Edfake 0 Report post Posted January 11, 2009 (edited) glad it worked out ^^ i may use kitts laser code to create a laser coming from player to wormhole. see opticode under coding to help please! ITS HERE - THE COMPLETE EDS EDITS download- american.gxt and replace it with the one in the text folder(make backup) tut- needs sanny find: create_thread @BTTF3 add at the end of the list: create_thread @TLINST create_thread @THOOK create_thread @SPAWN create_thread @CUTEL then find: ------------------------------mission 0-------------------------------- and paste this HUGE bunch ubove it: :TLINST thread 'TLINST' :TLINST_10 wait 0 $TELED = 0 // integer values if Player.Defined($PLAYER_CHAR) else_jump @TLINST_10 if 80F5: not player $PLAYER_CHAR 1 -294.255 -628.737 9.375 radius 3.0 3.0 3.0 else_jump @TLINST_92 jump @TLINST_10 :TLINST_92 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_177 $TELED = 1 // integer values 0217: text_styled 'ED_TLI' 5000 ms 5 // eds teLepoRteRs 03E5: text_box 'ED_TLI1' // you wiLL Find 2 teLepoRteRs neaR the junkyaRd wait 5500 03E5: text_box 'ED_TLI2' // theRe wiLL be otheRs in the Lybians hideout wait 5500 03E5: text_box 'ED_ENJ' // enjoy! jump @TLINST_246 :TLINST_177 $TELED = 1 // integer values 0217: text_styled 'ED_TLI' 5000 ms 5 // eds teLepoRteRs 03E5: text_box 'ED_TLI1' // you wiLL Find 2 teLepoRteRs neaR the junkyaRd wait 5500 03E5: text_box 'ED_TLI2' // theRe wiLL be otheRs in the Lybians hideout wait 5500 03E5: text_box 'ED_ENJ' // enjoy! jump @TLINST_246 :TLINST_246 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TLINST_246 if 80F5: not player $PLAYER_CHAR 1 -1187.678 102.983 16.977 radius 3.0 3.0 3.0 else_jump @TLINST_513 if 80F5: not player $PLAYER_CHAR 1 -1681.172 708.157 21.177 radius 3.0 3.0 3.0 else_jump @TLINST_619 if 80F5: not player $PLAYER_CHAR 1 -1223.776 25.104 10.516 radius 3.0 3.0 3.0 else_jump @TLINST_725 if 80F5: not player $PLAYER_CHAR 1 -284.8818 -563.4311 12.8164 radius 3.0 3.0 3.0 else_jump @TLINST_937 if 80F5: not player $PLAYER_CHAR 1 -1148.8 24.129 10.516 radius 3.0 3.0 3.0 else_jump @TLINST_831 jump @TLINST_246 :TLINST_513 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_578 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -1684.203, 734.242, 14.347) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_578 0055: put_player $PLAYER_CHAR at -1684.203 734.242 14.347 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_619 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_684 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -1187.647, 75.907, 10.147) Car.Angle(0@) = 45.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_684 0055: put_player $PLAYER_CHAR at -1187.647 75.907 10.147 0171: set_player $PLAYER_CHAR z_angle_to 45.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_725 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_790 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -996.35, -886.53, 12.36) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_790 0055: put_player $PLAYER_CHAR at -996.35 -886.53 12.36 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_831 if 00E0: player $PLAYER_CHAR driving else_jump @TLINST_896 03C1: 0@ = player $PLAYER_CHAR car Car.PutAt(0@, -948.93, -295.622, 9.457) Car.Angle(0@) = 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_896 0055: put_player $PLAYER_CHAR at -948.93 -295.622 9.457 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLINST_246 :TLINST_937 wait 900 jump @TLINST_949 :TLINST_949 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -284.8818 -563.4311 12.8164 radius 3.0 3.0 3.0 else_jump @TLINST_1888 if 80F5: not player $PLAYER_CHAR 1 -306.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -305.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -307.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -308.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -309.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -310.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -311.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -312.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -313.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -314.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -315.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -316.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -317.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -318.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -319.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -320.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -321.5 -561.1 14.0 radius -628.737 9.375 3.0 else_jump @TLINST_949 if 80F5: not player $PLAYER_CHAR 1 -304.5 -561.1 14.0 radius 3.0 3.0 3.0 else_jump @TLINST_949 jump @TLINST_949 :TLINST_1888 $PLAYER_CHAR = Player.Create(#NULL, -305.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -306.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -307.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -308.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -309.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -310.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -311.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -312.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -313.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -314.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -315.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -316.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -317.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -318.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -319.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -320.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -321.5, -561.1, 14.0) wait 500 $PLAYER_CHAR = Player.Create(#NULL, -304.5, -561.1, 14.0) jump @TLINST_246 :THOOK thread 'THOOK' :THOOK_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @THOOK_10 if 80F5: not player $PLAYER_CHAR 1 -1959.9 844.83 14.244 radius 3.0 3.0 3.0 else_jump @THOOK_85 jump @THOOK_10 :THOOK_85 wait 0 $ED = Car.Create(#SABRE, -1907.482, 788.127, 13.984) Car.Angle($ED) = 260.5 $E = Marker.CreateAboveCar($ED) 0662: jump @THOOK_139 :THOOK_139 wait 0 if not Car.Wrecked($ED) else_jump @THOOK_299 if 00DC: player $PLAYER_CHAR driving $ED else_jump @THOOK_139 Marker.Disable($E) $FUELING = 0 // integer values Car.SetMaxSpeed($ED, 120.0) 0423: car $ED improve_handling 1.5 00AE: set_vehicle $ED traffic_behavior_to 2 Car.SetToPsychoDriver($ED) Car.DriveTo($ED, -1625.201, 790.65, 14.333) wait 10800 Car.Angle($ED) = 190.0 Car.DriveTo($ED, -1578.079, 418.284, 13.987) wait 15500 Car.Angle($ED) = 0.0 jump @THOOK_10 :THOOK_299 wait 0 Marker.Disable($E) jump @THOOK_10 :SPAWN thread 'SPAWN' 032B: $EDFG = create_weapon_pickup #TEARGAS 15 ammo 2 at -235.399 -589.033 10.368 jump @SPAWN_44 :SPAWN_44 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @SPAWN_44 if $CUT == 1 // integer values else_jump @SPAWN_44 if 80F5: not player $PLAYER_CHAR 1 -1753.32 891.8068 36.1128 radius 2.0 2.0 2.0 else_jump @SPAWN_137 jump @SPAWN_44 :SPAWN_137 00BC: text_highpriority 'ED_CUTB' 2000 ms 1 // hidden teLepoRteR boost $CUTEL += 100 // integer values 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL jump @SPAWN_44 :CUTEL thread 'CUTEL' :CUTEL_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CUTEL_10 if $TELED == 1 // integer values else_jump @CUTEL_10 if 80F5: not player $PLAYER_CHAR 1 -329.662 -600.746 11.85 radius 3.0 3.0 3.0 else_jump @CUTEL_103 jump @CUTEL_10 :CUTEL_103 wait 0 $CUTEL = 2 // integer values $CUT = 1 // integer values 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL if not $CUTELED == 1 // integer values else_jump @CUTEL_244 $CUTELED = 1 // integer values 03E5: text_box 'ED_CUT1' // pRess cRouch and action togetheR to activate custom teLepoRteRs. but be caReFuL as one chaRge gives you onLy 2 teLepoRts. wait 5500 03E5: text_box 'ED_CUT2' // to RechaRge step into the custom teLepoRteR maRkeR. to seLect FiRe, to move is the aRRow keys and to zoom in and out use the mouse wheeL. enjoy wait 5500 jump @CUTEL_244 :CUTEL_210 04F7: status_text $CUTEL 0 line 2 'ED_CUTS' // teLepoRts: wait 2000 0151: remove_status_text $CUTEL jump @CUTEL_244 :CUTEL_244 wait 0 if and 80E0: not player $PLAYER_CHAR driving 00E1: key_pressed 0 4 00E1: key_pressed 0 18 else_jump @CUTEL_244 6@ = 50.0 // floating-point values 04C4: create_coordinate $WHAT $THE $HEL from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0 gosub @CUTEL_695 Player.CanMove($PLAYER_CHAR) = True 035E: set_player $PLAYER_CHAR armour_to 200 0222: set_player $PLAYER_CHAR health_to 200 gosub @CUTEL_1312 0055: put_player $PLAYER_CHAR at 1@ 2@ 8@ wait 50 03D1: play_wav 2 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 8@ 0 0 0 Camera.Restore Camera.SetBehindPlayer 035E: set_player $PLAYER_CHAR armour_to 200 0222: set_player $PLAYER_CHAR health_to 200 $CUTEL -= 1 // integer values jump @CUTEL_648 :CUTEL_648 if $CUTEL == 0 // integer values else_jump @CUTEL_210 00BC: text_highpriority 'ED_CUTG' 2000 ms 1 // custom teLepoRteR empty! $CUT = 0 // integer values jump @CUTEL_10 :CUTEL_695 wait 0 Player.CanMove($PLAYER_CHAR) = False 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ 0087: 7@ = 2@ // floating-point values only 7@ += 1.0 // floating-point values 02CE: 8@ = ground_z 1@ 2@ 3@ 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 0.0, 1) wait 500 :CUTEL_834 wait 10 0087: 10@ = 6@ // floating-point values only 10@ /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at 1@ 2@ 11@ Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 0.0, 2) 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 if and 00E1: key_pressed 0 11 not 1@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1036 005B: 1@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1036 if and 00E1: key_pressed 0 10 1@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1071 0063: 1@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1071 if and 00E1: key_pressed 0 8 not 2@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1114 005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 7@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1114 if and 00E1: key_pressed 0 9 2@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1157 0063: 2@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1157 if and 00E1: key_pressed 0 7 not 3@ >= 500.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1216 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1216 if and 00E1: key_pressed 0 5 3@ >= 10.0 // floating-point values (never used in VC or GTA 3) else_jump @CUTEL_1275 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) :CUTEL_1275 if 00E1: key_pressed 0 17 else_jump @CUTEL_834 02CE: 8@ = ground_z 1@ 2@ 3@ wait 100 return :CUTEL_1312 wait 0 0055: put_player $PLAYER_CHAR at $WHAT $THE $HEL Camera.Restore Camera.SetBehindPlayer 01B1: give_player $PLAYER_CHAR weapon 34 ammo 1 // Load the weapon model before using this jump @CUTEL_1350 :CUTEL_1350 wait 0 if 02D7: player $PLAYER_CHAR currentweapon == 34 else_jump @CUTEL_1350 if 00E1: key_pressed 0 17 else_jump @CUTEL_1350 04C4: create_coordinate $WHA $THA $HELL from_actor $PLAYER_ACTOR offset 0.0 10.0 0.0 040D: unload_wav 2 03CF: load_wav 'ASS_1' as 2 040D: unload_wav 3 03CF: load_wav 'ASS_3' as 3 Camera.Restore Camera.SetBehindPlayer wait 500 jump @CUTEL_1466 :CUTEL_1466 wait 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 03D1: play_wav 3 if 00F5: player $PLAYER_CHAR 0 $WHA $THA $HELL radius 2.0 2.0 2.0 else_jump @CUTEL_1466 return btw, thook is experemental, it needs paths (i dont have) Edited January 11, 2009 by edfake Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted January 11, 2009 w00t. It will be awesome. ^^ Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 11, 2009 (edited) w00t. It will be awesome. ^^ thanks http://z8.invisionfree.com/Edfake/index.php -FOURUMS Edited January 12, 2009 by edfake Share this post Link to post Share on other sites
Ziero 4 Report post Posted January 12, 2009 Good job on the edits, like it all. I'll message you if I come up with any ideas worth tryin. Thanks Again. Share this post Link to post Share on other sites
Nick 0 Report post Posted January 12, 2009 When I look create_thread @ BTTF3 I do not find it, nor that of my main mission 0 in the version 3.3 upgrade to 3.4 but I of the main 3.3 Share this post Link to post Share on other sites
Mike 214 Report post Posted January 12, 2009 Download the latest official 0.2e update click here Then try the edit again. FYI future unofficial add-ons should all be in the tutorial format. Share this post Link to post Share on other sites
Nick 0 Report post Posted January 12, 2009 I do not like what I found that main but I found the create_thread @ BTTF3 Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 12, 2009 (edited) I do not like what I found that main but I found the create_thread @ BTTF3 are you using sany builder? http://z8.invisionfree.com/Edfake/index.php- troubleshooting topic Edited January 12, 2009 by edfake Share this post Link to post Share on other sites
Nick 0 Report post Posted January 13, 2009 I'm not using vice builder Share this post Link to post Share on other sites
daangelo29 5 Report post Posted January 13, 2009 Nice. I'll try those add-ons of yours. Also, I have some add-on requests in mind that you might be able to do. Off Topic - I was 13 when that song was released... Off Topic: I was about 1-2 years old when I first heard of it. I remember my mom telling me that she played that song during my 1st/2nd birthday. Until now, it's that hard to forget that song, especially the fact that it's in my music hard drive, now a part of my song library that I usually play. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 13, 2009 I'm not using vice builder Shall we guess now? Do a game like: - Are you using "Vice Builder"? - No. - Are you using "Sanny Builder"? - ... Share this post Link to post Share on other sites
Mike 214 Report post Posted January 14, 2009 Shall we guess now? Do a game like: - Are you using "Vice Builder"? - No. - Are you using "Sanny Builder"? - ... Mini-Me don't worry about it, if the user can't be bothered to provide you with the required information just forget about helping them. There are some people who need to help themselves first before we can assist them. Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 14, 2009 Nice. I'll try those add-ons of yours. Also, I have some add-on requests in mind that you might be able to do. so whats the idea? Share this post Link to post Share on other sites
Ziero 4 Report post Posted January 18, 2009 Your edits are nice ed, but is there any way to fix the portal? If I'm looking at it in game, the game slows down really bad. Maybe it's just my PC, I think I need more ram, lol. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 19, 2009 I think I need more ram, lol. I'd rather say it's the graphic-card, but I'm not sure... Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 19, 2009 its not. The problem with his code is that he has the explosions loop every frame, so he's making 8 explosions, then 8 more, but the 8 from the previous frame are still animating, so it becomes 16, and so forth and so forth =P too many explosion particles =P Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 19, 2009 ahh, so a wait 100 ms or so might be good, huh? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 19, 2009 more like going from 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 to 0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 and sure, a longer wait =P Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 19, 2009 i thought there was too many particles, like the teargass. but when i did a wait it kind of looked like the delorean reentry, but shure ill change it so the particle scatter only happens once, see what it does.... Share this post Link to post Share on other sites
BTTFTIME 0 Report post Posted January 20, 2009 I just thought but, in one of your addons, and maybe in 0.2f, Martys skateboard should spawn next to his truck in vincetti mansion. Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 20, 2009 I just thought but, in one of your addons, and maybe in 0.2f, Martys skateboard should spawn next to his truck in vincetti mansion. lol to add to eds edits: note, this means the skateboard will be next to martys truck anytime!! now open the main in sanny, and search for HUNTER you will find: 014B: $31 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.2 -103.7 14.7 angle 180.0 014C: set_parked_car_generator $31 cars_to_generate_to 101 copy this code and paste it below. now the whole paragraph looks like: 014B: $28 = init_parked_car_generator #SABRE -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0 014C: set_parked_car_generator $28 cars_to_generate_to 101 014B: $29 = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at -1014.1 -867.4 12.2 angle 188.0 014C: set_parked_car_generator $29 cars_to_generate_to 0 014B: $30 = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1720.3 -239.6 14.8 angle 92.0 014C: set_parked_car_generator $30 cars_to_generate_to 101 014B: $31 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.2 -103.7 14.7 angle 180.0 014C: set_parked_car_generator $31 cars_to_generate_to 101 014B: $31 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.2 -103.7 14.7 angle 180.0 014C: set_parked_car_generator $31 cars_to_generate_to 101 014B: $32 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -72.4 -1607.9 12.7 angle 0.0 014C: set_parked_car_generator $32 cars_to_generate_to 101 look at the one you copied. change both blue $31 to $ASDFG. then replace #HUNTER with #PIZZABOY it now shuld look like this: 014B: $ASDFG = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.2 -103.7 14.7 angle 180.0 014C: set_parked_car_generator $ASDFG cars_to_generate_to 101 finally change: -1681.2 -103.7 14.7 with: -399.1553 -535.3201 12.7934 Done!!! - btw, the board doesnt spawn??? but hoverboard does. maby the skateboard isnt moddeled yet. use #FAGGIO instead of #PIZZABOY at the moment!! Share this post Link to post Share on other sites
BTTFTIME 0 Report post Posted January 20, 2009 (edited) Thanks Ed, but I want to make sure Martys Truck and the Delorean and TT still spawn. Edited January 20, 2009 by BTTFTIME Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 21, 2009 Thanks Ed, but I want to make sure Martys Truck and the Delorean and TT still spawn. they do Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 26, 2009 (edited) well. i was thinking of making a control pannel with the following features: change coil colour: green, orange, blue. switch between no traffic/traffic teleport/time portal location circuts for all/ only dmc13 car spawner my clone (control 2 guys at a time during game, ctrl+4 to switch between) and more to come... any ideas for more features? i would post in eds edits but it needs to be bumped Edited January 26, 2009 by edfake Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted January 26, 2009 have doc as one of the clones Share this post Link to post Share on other sites