMETRAVEL_BTTF3_R.S". Otherwise, you will be calling a Mr. Fusion script for the BTTF1 delorean, etc.

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Nice scripts. :)

You might want to change this line:

0A92: create_custom_thread "TIMETRAVEL_BTTF2.S" 547 1 1 6@ 5@ 10212015 1632 0 0 0 0 1@ 2@ 3@ 4@  

For all deloreans, the scripts should say "TIMETRAVEL_BTTF1.S", "TIMETRAVEL_BTTF2.S", "TIMETRAVEL_BTTF3.S", and "TIMETRAVEL_BTTF3_R.S". Otherwise, you will be calling a Mr. Fusion script for the BTTF1 delorean, etc.

Oh thanks lol, fail on me there! Will fix it.

How do I remove time travel from DMC 12?

Edited by dark_messiah

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I just asked how to remove it lol. Also go in skype, accept me! kasparello1 is my nick

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Will you already accept my skype?! Comon!! It p**sed me off :chair:

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Well then how the hell are we suppose to talk more often? You clearly have skype account, use it! Also, what do you mean by removing DMC12 script? oh you mean, delete actual script file? No need for it, lol yeah Ill do that now.

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What you mean? Why should I make more progress if thyere done already. I don't think that there should be anything else on them. I could make 1 script so it spawns all Deloreans with like shift + 6, but I have to change coordinates, and but it would be bit time consuming to test and modify it.

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this code for spawn dmc-12 Delorean

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'SPAWN' 

:SPAWN_11
0001: wait 10 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SPAWN_11 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SPAWN_11 
0AB4: 0@ = var 12 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @SPAWN_11 
00D6: if or
0AB0:   key_pressed 50 
0AB0:   key_pressed 98 
004D: jump_if_false @SPAWN_11 
0006: 10@ = 547 
0247: load_model 10@ 
038B: load_requested_models 

:SPAWN_106
0001: wait 0 ms 
00D6: if 
0248:   model 10@ available 
004D: jump_if_false @SPAWN_106 
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 
0172: 4@ = actor $PLAYER_ACTOR Z_angle 
000B: 3@ += 10.0 
00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ 
000F: 3@ -= 10.0 
00A5: 0@ = create_car 10@ at 1@ 2@ 3@ 
036A: put_actor $PLAYER_ACTOR in_car 0@ 
0175: set_car 0@ Z_angle_to 4@ 
02AC: set_car 0@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
01C3: remove_references_to_car 0@ // Like turning a car into any random car 
0249: release_model 10@ 
0001: wait 500 ms 
0002: jump @SPAWN_11 

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code for distance spawn dmc-12

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'D_SPAWN' 

_SPAWN_11
0001: wait 10 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @D_SPAWN_11 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @D_SPAWN_11 
0AB4: 0@ = var 12 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @D_SPAWN_11 
00D6: if and
0AB0:   key_pressed 49 //----key 1 
0AB0:   key_pressed 68 //---- D 
004D: jump_if_false @D_SPAWN_11 
07CC: set_player $PLAYER_CHAR button_15 0 
0006: 10@ = 547 
0247: load_model 10@ 
038B: load_requested_models 

_SPAWN_106
0001: wait 0 ms 
00D6: if 
0248:   model 10@ available 
004D: jump_if_false @D_SPAWN_106 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 10.5 1.8
00A5: 0@ = create_car 10@ at 11@ 12@ 13@ 
0175: set_car 0@ Z_angle_to 4@ 
02AC: set_car 0@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
01C3: remove_references_to_car 0@ // Like turning a car into any random car 
0249: release_model 10@ 
0001: wait 500 ms 
0002: jump @D_SPAWN_11  

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Nice pozitiv! and yes BTTFModMachine , I fixed those errors

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