RazorX 22 Report post Posted September 4, 2013 (edited) hey guys here is my main.scm codes, theres only a few ive done so far but i thought i would share it with you to use on 0.2e i hope you enjoy it. Pictures: what ive done is set it up so you start at sunshine autos and to your right is marty's toyota hilux ive included in the rar file my modded carols.dat which all ive done to it is set it up so the toyota hilux only shows up in black also next to emmett brown's van ive added 3 dmc-12 delorean's, a skateboard and a hoverboard ive also added a fence made up out of garage doors which is spawned using the main.scm not a modded map also there is a pink marker on the inside and outside to open the large door to enter and exit this can be done from in a car or not also inside the sunshine autos building is a pink marker downstairs which will give you 20 plutonium each time you do it so you could stack them up to say 100 or more if you wanted. i have also set it up so you can hit crouch wherever you are and it will tell you how much plutonium you have left aslong as your not in a vehicle, and if you go upstairs in sunshine autos there is also a pink marker that will take you to the mansion where you originally started if your good this can even be done if your in a vehicle and same with the return trip, i have also put a pink marker behind the sunshine autos building which will teleport you on the roof where you can shoot passers by if you wish while up there you can also buy a rocket launcher, minigun, grenades and a m60 i did this for the 2sec repawn time and lastly for those of you who are using the telltale skin like me i have set it up so if you die or get busted you will return to sunshine autos and will not be tommy vercetti you will still be marty. please let me know what you think and if you have any ideas thanks. Codes: add money pickup at sunshine autos: 04A6: $SUNSHINE = create_asset_money_pickup_at -1018.50 -873.90 13.08 money $241 $241 please place after line 17723: 04A6: $1282 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $217 $217 set player to start at sunshine autos: 04E4: unknown_refresh_game_renderer_at -1023.08 -882.22 Camera.SetAtPos(-1023.08, -882.22, 17.75) $PLAYER_CHAR = Player.Create(#NULL, -1023.08, -882.22, 17.75) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 0055: put_player $PLAYER_CHAR at -1023.08 -882.22 17.75 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer please place this after line 00173: 0572: set_taxi_boost_jump 1 the lines with // are the lines you replace add martys truck, 3 dmc-12's, skateboard and hover board to sunshine autos: 014B: $5 = init_parked_car_generator #SANDKING -1 -1 1 alarm 0 door_lock 0 0 10000 at -1004.50 -897.71 12.88 angle 45.0 014C: set_parked_car_generator $5 cars_to_generate_to 101 014B: $6 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -985.47 -883.81 12.98 angle 45.0 014C: set_parked_car_generator $6 cars_to_generate_to 101 014B: $7 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -980.79 -879.14 13.05 angle 45.0 014C: set_parked_car_generator $7 cars_to_generate_to 101 014B: $8 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -976.20 -874.47 13.13 angle 45.0 014C: set_parked_car_generator $8 cars_to_generate_to 101 014B: $9 = init_parked_car_generator #FAGGIO -1 -1 1 alarm 0 door_lock 0 0 10000 at -991.09 -868.85 13.05 angle 90.0 014C: set_parked_car_generator $9 cars_to_generate_to 101 014B: $10 = init_parked_car_generator #PIZZABOY -1 -1 1 alarm 0 door_lock 0 0 10000 at -995.76 -872.77 12.96 angle 90.0 014C: set_parked_car_generator $10 cars_to_generate_to 101 014B: $11 = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at -970.89 -869.41 13.16 angle 45.0 014C: set_parked_car_generator $11 cars_to_generate_to 101 please place after line 00224: 014B: $28 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0 00225: 014C: set_parked_car_generator $28 cars_to_generate_to 101 add weapons to buy on sunshine autos roof: 032B: $1192 = create_weapon_pickup #M60 1 ammo 10000 at -1031.83 -837.79 22.15 032B: $1202 = create_weapon_pickup #MINIGUN 1 ammo 10000 at -1034.85 -840.64 22.71 032B: $1203 = create_weapon_pickup #ROCKETLA 1 ammo 10000 at -1037.99 -843.55 23.28 032B: $1193 = create_weapon_pickup #GRENADE 1 ammo 10000 at -1040.29 -845.85 23.71 please place after line 00219: $27 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7) add plutonium pickup at sunshine autos: create_thread @PLUTONIUM_PICKUP :PLUTONIUM_PICKUP wait 10 if Player.Defined($PLAYER_CHAR) 00F5: player $PLAYER_CHAR 1 -1012.8 -858.22 13.08 radius 1.0 1.0 2.0 // Pink Marker else_jump @PLUTONIUM_PICKUP 018C: play_sound 1 at 0.0 0.0 0.0 04F7: status_text $PLUTONIUM 0 line 2 'PLUTO' // Plutonium: $PLUTONIUM += 10 // integer values wait 3000 0151: remove_status_text $PLUTONIUM jump @PLUTONIUM_PICKUP view how much plutonium you got with "crouch": create_thread @PLUTONIUM_VIEW :PLUTONIUM_VIEW wait 10 if and 80E0: not player $PLAYER_CHAR driving 00E1: key_pressed 0 18 else_jump @PLUTONIUM_VIEW 04F7: status_text $PLUTONIUM 0 line 2 'PLUTO' // Plutonium: wait 3000 0151: remove_status_text $PLUTONIUM 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR jump @PLUTONIUM_VIEW add fence and door to sunshine autos: create_thread @CUSTOMFENCE create_thread @CUSTOMDOORSOPEN create_thread @CUSTOMDOORSOPEN2 :CUSTOMDOORSOPEN wait 10 04CE: $433 = create_icon_marker_without_sphere $421 at -1026.27 -905.60 14.13 if Player.Defined($PLAYER_CHAR) else_jump @CUSTOMDOORSOPEN if and 00E0: player $PLAYER_CHAR driving 00F5: player $PLAYER_CHAR 0 -1025.06 -905.33 14.28 radius 3.5 3.5 3.5 // Pink Marker else_jump @CUSTOMDOORSOPEN 0360: open_garage $DOOR1 0360: open_garage $DOOR2 Player.ClearWantedLevel($PLAYER_CHAR) wait 3000 0361: close_garage $DOOR1 0361: close_garage $DOOR2 else_jump @CUSTOMDOORSOPEN jump @CUSTOMDOORSOPEN :CUSTOMDOORSOPEN2 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @CUSTOMDOORSOPEN2 if and 00E0: player $PLAYER_CHAR driving 00F5: player $PLAYER_CHAR 0 -1020.68 -899.70 13.60 radius 6.0 6.0 6.0 // Pink Marker else_jump @CUSTOMDOORSOPEN2 0360: open_garage $DOOR1 0360: open_garage $DOOR2 Player.ClearWantedLevel($PLAYER_CHAR) wait 3000 0361: close_garage $DOOR1 0361: close_garage $DOOR2 else_jump @CUSTOMDOORSOPEN2 Player.ClearWantedLevel($PLAYER_CHAR) jump @CUSTOMDOORSOPEN2 :CUSTOMDOORSOPEN3 wait 10 if and Player.Defined($PLAYER_CHAR) 80E0: not player $PLAYER_CHAR driving else_jump @CUSTOMDOORSOPEN3 if 00F5: player $PLAYER_CHAR 0 -1022.39 -902.19 14.11 radius 8.0 8.0 1.0 // Pink Marker else_jump @CUSTOMDOORSOPEN3 0360: open_garage $DOOR1 0360: open_garage $DOOR2 wait 3000 0361: close_garage $DOOR1 0361: close_garage $DOOR2 jump @CUSTOMDOORSOPEN3 :CUSTOMFENCE $FENCE12 = Object.create(#hav_garagedoor02, -1024.76, -899.55, 12.7) $FENCE13 = Object.create(#hav_garagedoor02, -1020.58, -904.04, 12.7) $LAMPOST1 = Object.Create(#lamppost1, -1027.46, -897.77, 12.9) $LAMPOST2 = Object.Create(#lamppost1, -1018.98, -906.86, 13.4) 0453: object $FENCE12 set_rotation 0.0 0.0 43.0 0453: object $FENCE13 set_rotation 0.0 0.0 43.0 0453: object $LAMPOST1 set_rotation 0.0 0.0 43.0 0453: object $LAMPOST2 set_rotation 0.0 0.0 43.0 0219: $DOOR1 = create_garage_type 1 door -1028.19 -897.72 11.0 to -1018.60 -906.26 21.43 depth -978.454 -861.529 0219: $DOOR2 = create_garage_type 1 door -1026.87 -896.49 11.0 to -1022.65 -902.40 21.43 depth -978.454 -861.529 03DA: set_garage $DOOR1 camera_follows_player 03DA: set_garage $DOOR2 camera_follows_player have player stay marty when dies or busted: create_thread @CHAR_RESET :CHAR_RESET wait 10 if 00F5: player $PLAYER_CHAR 0 -888.73 -797.35 45.62 radius 2.0 2.0 2.0 // Invisible Marker else_jump @CHAR_RESET 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR 0055: put_player $PLAYER_CHAR at -1023.08 -882.22 13.75 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run 055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof 035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200 0222: set_player $PLAYER_CHAR health_to 200 // Health 200 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @CHAR_RESET add custom teleports: create_thread @TELEPORT1 create_thread @TELEPORT2 create_thread @TELEPORT3 create_thread @TELEPORT4 :TELEPORT1 wait 10 if Player.Defined($PLAYER_CHAR) 00F5: player $PLAYER_CHAR 1 -331.84 -548.39 10.34 radius 1.0 1.0 2.0 // Pink Marker else_jump @TELEPORT1 wait 100 0169: set_fade_color 255 255 255 fade 0 100 0055: put_player $PLAYER_CHAR at -1020.40 -864.60 17.96 radius 1.0 1.0 2.0 // TELEPORT Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run 055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof 035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200 0222: set_player $PLAYER_CHAR health_to 200 // Health 200 wait 100 fade 1 100 jump @TELEPORT1 :TELEPORT2 wait 10 if Player.Defined($PLAYER_CHAR) 00F5: player $PLAYER_CHAR 1 -1010.15 -862.73 17.95 radius 1.0 1.0 2.0 // Pink Marker else_jump @TELEPORT2 wait 100 0169: set_fade_color 255 255 255 fade 0 100 0055: put_player $PLAYER_CHAR at -329.75 -548.75 10.34 radius 1.0 1.0 2.0 // TELEPORT Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run 055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof 035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200 0222: set_player $PLAYER_CHAR health_to 200 // Health 200 wait 100 fade 1 100 jump @TELEPORT2 :TELEPORT3 wait 10 if Player.Defined($PLAYER_CHAR) 00F5: player $PLAYER_CHAR 1 -1015.93 -848.56 13.08 radius 1.0 1.0 2.0 // Pink Marker else_jump @TELEPORT3 wait 100 0055: put_player $PLAYER_CHAR at -1022.15 -853.48 24.31 radius 1.0 1.0 2.0 // TELEPORT Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run 055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof 035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200 0222: set_player $PLAYER_CHAR health_to 200 // Health 200 wait 100 jump @TELEPORT3 :TELEPORT4 wait 10 if Player.Defined($PLAYER_CHAR) 00F5: player $PLAYER_CHAR 1 -1018.97 -850.75 22.09 radius 1.0 1.0 2.0 // Pink Marker else_jump @TELEPORT4 wait 100 0055: put_player $PLAYER_CHAR at -1009.85 -847.45 13.08 radius 1.0 1.0 2.0 // TELEPORT Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run 055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof 035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200 0222: set_player $PLAYER_CHAR health_to 200 // Health 200 wait 100 jump @TELEPORT4 please place: create_thread @CHAR_RESET create_thread @TELEPORT1 create_thread @TELEPORT2 create_thread @TELEPORT3 create_thread @TELEPORT4 create_thread @CUSTOMFENCE create_thread @CUSTOMDOORSOPEN create_thread @CUSTOMDOORSOPEN2 create_thread @PLUTONIUM_VIEW create_thread @PLUTONIUM_PICKUP after: create_thread @BTTF3 UPDATE 4: updated gate code to be more responsive and removed visible markers updated starting location so your not as close to the front gate updated :CHAR_RESET to match new start location UPDATE 3: updated fence code, now fence is lined up better and lower (view picture lower down) UPDATE 2: updated car spawns at sunshine autos to include dmc-13 added carols.dat which has marty's truck only black and dmc-13 only silver UPDATE: updated pink marker at entrance so theres also a marker to it on minimap. updated fence code, now theres 2 lampposts either side of the entrance to make the door look a little better so its not just floating there. door lock, unlock code: create_thread @CAR_LOCK create_thread @CAR_OPEN create_thread @LOCK_TEXT :CAR_LOCK wait 10 if Player.Defined($PLAYER_CHAR) else_jump @CAR_LOCK 03C1: 0@ = player $PLAYER_CHAR car if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 00E1: key_pressed 0 5 00E1: key_pressed 0 18 else_jump @CAR_LOCK 00BC: text_highpriority 'DOORLOC' 200000000 ms 1 020A: set_car 0@ door_status_to 7 jump @CAR_LOCK :CAR_OPEN wait 10 if Player.Defined($PLAYER_CHAR) else_jump @CAR_OPEN 03C1: 0@ = player $PLAYER_CHAR car if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 00E1: key_pressed 0 7 00E1: key_pressed 0 18 else_jump @CAR_OPEN 00BC: text_highpriority 'DOOROPE' 5000 ms 1 020A: set_car 0@ door_status_to 0 jump @CAR_OPEN :LOCK_TEXT wait 10 if Player.Defined($PLAYER_CHAR) else_jump @LOCK_TEXT 03C1: 0@ = player $PLAYER_CHAR car if or Car.Wrecked(0@) 80E0: not player $PLAYER_CHAR driving else_jump @LOCK_TEXT 00BC: text_highpriority '' 5000 ms 1 jump @LOCK_TEXT please place: create_thread @CAR_LOCK create_thread @CAR_OPEN create_thread @LOCK_TEXT after: create_thread @CHAR_RESET this code also requires you to add DOORLOC and DOOROPE to american.gxt or use this one: american.gxt the "Car Doors Locked" will stay onscreen for quite some time, i did this because if your anything like me you will lock the doors forget and jump out for some reason then try to get back in carols.dat - marty's truck will only be black & dmc-13 will only be silver Edited December 3, 2014 by RazorX 1 Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted September 4, 2013 You can't post scm's on this forum. Sorry. I tried it once, and the admins deleted my download link. Please do so now. Admins, maybe you can explain this better. Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 can i post my codes out of my main.scm? Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted September 4, 2013 You can post sections of code using the code and spoiler tags on this forum. Like this //////Code //////Code And this: LONG CODE////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Here's a tutorial to show how to use these forum tags. The tutorial is insignificant, but the layout is important. http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=2738 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 hows that Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted September 4, 2013 That's excellent! However, the plutonium one seems a little too off story line. The others are great and will be used (at least by me when 0.2f comes out) frequently. Nice job! Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 thanks tbh the plutonium parts are for speed while im testing various stuff Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted September 4, 2013 (edited) The garage doors seem a little too big for the Sunshine Autos fence. Edited September 4, 2013 by BTTFModMachine Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 it was the easiest thing to use that was a uniform size but i still need to look around for an alternative or i could probs lower them it was one of the reasons i made them all exactly the same height 1 Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted September 4, 2013 Hi there RazorX, Welcome to the Hill Valley forums! From the pictures, it seems you've done a very nice job with your .scm edits; however, as BTTFModMachine stated, you cannot post download links to modded files from BTTF: HV without permission from Mike or their corresponding mod team member. One suggestion I have for you is when posting code for people to implement, you should write where they should place it within the main. For example, you should say "to add the custom teleports, place in on line 118" or "to add custom teleports, place the code after the 'Mission 0' section in the scm." This will help give those who are modifying the scm a sense of where everything goes in order to make it work right. ------ So again, welcome to the forums and nice work so far! - RobertBlox 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 (edited) thank you and will do and after i was told not to post a main.scm file i removed the link myself UPDATE: updated codes with more info like suggested Edited September 4, 2013 by RazorX 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 4, 2013 am i allowed to put an american.gxt on for ppl to download? Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted September 4, 2013 I guess so. I posted one with my edits. It's just text, so I don't think it makes a difference. Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 (edited) heres some more pics of my progress: HD Moon: No Clouds: Entrance Signs: Billboard Signs: Better Glass: Flags: Poster 1: Poster 2: Poster Inside: Signs Inside 1: Signs Inside 2: let me know if anyone wants anything. also sorry some of my screenshots got messed up not sure why but you can still see what ive done. Edited September 5, 2013 by RazorX Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 can some one tell me why the fence is invisible from the inside? i didnt do it Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted September 5, 2013 can some one tell me why the fence is invisible from the inside? i didnt do it I believe that's just how the game renders partially transparent objects in its alpha filter. Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 thanks its bugging me lol so was what looks like little bubbles on the screen but i believe ive just fixed that 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 i dont suppose someone figured out how to fix it? 1 Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted September 5, 2013 i dont suppose someone figured out how to fix it? No, I don't believe anyone has. It's just something that's local to the game rendering engine, sorry. Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 np the other thing you might be able to help me with is this, im working on a script where if you drive the dmc-12 into water it turns into a boat i wrote a script like that years ago and even had it turn back when you drive out and had it so the boat looked like a dmc-12 but for some reason i cant seem to do it now. the script isnt the problem its making the boat look like a dmc-12 for some reason it seems to sit really low in the water no matter what i do i used to be able to have it so it looked like i was using the seaways cheat but now i cant seem to do it must be old age lol 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 Updated codes on first page. 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 (edited) ok guys got another update for you this one is a fence replacement for sunshine autos now the fence is visible from both sides, ive created 2 versions one is like the original and the other is a new design which i prefer because the original wasnt quite see through when it come to looking at vehicles and stuff through the fence, i created both from scratch here are the pictures.  although the fence isnt perfect its 100% better than invisible lol    Fence 1:   Fence 2 (My Favourite):     hope you like them here are the files, because im not sure if im allowed to post txd files i will add the dff file for the fence to be visible on both sides and i will add the images for you to use txd workshop and alter the fence image in air_carshow.txd  lha_carfence.dff New Fence (Created By RazorX).rar  both fences are in the rar file.  enjoy.. Edited November 3, 2015 by RazorX 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 5, 2013 go forth and experiment 1 Share this post Link to post Share on other sites
RazorX 22 Report post Posted September 6, 2013 updated fence code on first page 1 Share this post Link to post Share on other sites