stubbsy Posted August 13, 2005 Share Posted August 13, 2005 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 ? Link to comment Share on other sites More sharing options...
careca Posted October 20, 2005 Share Posted October 20, 2005 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... Link to comment Share on other sites More sharing options...
stubbsy Posted December 29, 2005 Author Share Posted December 29, 2005 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? Link to comment Share on other sites More sharing options...
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