Edfake 0 Report post Posted January 5, 2009 (edited) ive been creating my own addons, but i need ideas for it so ask here what you would like for me to add in, and i will if i can! there is the link to the website containing the most updated tutorial and a video: http://edfake.forumotion.net - eds edits forum!! Future release: thanks new teleporters! vid: http://s368.photobucket.com/albums/oo127/e...=edsedits-1.flv Edited January 23, 2009 by edfake Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 5, 2009 (edited) Uhmmm, edfake, I don't think the mod team will be happy that you share main.scm-files. They simply don't want it. But you are allowed to give tutorials how to add your codes like I do here: http://bttfhillvalley.mini-me-osc.bplaced.de/ Edit: Just watching the vid... I like the music *supermassive black hole* Edited January 5, 2009 by Mini-Me Share this post Link to post Share on other sites
archer9234 20 Report post Posted January 5, 2009 Codes only. No .SCM files. Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 5, 2009 Codes only. No .SCM files. but freinds dumb, they only kow how to copy/paste if necicary, ill put the code to be added and instructions to txt files when i get my modding computer online. Share this post Link to post Share on other sites
Mike 214 Report post Posted January 5, 2009 We've already said, NO SCM files. Follow Mini-Me's lead, even the best idiot could follow his code tutorials, they are easy! Share this post Link to post Share on other sites
Ziero 4 Report post Posted January 6, 2009 Mike is right, I'm a noob at modding .scm files and I figured Mini-Me's stuff out rather easily. Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 6, 2009 Mike is right, I'm a noob at modding .scm files and I figured Mini-Me's stuff out rather easily. ok ok, ill put them up as tutorials as son as i get my modding computer online again Share this post Link to post Share on other sites
carloscarlin 0 Report post Posted January 6, 2009 can you make add on to san andreas? something simple like have the taxi missions finished starting the game Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted January 6, 2009 couldn't you code it to use a gun to create the teleports? Share this post Link to post Share on other sites
Evilraptor 0 Report post Posted January 6, 2009 omg that'd be awesome... Tommy fires the gun and a wormhole appears in front of Tommy, this is after selecting the custom teleport destination, then walk through the wormhole and zap, you're there, in a flash of white light! Translate for people who don't speak Aidan. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Steal a bit of the instant time travel code, to make the white flash, and you have a dash of wormhole emitter... and $player_char is in area something or other... put $player_char at X Y Z (That doesn't seem much better imo XD) Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 6, 2009 (edited) omg that'd be awesome... Tommy fires the gun and a wormhole appears in front of Tommy, this is after selecting the custom teleport destination, then walk through the wormhole and zap, you're there, in a flash of white light! Translate for people who don't speak Aidan. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Steal a bit of the instant time travel code, to make the white flash, and you have a dash of wormhole emitter... and $player_char is in area something or other... put $player_char at X Y Z (That doesn't seem much better imo XD) thats actually a fantasic idea, can you show me where the code is? and what gun would be the trusty teleporter gun? can you make add on to san andreas? something simple like have the taxi missions finished starting the game easy, exept i dont have sa. if i did i could of been the sa 007 coder! p.s my modding computers down, so i cant do it right away. Edited January 6, 2009 by edfake Share this post Link to post Share on other sites
carloscarlin 0 Report post Posted January 7, 2009 there is some way i can help you with sa? Share this post Link to post Share on other sites
mikeyNshelby 0 Report post Posted January 7, 2009 You mean with SA or getting SA? Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 7, 2009 (edited) You mean with SA or getting SA? if i get the sa main, and the sa files in the directory of gta sa.exe, then ill be able to code, but not test for bugs. you can test for bugs if you want I SET UP A TEMPORARY MODDING STATION, HORRAY!!!! Edited January 7, 2009 by edfake Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 7, 2009 (edited) Steal a bit of the instant time travel code, to make the white flash, and you have a dash of wormhole emitter... and $player_char is in area something or other... put $player_char at X Y Z Like I did with my teleporters? The wormholes are simply particles: 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 and 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 So you shoot the wormhole at someplace and when you go into it, you get teleported? Sounds quite nice... I'll give it a try this evening. Edited January 7, 2009 by Mini-Me Share this post Link to post Share on other sites
carloscarlin 0 Report post Posted January 7, 2009 if i get the sa main, and the sa files in the directory of gta sa.exe, then ill be able to code, but not test for bugs. you can test for bugs if you want you mean the hole game? if you tell me which files do you need i can give them to you Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 9, 2009 (edited) you mean the hole game? if you tell me which files do you need i can give them to you not the whole game!!!!!! just the exe and main btw here is the current code! - see link at first post done! soon with the gun idea stated ubove see progress: http://s368.photobucket.com/albums/oo127/e...urrent=bttf.flv Edited January 23, 2009 by edfake Share this post Link to post Share on other sites
Mike 214 Report post Posted January 9, 2009 That looks pretty cool actually, I like the way the teleport opens like something from stargate. Share this post Link to post Share on other sites
carloscarlin 0 Report post Posted January 9, 2009 not the whole game!!!!!! just the exe and main two questions: 1_how can i give them to you? 2_if you modifique the main, that wouldn't mean that i coul not play my old saves? 3_when you talk about the exe, you mean the file gtasa or another one? Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 10, 2009 (edited) two questions: 1_how can i give them to you? 2_if you modifique the main, that wouldn't mean that i coul not play my old saves? 3_when you talk about the exe, you mean the file gtasa or another one? bring these questions to pm, as this topic has nothing to do with this. back to the topic, does anyone know how to make an offset from the player? ive tried 0054: store_player $PLAYER_CHAR position_to $WHA $THA $HELL offset 0.0 0.0 50.0 and diffrent variations at the end, but the position still stays where the player is when he fires i have had this problem before, but got around it. Edited January 10, 2009 by edfake Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 10, 2009 wrong opcode. 0054 only accepts 4 parameters: $playerid, x, y, and z. It just stores player position and ignores the other numbers you added at the end. The correct usage of 0054 would be 0054: store_player $PLAYER_CHAR position_to $X $Y $Z You'd want 04C4, which uses the actor pointer instead of the player to store the coordinates. 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset $X_OFFSET $Y_OFFSET $Z_OFFSET Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 10, 2009 (edited) wrong opcode. 0054 only accepts 4 parameters: $playerid, x, y, and z. It just stores player position and ignores the other numbers you added at the end. The correct usage of 0054 would be 0054: store_player $PLAYER_CHAR position_to $X $Y $Z You'd want 04C4, which uses the actor pointer instead of the player to store the coordinates. 04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset $X_OFFSET $Y_OFFSET $Z_OFFSET thanks blue! all features so far (not last code tutorial) http://s368.photobucket.com/albums/oo127/e...=edsedits-1.flv Edited January 10, 2009 by edfake Share this post Link to post Share on other sites
Mike 214 Report post Posted January 10, 2009 Cool vid. Off Topic - I was 13 when that song was released... Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted January 11, 2009 Cool vid. Off Topic - I was 13 when that song was released... Off Topic - I was 5 or younger. On Topic - Cool vid Ed. Nice Work. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 11, 2009 glad it worked out ^^ Share this post Link to post Share on other sites