Delorean88MP 41 Report post Posted July 10, 2014 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 $PLAYER_ACTOR with_offset 0.0 0.0 0.0 Audiostream.PerformAction(32@, PLAY) wait 750 7@ = Car.Create(#BAGBOXB, 3@, 4@, 5@) wait 750 Car.Destroy(7@) 8@ = Car.Create(#BAGBOXA, 3@, 4@, 5@) wait 750 Car.Destroy(8@) 9@ = Car.Create(#BAGBOXB, 3@, 4@, 5@) wait 750 Car.Destroy(9@) 10@ = Car.Create(#BAGBOXA, 3@, 4@, 5@) wait 750 Car.Destroy(10@) 11@ = Car.Create(#BAGBOXB, 3@, 4@, 5@) wait 750 Car.Destroy(11@) 12@ = Car.Create(#BAGBOXA, 3@, 4@, 5@) wait 750 6@ = Car.Create(#SPARROW, 3@, 4@, 5@) Car.SetImmunities(6@, 1, 1, 1, 1, 1) 0683: attach_car 12@ to_car 6@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 wait 1000 Car.Destroy(12@) wait 500 Audiostream.Release(32@) 1 Share this post Link to post Share on other sites
peter 25 Report post Posted July 10, 2014 well this one is the sea sparrow so you can change it, its the one I used to use but its only teleport to marker locked down to a single vehicle // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 1 Share this post Link to post Share on other sites
Delorean88MP 41 Report post Posted July 10, 2014 @peter you can see? I can not find the code. can you help me. How to delete car. Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 10, 2014 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@ Share this post Link to post Share on other sites
Delorean88MP 41 Report post Posted July 11, 2014 @BTTFModMachine it was not my code. it was peter other code it's ok. Share this post Link to post Share on other sites
peter 25 Report post Posted July 11, 2014 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 Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 11, 2014 (edited) @BTTFModMachine it was not my code. it was peter other code it's ok. Oops. I'll take a look at your code. Edited July 11, 2014 by BTTFModMachine Share this post Link to post Share on other sites
chubbychops 1 Report post Posted July 23, 2014 Doctor Who? yes please Share this post Link to post Share on other sites
Doctor200004 11 Report post Posted July 30, 2014 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. Share this post Link to post Share on other sites
peter 25 Report post Posted July 31, 2014 doctor200004 I've got a TARDIS mod in my latest update with sonic's and materialization Share this post Link to post Share on other sites