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Bike/Quadbike modifications


stubbsy

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basically, i want to make the bike similar to the quad bike (so you can't fall off when you go too fast backwards) but i've tried editing the handling.cfg file and it doesn't seem to work. even replacing the entire BIKE like with the QUADBIKE stats like doesn't make a difference. what's the point of the IS_BIKE flag if you can't turn it off?

also, how do i write the damn things in hex? for example does ABCDEFG go to GEFCDAB ?

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  • 2 months later...

forget about that...the only way i know so u can't fall off the bike is by modifing the main.scm by adding

:STEED

0001: wait 0 ms

03A4: name_thread "STEED"

:BIKE1

0001: wait 127 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

03EE: player $PLAYER_CHAR controllable

004D: jump_if_false ££BIKE1

00D6: if 0

047A: $PLAYER_ACTOR;; 047A: actor $PLAYER_ACTOR driving_a_motorbike

004D: jump_if_false ££BIKE4

03C0: @0 = actor $PLAYER_ACTOR car

:BIKE2

;0226: @5 = actor $PLAYER_ACTOR health

;0227: @6 = car @0 health

0001: wait 10 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

82BF: NOT car @0 sunk

004D: jump_if_false ££BIKE3

00D6: if 0

80E1: NOT key_pressed 0 15

004D: jump_if_false ££BIKE3

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE2

018C: play_sound 1 at 0.0 0.0 0.0

036A: put_actor $PLAYER_ACTOR in_car @0

;0223: set_actor $PLAYER_ACTOR health_to @5

;0224: set_car @0 health_to @6

0002: jump ££BIKE2

:BIKE3

0001: wait 127 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE3

01C3: remove_references_to_car @0;; Like turning a car into any random car

0002: jump ££BIKE1

:BIKE4

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE1

00D6: if 1

00E1: key_pressed 0 6

00E1: key_pressed 0 8

004D: jump_if_false ££BIKE1

0172: @4 = actor $PLAYER_ACTOR z_angle

04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset 0.0 -1.0 -1.0

0247: request_model 522

038B: load_requested_models

:BIKELAST

0001: wait 0 ms

00D6: if 0

0248: model #PCJ600 available

004D: jump_if_false ££BIKELAST

00A5: @0 = create_car 522 at @1 @2 @3

0175: set_car @0 z_angle_to @4

0249: release_model 522

036A: put_actor $PLAYER_ACTOR in_car @0

04BA: set_car @0 speed_instantly 20.0

01C3: remove_references_to_car @0;; Like turning a car into any random car

0002: jump ££BIKE2

with the respective create_thread of course...

the flags are more like...GFEDCBA

and u write them just like that...

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  • 2 months later...
forget about that...the only way i know so u can't fall off the bike is by modifing the main.scm by adding

:STEED

0001: wait 0 ms

03A4: name_thread "STEED"

:BIKE1

0001: wait 127 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

03EE: player $PLAYER_CHAR controllable

004D: jump_if_false ££BIKE1

00D6: if 0

047A: $PLAYER_ACTOR;; 047A: actor $PLAYER_ACTOR driving_a_motorbike

004D: jump_if_false ££BIKE4

03C0: @0 = actor $PLAYER_ACTOR car

:BIKE2

;0226: @5 = actor $PLAYER_ACTOR health

;0227: @6 = car @0 health

0001: wait 10 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

82BF: NOT car @0 sunk

004D: jump_if_false ££BIKE3

00D6: if 0

80E1: NOT key_pressed 0 15

004D: jump_if_false ££BIKE3

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE2

018C: play_sound 1 at 0.0 0.0 0.0

036A: put_actor $PLAYER_ACTOR in_car @0

;0223: set_actor $PLAYER_ACTOR health_to @5

;0224: set_car @0 health_to @6

0002: jump ££BIKE2

:BIKE3

0001: wait 127 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££BIKE1

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE3

01C3: remove_references_to_car @0;; Like turning a car into any random car

0002: jump ££BIKE1

:BIKE4

00D6: if 0

80DF: NOT actor $PLAYER_ACTOR driving

004D: jump_if_false ££BIKE1

00D6: if 1

00E1: key_pressed 0 6

00E1: key_pressed 0 8

004D: jump_if_false ££BIKE1

0172: @4 = actor $PLAYER_ACTOR z_angle

04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset 0.0 -1.0 -1.0

0247: request_model 522

038B: load_requested_models

:BIKELAST

0001: wait 0 ms

00D6: if 0

0248: model #PCJ600 available

004D: jump_if_false ££BIKELAST

00A5: @0 = create_car 522 at @1 @2 @3

0175: set_car @0 z_angle_to @4

0249: release_model 522

036A: put_actor $PLAYER_ACTOR in_car @0

04BA: set_car @0 speed_instantly 20.0

01C3: remove_references_to_car @0;; Like turning a car into any random car

0002: jump ££BIKE2

with the respective create_thread of course...

the flags are more like...GFEDCBA

and u write them just like that...

So... just out of interest... what did that mean?

Can i easily open this scm file or do i need a special reader for it?

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