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Carlos_McFly

Carlos McFly's Coding Practices and Mods for BTTF

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NOTE: You need the full Hill Valley map for 0.2e and Shonash Ravine Add-on

With this mod you can spawn:

-BTTF 2 De Lorean beetween Blast from the Past Shop and Texaco in 2015

-BTTF 2 De Lorean near Vercetti Mansion in 1985

-BTTF 3 Rail Road De Lorean at Shonash Ravine in 1885

-BTTF 3 Time Train behind RR Delorean at Shonash Ravine in 1885

-BTTF 3 White wheels De Lorean at the Indians Auto Cinema in 1955

-BTTF 1 De Lorean next to Sunshine Autos Garage in 1955 for the Clock Tower run if you want do the mission (NOTE: you need enter in the garage and choose BTTF1 Del w/hook)

Copy and paste this below create_thread @BTTF3

create_thread @TIMESP

create_thread @RAILR

create_thread @INDIANS

create_thread @CLOCKT
Now in:
:TRAIN_10

wait 100 

if 

   Player.Defined($PLAYER_CHAR)

else_jump @TRAIN_10 

if and

  $TRAIN_CREATE == 0 // integer values 

  $CYEAR >= 1855 // integer values 

else_jump @TRAIN_10 

Model.Load(#BUS)
change:
  $CYEAR >= 1855
to:
  $CYEAR <= 1885
After that, in:
:TRAIN_61
copy and paste this replacing the old coordinates and train angle:
$TRAIN = Car.Create(#BUS, -456.0557, 35.2999, 101.09) 

Car.Angle($TRAIN) = 180.0
Copy and paste this before //-----------------------Mission 0----------------------
:TIMESP

thread 'TIMESP'



:TIMESP_0

Model.Load(#DELUXO)

038B: load_requested_models 



:TIMESP_1

wait 0

if 

  $CYEAR == 1985 

else_jump @TIMESP_1

$TM = Car.Create(#DELUXO, -348.7262, -525.475, 12.7617)

create_thread @TIME $TM  0 0 0 0 0 0 0 0 0 0 0 11121955 102200 10261985 10012000 //



:TIMESP_2

wait 0

if

  $CYEAR == 2015

else_jump @TIMESP_2

$TM2 = Car.Create(#DELUXO, -1537.7415, 830.0741, 14.9651)

Car.Angle($TM2) = 0.0

create_thread @TIME $TM2  0 0 0 0 0 0 0 0 0 0 0 10212015 101629 10261985 10103400



:TIMESP_3

wait 0

if

  not $CYEAR == 2015

else_jump @TIMESP_3

Car.Destroy($TM2)

jump @TIMESP_0



:RAILR

thread 'RAILR'



:RAILR_0

Model.Load(#BAGGAGE)

038B: load_requested_models



:RAILR_1

wait 0

if

  $CYEAR == 1885

else_jump @RAILR_1

$RAIL = Car.Create(#BAGGAGE, -456.0557, 19.2999, 101.09)

Car.Angle($RAIL) = 180.0

create_thread @TIME $RAIL 0 0 0 0 0 0 0 0 0 0 0 10271985 101100 11161955 10112900



:RAILR_2

wait 0

if

   not $CYEAR == 1885

else_jump @RAILR_2

Car.Destroy($RAIL)

jump @RAILR_0



:INDIANS

thread 'INDIANS'



:INDIANS_0

Model.Load(#BANSHEE)

038B: load_requested_models



:INDIANS_1

wait 0

if

  $CYEAR == 1955

else_jump @INDIANS_1

$IND = Car.Create(#BANSHEE, -1796.9535, 1046.4332, 8.9328)

Car.Angle($IND) = 10.0

create_thread @TIME $IND 0 0 0 0 0 0 0 0 0 0 0 09021885 100800 11121955 10215300



:INDIANS_2

wait 0

if

   not $CYEAR == 1955

else_jump @INDIANS_2

Car.Destroy($IND)

jump @INDIANS_0



:CLOCKTO

thread 'CLOCKTO'



:CLOCKTO_0

Model.Load(#INFERNUS)

038B: load_requested_models



:CLOCKTO_1

wait 0

if

  $CYEAR == 1955

else_jump @CLOCKTO_1

$HK = Car.Create(#INFERNUS, -971.8285, -827.6772, 6.8009)

Car.Angle($HK) = 270.0

create_thread @TIME $HK 0 0 0 0 0 0 0 0 0 0 0 10261985 100124 10261985 10013500  



:CLOCKTO_2

wait 0

if

   not $CYEAR == 1955

else_jump @CLOCKTO_2

Car.Destroy($HK)

jump @CLOCKTO_0

And that's it

Edited by Carlos_McFly

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Used sounds:

Parked: BTTF 2 (when Doc leaves Marty in his house in 1985A)

Acceleration: BTTF 1 (The first experiment)

Deceleration: BTTF 1 (when Marty is back to 1985)

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That parked sound gets annoying because it keeps cycling through the sound in the movie.

Edited by skypokemon

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Well, the idle sound is too loud so it covers the other effects. The looping need to be smoother :mellow: .

I remember when Archer used the same sound clip for the acceleration and shifting, but it'd get annoying after a while.

Couldn't hear well the deceleration sound because if the idling.

Anyway, continue. You'll get it right :D

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Somebody else want tell me a suggestion? I'm searching for other possible sounds.

Edited by Carlos_McFly

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Yep. All the sounds are played as is, no pitch modulation. Except final gear. That is the only one that has pitch change.

Is that right archer? I'm totally guessing here.

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No. All the gears are pitch changes. That's why it sucked ass. Final gear is the only separate file. I tried compensating for it. Still failed. It's why GTA 4 has multiple files for cars now. So it doesn't have that crap, mostly...

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i don't know why you're expecting so much out of GTA. If you wanted engine sounds, you'd play GT5, NFS, Dirt, etc.

mine will probably suck too archer, but at least you can tell me how to mold it.

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I thing you shut change the idle sound, then whill is sound good

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much easier the way i had it... button press spawns 3 deloreans at a time in front of you....

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But this spawning mode is with the purpose of see the time machines in its time periods, like in the three movies ;)

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good point, you should make a code that allows you to go to blips in the correct time periods and get things like the lightning hook attached, or the bttf3 del turned into the bttf3rr del.

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That's awesome! :D How does it work? Is it a key combination to activate it? Can you post a tutorial?

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Keep it in all one topic

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Is it a key combination to activate it?

No, it's random

Edited by Carlos_McFly

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merged topics together. No need to make 3 separate ones on coding practices.

Thanks for the suggestion Blue.

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