reclaimer 2 Report post Posted June 29, 2015 (edited) Is it possible to have a simple cleo with the following features for GTA Vice City, please: 1. No 05DF: write_memory 0xA10B2E size 1 value 0 virtual_protect 0 2. N0 Keyboard controls---Only control keypresses 3. No time traveling script code 4. Spawn a delorean 5. The Delorean can switch to hovering model delorean (then back and forth) 6. Hover. 7. No time circuits, nor all that other stuff that appears on the screen when you try to use time travel. 8. No ".fxt" required 9. No ".ini" files required 10. No ASI hook required Basicly I'm looking for a cleo that just spawns a delorean that doesn't time travel, but can switch to hover mode, please. Nothing else. Edited June 29, 2015 by reclaimer Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted June 30, 2015 To answer your questions: 1. That is the cheat used flag. The mod does not use this address to begin with. If you mean the opcode 05DF: then that will have to be determined by someone else. 2. Any controls used by the game are on the keyboard. There is a mod to use a gamepad, but that would require more coding. This is a universal mod, made for people who do and don't have gamepads. 3. When using cleo, this might be possible. 4. This is definitely possible. 5. You would have to think about this one. Why have an incomplete mod? 6. Same as above. 7. The time circuits are the core of the BTTF mod. Take those out, and the mod would be unreleaseable. 8. This is not terrible, as you can add new entries to gxt files. 9. INI files are at the heart of cleo mods with customizable settings. They're simple text files. Actually, one reason to use cleo is so you can get ini functionality. 10. If you have cleo installed, you would have to have an asi loader, otherwise CLEO.asi would not function. Vice City is built with an asi loader, so you would not need to add one. The mod you are requesting for will only be found as a fan made mod. The mod team probably would not release a mod this incomplete. Actually, some of the features you are requesting can be made with little coding experience. However, Bluespace88 did release a mod that is more incomplete than 0.2f, but is simpler. It only has a delorean that time travels and flies. You might want to search for it on this forum. Share this post Link to post Share on other sites
reclaimer 2 Report post Posted June 30, 2015 (edited) Thanks for responding, BTTFMODMACHINE. The reason I'm requesting this is because I play all my GTA mods (scripts) on my original xbox. Currently I'm playing a Zombie mod on GTA VC xbox that includes, spawning into a bttf delorean, 1989 batmobile, Resident Evil player skin models, Batman Darknight player model, custom Resident Evil loading menu, and other script mods that give weapon tiers 1-3 with infinite ammo for example. I also have a custom wav bgm with zombie moaning sounds and resident evil soundtrack running in the background on foot & while driving. I also have 1980's Marty mcfly (by Trancelikestate) installed. I didn't mention it's for xbox, because more likely my request won't get a response. I mod will work on an xbox as long as those requests are fullfilled & as long as the script mods are compiled into the main.scm. I also have zombie script mods, resident evil zombie skins installed + other script mods installed into GTA SA xbox. Also, .dff/txd files must be under 1mb in weight. I've tried several BTTF hill Valley mods from this website over the years, but, the problem with freezing always comes because of the time traveling code. It causes the xbox to freeze whenever I cross an intersection on the game on land. If I fly over an intersection the game runs fine sometimes. I've tried a mini mod by blue before, but the time traveling script code caused freesing on the xbox at a certain point. I tried asking blu some years ago if some minor changes can be made to remove the time traveling code, but, I never got a response. I believe blue was very busy or maybe didn't know me, because I just registered at this website making a request. Thanks again for responding. PS: I forgot to mention that the GTAVC Mini K.I.T.T. edition will work on the xbox. I have it installed. I just had to export the bmp textures, resized them, etc to avoid freezing then import them back + installed dmagic's whell mod. Edited June 30, 2015 by reclaimer Share this post Link to post Share on other sites
~Leaf~ 111 Report post Posted July 9, 2015 if you are doing this on xbox why not just add the script to the main.scm it'd take 3 seconds Share this post Link to post Share on other sites
reclaimer 2 Report post Posted July 9, 2015 (edited) Hi, Leaf. I'd like to do it myself but, I'm really not a pro scripter enough to accomplish this. Here's a messy script that I tried to make but, it doesn't work well: 004F: create_thread @HOVER_10 :HOVER 03A4: name_thread 'HOVER' :HOVER_10 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_button 18 ///lthumb button 004D: jump_if_false @HOVER_10 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_43 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_43 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 4@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 4@ z_angle_to 3@ 0001: wait 50 ms 0369: put_player $PLAYER_CHAR in_car 4@ 04BA: set_car 4@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_44 :HOVER_44 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 19 ///R-thumb button 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 004D: jump_if_false @HOVER_44 0247: request_model #SEASPAR 038B: load_requested_models :HOVER_45 0001: wait 0 ms 00D6: if 0248: model #SEASPAR available 004D: jump_if_false @HOVER_45 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 5@ = create_car #SEASPAR at $X $Y $Z 0175: set_car 5@ z_angle_to 3@ 01C3: remove_references_to_car 4@ // Like turning a car into any random car 0369: put_player $PLAYER_CHAR in_car 5@ 04BA: set_car 5@ speed_instantly 0.5 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 ///this won't lock tommy in place!! 03EE: player $PLAYER_CHAR controllable 0001: wait 2500 ms 0002: jump @HOVER_46 :HOVER_46 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 18 ///L-thumb button 03EE: player $PLAYER_CHAR controllable 00DE: player $PLAYER_CHAR driving_vehicle_type #SEASPAR 004D: jump_if_false @HOVER_46 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_47 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_47 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 6@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 5@ z_angle_to 3@ 01C3: remove_references_to_car 5@ // Like turning a car into any random car 0369: put_player $PLAYER_CHAR in_car 6@ 04BA: set_car 6@ speed_instantly 0.5 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 ///this won't lock tommy in place!! 0001: wait 2500 ms 0002: jump @HOVER_10 ----------------------------------------------------------------------------------------- Since I don't know how to make a hovering delorean mod, I just tried to make something similiar by just spawning inside a heli (replaced with a hover delorean model) when I drive the infernus (replaced by another delorean). There's some mods I got to work and some didn't. I'm stuck with this one. Thanks for reading and responding. I'm trying to have it so that I can always switch between the infernus and heli whenever I want while I'm inside driving the vehicles. Edit01: I tried editing the script to fix it but still can't get it to work exactly like how I intend: 004F: create_thread @HOVER_10 :HOVER 03A4: name_thread 'HOVER' :HOVER_10 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_button 18 ///lthumb button 00E1: player 0 pressed_button 16 ///A button 004D: jump_if_false @HOVER_10 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_43 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_43 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0170: 3@ = player $PLAYER_CHAR z_angle 00A5: 4@ = create_car #INFERNUS at $X $Y $Z 0175: set_car 4@ z_angle_to 3@ 0001: wait 50 ms 04BA: set_car 4@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_44 :HOVER_44 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 19 ///R-thumb button 00E1: player 0 pressed_button 16 ///A button 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 004D: jump_if_false @HOVER_44 0247: request_model #SEASPAR 038B: load_requested_models :HOVER_45 ///this section edited 0001: wait 0 ms 00D6: if 0248: model #SEASPAR available 004D: jump_if_false @HOVER_45 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 0.0 100.0 012A: put_player $PLAYER_CHAR at $X $Y $Z and_remove_from_car 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 -5.0 0.0 015F: set_camera_position $X $Y $Z 0.0 rotation 0.0 0.0 0407: create_coordinate $X $Y $Z from_car 4@ offset 0.0 0.0 -0.75 0460: set_camera_pointing_time 0.0 100 0160: point_camera $X $Y $Z switchstyle 1 01C3: remove_references_to_car 4@ // Like turning a car into any random car was00A6: destroy_car 4@ 00A5: 5@ = create_car #SEASPAR at $X $Y $Z 015A: restore_camera 0373: set_camera_directly_behind_player 0369: put_player $PLAYER_CHAR in_car 5@ 04BA: set_car 5@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_46 :HOVER_46 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $PLAYER_ACTOR dead 00E1: player 0 pressed_button 18 ///L-thumb button 03EE: player $PLAYER_CHAR controllable 00DE: player $PLAYER_CHAR driving_vehicle_type #SEASPAR 004D: jump_if_false @HOVER_46 0247: request_model #INFERNUS 038B: load_requested_models :HOVER_47 0001: wait 0 ms 00D6: if 0248: model #INFERNUS available 004D: jump_if_false @HOVER_47 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 0.0 100.0 012A: put_player $PLAYER_CHAR at $X $Y $Z and_remove_from_car 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 -5.0 0.0 015F: set_camera_position $X $Y $Z 0.0 rotation 0.0 0.0 0407: create_coordinate $X $Y $Z from_car 5@ offset 0.0 0.0 -0.75 0460: set_camera_pointing_time 0.0 100 0160: point_camera $X $Y $Z switchstyle 1 01C3: remove_references_to_car 5@ // Like turning a car into any random car was 00A6: destroy_car 5@ 00A5: 6@ = create_car #INFERNUS at $X $Y $Z 015A: restore_camera 0373: set_camera_directly_behind_player 0369: put_player $PLAYER_CHAR in_car 6@ 04BA: set_car 6@ speed_instantly 0.5 0001: wait 2500 ms 0002: jump @HOVER_10 Edited July 9, 2015 by reclaimer Share this post Link to post Share on other sites
~Leaf~ 111 Report post Posted July 10, 2015 your first problem is you are creating the thread @hover_10 when you should be creating it @hover since i cant get vc running on my pc to even test the script i will have to slowly trouble shoot it, so change that and then tell me exactly what it does and what it needs to do and isnt doing. Share this post Link to post Share on other sites
reclaimer 2 Report post Posted July 10, 2015 (edited) Thanks, Leaf. Basicly what I'm just trying to do is: !. spawn inside an infernus 2. when inside the infernus I want to switch into a helicopter 3. Then I want to switch again back into an infernus whenever I wish. 4. I'd like to switch between infernus and a heli whenever I want with the press of a button. 5. just like switching between driving on land Delorean and flying delorean. I tried to make a script (messy) to do something like it, but when I spawn the car It spawns ontop of me. I enter the car and I can switch into seasparrow, but, when I try to switch back into infernus, there's all these strange results, like multiple infernus spawning, I'm driving the heli, but the camera isn't on me, but yet I'm inside the heli and the infernus is still there. The script works somewhat. It only switches correctly the first time I switch into heli, than after that it gets all strange... Thanks again for responding. Edited July 10, 2015 by reclaimer Share this post Link to post Share on other sites
~Leaf~ 111 Report post Posted July 12, 2015 your code is looping improperly, check out mikes map cleaner and pull the cript from his scm for spawning into a hunter and modify it Share this post Link to post Share on other sites
reclaimer 2 Report post Posted July 20, 2015 Thanks, Leaf. Sorry for the late response. I dled this one: http://www.gtagarage.com/mods/show.php?id=9606 I still wasn't able to make it work how I want it to. I'm going to pass on the mod I'm requesting. Thanks very much for helping me. Share this post Link to post Share on other sites