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Delorean88MP

Doctor who with TARDIS

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hi all.

I've been doing on doctor who.

can you help me? how do tardis travel time.

you can see the code? how can delete the SPARROW?

(my code is no problem)

:TELEPORT_26

wait 0

if

Player.Defined($PLAYER_CHAR)

else_jump @TELEPORT_26

Car.DoorStatus(10@) = 1

if

Actor.DrivingVehicleType($PLAYER_ACTOR, #SPARROW)

else_jump @TELEPORT_26

Model.Load(#SPARROW)

Model.Load(#BAGBOXA)

Model.Load(#BAGBOXB)

038B: load_requested_models

jump @TELEPORT_96

:TELEPORT_96

Model.Available(#SPARROW)

Model.Available(#BAGBOXA)

Model.Available(#BAGBOXB)

Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, BaseballBat, 1E38)

10@ = Actor.CurrentCar($PLAYER_ACTOR)

Car.DoorStatus(10@) = 2

if

0AB0: key_pressed 107

else_jump @TELEPORT_994

jump @TELEPORT_160

:TELEPORT_160

4@ = Actor.Angle($PLAYER_ACTOR)

0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET

30@ = Audiostream.Load("CLEO\AUDIO\DTW\TAKE_OFF.MP3")

04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

Audiostream.PerformAction(30@, PLAY)

wait 750

Car.RemoveReferences(469) == (SPARROW)

wait 750

7@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(7@)

8@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

wait 750

Car.Destroy(8@)

9@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(9@)

10@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

wait 750

Car.Destroy(10@)

11@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(11@)

12@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

Car.Destroy(12@)

wait 1000

0169: set_fade_color_RGB 0 0 0

fade 0 500

wait 500

Player.CanMove($PLAYER_CHAR) = False

select_interior 0

04FA: reset_sky_colors_with_fade 0

057E: set_radar_grey 0

04E4: refresh_game_renderer_at 0@ 1@

Camera.SetAtPos(0@, 1@, -100.0)

if

Player.Defined($PLAYER_CHAR)

else_jump @TELEPORT_573

0860: link_actor $PLAYER_ACTOR to_interior 0

Actor.PutAt($PLAYER_ACTOR, 0@, 1@, -100.0)

Actor.Angle($PLAYER_ACTOR) = 4@

Player.WantedLevel($PLAYER_CHAR) = 0

00BF: 27@ = current_time_hours, 26@ = current_time_minutes

0209: 25@ = random_int_in_ranges 6 12

005A: 27@ += 25@ // (int)

00C0: set_current_time_hours_to 27@ minutes_to 26@

:TELEPORT_573

wait 0

if

Player.Defined($PLAYER_CHAR)

else_jump @TELEPORT_573

fade 1 1000

wait 600

Audiostream.Release(30@)

wait 500

32@ = Audiostream.Load("CLEO\AUDIO\DTW\LANDING.MP3")

04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

Audiostream.PerformAction(32@, PLAY)

wait 750

7@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(7@)

8@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

wait 750

Car.Destroy(8@)

9@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(9@)

10@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

wait 750

Car.Destroy(10@)

11@ = Car.Create(#BAGBOXB, 3@, 4@, 5@)

wait 750

Car.Destroy(11@)

12@ = Car.Create(#BAGBOXA, 3@, 4@, 5@)

wait 750

6@ = Car.Create(#SPARROW, 3@, 4@, 5@)

Car.SetImmunities(6@, 1, 1, 1, 1, 1)

0683: attach_car 12@ to_car 6@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

wait 1000

Car.Destroy(12@)

wait 500

Audiostream.Release(32@)

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well this one is the sea sparrow so you can change it, its the one I used to use but its only teleport to marker locked down to a single vehicle

// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

//-------------MAIN---------------
thread 'TPIN' 
5@ = 0 

:TPIN_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TPIN_18 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TPIN_18 
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR)
0AB0:   key_pressed 89 
else_jump @TPIN_91 
5@ = 1 
33@ = 0 

:TPIN_91
if and
  5@ == 1 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR)
0AB0:   key_pressed 88 
else_jump @TPIN_135 
5@ = 0 
jump @TPIN_186 

:TPIN_135
if 
  5@ == 1 
else_jump @TPIN_18 
if 
  33@ > 5000 
else_jump @TPIN_18 
5@ = 0 
jump @TPIN_18 

:TPIN_186
4@ = Actor.Angle($PLAYER_ACTOR)
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 
Audiostream.Load(17@, "CLEO\SOUND\TTD.MP3")
wait 200 
Audiostream.PerformAction(17@, PLAY)
0169: set_fade_color_RGB 0 0 0 
fade 0 500 
wait 500 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
04FA: reset_interior 0 colors 
057E: set_radar_grey 0 
04E4: unknown_refresh_game_renderer_at 0@ 1@ 
Camera.SetAtPos(0@, 1@, 2@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TPIN_347 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, -100.0)
Actor.Angle($PLAYER_ACTOR) = 4@

:TPIN_347
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TPIN_347 
wait 1500 
fade 1 1000 

:TPIN_379
if 
fading 
else_jump @TPIN_403 
wait 0 
jump @TPIN_379 

:TPIN_403
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TPIN_403 
Player.CanMove($PLAYER_CHAR) = True
Audiostream.Release(17@)
wait 2500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @TPIN_18 

it would play a sfx but I dunno if I can send it or not just get the TARDIS teleport/ time travel effect

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@peter

anigif_zps107c3811.gif

you can see?
I can not find the code. can you help me. How to delete car.

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I would put this line at the top of the code:

3@ = Actor.CurrentCar($PLAYER_ACTOR)

Like so:

:TPIN_18
wait 0 
if 
Player.Defined($PLAYER_CHAR)
else_jump @TPIN_18 
if 
Player.Controllable($PLAYER_CHAR)
else_jump @TPIN_18
3@ = Actor.CurrentCar($PLAYER_ACTOR) 
if and
Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR)
0AB0: key_pressed 89
else_jump @TPIN_91 
5@ = 1 
33@ = 0 

:TPIN_91
if and
5@ == 1 
Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR)
0AB0: key_pressed 88
else_jump @TPIN_135 
5@ = 0
jump @TPIN_186 

Have you tried car.putat and car.angle for this part of the code?

0860: link_actor $PLAYER_ACTOR to_interior 0 
Car.PutAt(3@, 0@, 1@, -100.0)
Car.Angle(3@) = 4@

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@BTTFModMachine

it was not my code. it was peter other code

it's ok. :good:

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hey delorean88mp I couldn't get your script to work, it kept crashing when I left the safe house and kept spawning those baggage things from the airport

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@BTTFModMachine

it was not my code. it was peter other code

it's ok. :good:

Oops. :facepalm: I'll take a look at your code.

Edited by BTTFModMachine

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I'm gonna toy with the idea of a sonic screwdriver, I have 3D models of every TARDIS exteriors, I just need to update them and stuff.

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doctor200004 I've got a TARDIS mod in my latest update with sonic's and materialization

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