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RazorX

My Hill Valley Mods

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ok the time has come after lots of testing and tweaking im finally ready to reveal my code for adding the special delorian to the garage and the code for making it into the delorian boat here it is

enjoy..

create_thread @GARAGE_SPECIAL
create_thread @CAR_BOAT


014B: $ADMIRAL = init_parked_car_generator #ADMIRAL -1 -1 1 alarm 0 door_lock 0 0 10000 at -970.95 -869.28 13.16 angle 45.0
014C: set_parked_car_generator $ADMIRAL cars_to_generate_to 101


:GARAGE_SPECIAL
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAGE_SPECIAL 
if
0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9

:GARAGE_SPECIAL2
wait 10
if and
0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9
00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
jf @GARAGE_SPECIAL3
jump @GARAGE_SPECIAL4

:GARAGE_SPECIAL3
wait 10
if and
0056:   player $PLAYER_CHAR 0 -965.8 -840.9 -984.5 -833.9
00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS 
jf @GARAGE_SPECIAL
jump @GARAGE_SPECIAL5


:GARAGE_SPECIAL4
03C1: 0@ = player $PLAYER_CHAR car 
021B: set_garage $DELOREAN_GARAGE to_accept_car 0@
jump @GARAGE_SPECIAL6

:GARAGE_SPECIAL5
03C1: 0@ = player $PLAYER_CHAR car 
021B: set_garage $DELOREAN_GARAGE to_accept_car 0@
jump @GARAGE_SPECIAL7

:GARAGE_SPECIAL6
wait 250
if and
80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0 
01C1:   car 0@ stopped
else_jump @GARAGE_SPECIAL6
wait 2000
Player.CanMove($PLAYER_CHAR) = False
03C1: 0@ = player $PLAYER_CHAR car
0361: close_garage $DELOREAN_GARAGE
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
$ANGLE = Car.Angle(0@)
Camera.PointAt(1@, 2@, 3@, 1)
wait 1200
Player.CanMove($PLAYER_CHAR) = True
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
else_jump @GARAGE_SPECIAL6
Player.CanMove($PLAYER_CHAR) = False
Model.Load(#ADMIRAL)
038B: load_requested_models
if 
   Model.Available(#ADMIRAL)
else_jump @GARAGE_SPECIAL6
$CAR = Car.Create(#ADMIRAL, 1@, 2@, 3@)
Car.Angle($CAR) = $ANGLE
0369: put_player $PLAYER_CHAR in_car $CAR
00BC: text_highpriority 'SELECT' 10000 ms 1  
jump @GARAGE_SPECIAL10

:GARAGE_SPECIAL7
wait 250
if and
80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0 
01C1:   car 0@ stopped
else_jump @GARAGE_SPECIAL7
wait 2000
Player.CanMove($PLAYER_CHAR) = False
03C1: 0@ = player $PLAYER_CHAR car
0361: close_garage $DELOREAN_GARAGE
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
Camera.PointAt(1@, 2@, 3@, 1)
wait 1200
Player.CanMove($PLAYER_CHAR) = True
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
Car.Destroy(0@)
else_jump @GARAGE_SPECIAL7
Player.CanMove($PLAYER_CHAR) = False
Model.Load(#SENTXS)
038B: load_requested_models
if 
   Model.Available(#SENTXS)
else_jump @GARAGE_SPECIAL7
$CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
Car.Angle($CAR) = $ANGLE
0369: put_player $PLAYER_CHAR in_car $CAR
00BC: text_highpriority 'SELECT' 10000 ms 1 
jump @GARAGE_SPECIAL11

:GARAGE_SPECIAL8
00BC: text_highpriority '' 10 ms 1
wait 2000
03C1: 0@ = player $PLAYER_CHAR car 
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 
Camera.PointAt(1@, 2@, 3@, 1)
012A: put_player $PLAYER_CHAR at 1@ 2@ 10.0 and_remove_from_car
wait 300
Model.Load(#SENTXS)
038B: load_requested_models
if 
   Model.Available(#SENTXS)
else_jump @GARAGE_SPECIAL8
Car.Destroy(0@)
$CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
Car.Angle($CAR) = $ANGLE
0369: put_player $PLAYER_CHAR in_car $CAR 
03C1: 4@ = player $PLAYER_CHAR car
018C: play_sound 1 at 0.0 0.0 0.0
wait 2000 
0360: open_garage $DELOREAN_GARAGE
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore
else_jump @GARAGE_SPECIAL8
03C1: 0@ = player $PLAYER_CHAR car
if and
80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SENTXS
wait 5000
0361: close_garage $DELOREAN_GARAGE
wait 10000
jump @GARAGE_SPECIAL

:GARAGE_SPECIAL9
00BC: text_highpriority '' 10 ms 1
wait 2000
03C1: 0@ = player $PLAYER_CHAR car 
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0 
Camera.PointAt(1@, 2@, 3@, 1)
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
wait 300
Model.Load(#ADMIRAL)
038B: load_requested_models
if 
   Model.Available(#ADMIRAL)
else_jump @GARAGE_SPECIAL9
Car.Destroy(0@)
$CAR = Car.Create(#ADMIRAL, 1@, 2@, 3@)
Car.Angle($CAR) = $ANGLE
0369: put_player $PLAYER_CHAR in_car $CAR 
03C1: 4@ = player $PLAYER_CHAR car
018C: play_sound 1 at 0.0 0.0 0.0
wait 2000 
0360: open_garage $DELOREAN_GARAGE
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore
else_jump @GARAGE_SPECIAL9
03C1: 0@ = player $PLAYER_CHAR car
if and
80B1:   not car 0@ 0 -965.8 -844.9 5.0 -978.1 -833.9 10.0
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
wait 5000
0361: close_garage $DELOREAN_GARAGE
wait 10000
jump @GARAGE_SPECIAL

:GARAGE_SPECIAL10
wait 10
00DE:   player $PLAYER_CHAR driving_vehicle_type #ADMIRAL
jf @GARAGE_SPECIAL11
jump @GARAGE_SPECIAL13

:GARAGE_SPECIAL11
wait 10
00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS
jf @GARAGE_SPECIAL10
jump @GARAGE_SPECIAL12

:GARAGE_SPECIAL12
wait 10
if
00E1:   key_pressed 0 17
else_jump @GARAGE_SPECIAL14
wait 100 
00BC: text_highpriority 'ADMIRAL' 100000 ms 1
jump @GARAGE_SPECIAL13

:GARAGE_SPECIAL14
wait 10
if
00E1:   key_pressed 0 6
else_jump @GARAGE_SPECIAL12
wait 250
jump @GARAGE_SPECIAL8

:GARAGE_SPECIAL13
wait 10
if
00E1:   key_pressed 0 17 
else_jump @GARAGE_SPECIAL15
wait 100
00BC: text_highpriority 'SENTXS' 100000 ms 1
jump @GARAGE_SPECIAL12

:GARAGE_SPECIAL15
wait 10
if
00E1:   key_pressed 0 6
else_jump @GARAGE_SPECIAL13
wait 250
jump @GARAGE_SPECIAL9

:CAR_BOAT
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAR_BOAT
03C1: 0@ = player $PLAYER_CHAR car 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS
   Car.Wrecked(0@)
else_jump @CAR_BOAT
jump @FADE

:FADE
0169: set_fade_color 0 0 0 
fade 0 300
wait 300
jump @CAR_BOAT2

:CAR_BOAT2  
Player.CanMove($PLAYER_CHAR) = False
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
Camera.PointAt(1@, 2@, 3@, 4@)
4@ = Car.Angle(0@)
02E3: 5@ = car 0@ speed 
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
Camera.PointAt(1@, 2@, 3@, 4@)
Car.Destroy(0@)
Model.Load(#JETMAX)
038B: load_requested_models
if 
   Model.Available(#JETMAX)
else_jump @CAR_BOAT2 
wait 10
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$CAR = Car.Create(#JETMAX, 1@, 2@, 3@)
Car.Angle($CAR) = 4@
0369: put_player $PLAYER_CHAR in_car $CAR 
03C1: 4@ = player $PLAYER_CHAR car
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
fade 1 300
Player.CanMove($PLAYER_CHAR) = True
00BC: text_highpriority '' 5000 ms 1
04BA: set_car $CAR speed_instantly 40.0
jump @CAR_BOAT3

:CAR_BOAT3
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAR_BOAT3
03C1: 0@ = player $PLAYER_CHAR car 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
00E1:   key_pressed 0 18
jf @CAR_BOAT5
jump @CAR_BOAT4

:CAR_BOAT5
if
80E1:   not key_pressed 0 18
01C1:   car 0@ stopped 
jf @CAR_BOAT3
jump @CAR_BOAT6

:CAR_BOAT4
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 8.0 10.0
Player.CanMove($PLAYER_CHAR) = False
Camera.PointAt(1@, 2@, 3@, 4@)
4@ = Car.Angle(0@)
02E3: 5@ = car 0@ speed 
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
Camera.PointAt(1@, 2@, 3@, 4@)
Car.Destroy(0@)
Model.Load(#SENTXS)
038B: load_requested_models
if 
   Model.Available(#SENTXS)
else_jump @CAR_BOAT3 
wait 10
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
Car.Angle($CAR) = 4@
0369: put_player $PLAYER_CHAR in_car $CAR 
03C1: 4@ = player $PLAYER_CHAR car
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
053F: set_car 4@ tires_vulnerable 0
04BA: set_car $CAR speed_instantly 5@
Player.CanMove($PLAYER_CHAR) = True
00BC: text_highpriority '' 5000 ms 1
jump @CAR_BOAT

:CAR_BOAT6
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
Player.CanMove($PLAYER_CHAR) = False
Camera.PointAt(1@, 2@, 3@, 4@)
4@ = Car.Angle(0@)
02E3: 5@ = car 0@ speed 
012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car
Camera.PointAt(1@, 2@, 3@, 4@)
Car.Destroy(0@)
Model.Load(#SENTXS)
038B: load_requested_models
if 
   Model.Available(#SENTXS)
else_jump @CAR_BOAT3 
wait 10
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$CAR = Car.Create(#SENTXS, 1@, 2@, 3@)
Car.Angle($CAR) = 4@
0369: put_player $PLAYER_CHAR in_car $CAR 
03C1: 4@ = player $PLAYER_CHAR car
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
053F: set_car 4@ tires_vulnerable 0 
04BA: set_car $CAR speed_instantly 5@
Player.CanMove($PLAYER_CHAR) = True
00BC: text_highpriority '' 5000 ms 1
jump @CAR_BOAT

the delorian boat has 2 methods of getting out of the water one is by pressing the horn as your getting close the the edge and your vehicle will jump out of the water i did this because there arnt many places you can drive straight out of the water, the other method is just that driving straight out of the water and thats it.

i would appreciate someone giving this a go and seeing what they think and if your gonna post this or any of my stuff on another site please dont take the credit for my work thanks

Special Delorian And Delorian Boat Stuff.rar

here is the handling info but i would recommend testing the default settings before changing them just incase you prefer the normal handling.

ADMIRAL 7000.0 2.00 4.90 1.60 0.00 0.00 -0.50 75 0.95 0.80 0.55 5 200.00 24.00 R P 10.00 0.53 0 30.00 1.80 0.19 0.20 0.02 35000 0.25 -0.10 0.50 0.40 0008102 0 1

MAFIA 7000.0 2.00 4.90 1.60 0.00 0.00 -0.50 75 0.95 0.80 0.55 5 200.00 24.00 R P 10.00 0.53 0 30.00 1.80 0.19 0.20 0.02 35000 0.25 -0.10 0.50 0.40 0008102 0 1

% CUPBOAT 0.700 0.600 0.400 5.000 0.300 -0.800 3.000 0.940 0.993 0.997 0.850 0.940 0.940 3.000

default.ide info.

174, sentxs, sentxs, car, MAFIA, SENTXS, null, ignore, 10, 6, 2ff0, 249, 0.72

175, admiral, admiral, car, ADMIRAL, ADMIRAL, null, ignore, 10, 6, 2ff0, 249, 0.72

223, jetmax, jetmax, boat, CUPBOAT, CUBJET, null, ignore, 10, 7, 2ff0, 249, 0.72

i recommend changing the names in the american.gxt file too if thats the one you use:

change ADMIRAL to Delorean

change SENTXS to Delorean Special

change CUBJET to Delorean Special

Edited by RazorX
  • Like 1

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just to let you know i went back through the other pages and updated some of the old code for anyone who wants to try it out

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