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#75 January 13, 2012, 10:07:39 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Costa has made only v2, the .1 is me.   :cool:  


 




it was just to see if it would work without a NoCD

#76 January 13, 2012, 10:17:55 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
hope it works




P.S. :s orry i tooth it was his...

#77 January 13, 2012, 11:01:03 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Some new of FR M2 v3.0 : Real door openings, E-Key already present in the game.
[/size]





Activation FR M2
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View the front page

#78 January 13, 2012, 11:44:57 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
nice...and the teleportation(i hope i'm not the only guy who doesn't know)how can you do that?




trainer?


 




+1for your great mods

#79 January 14, 2012, 12:52:41 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Incredible, incredible work eXistenZ34, that is something i've wanted to see in the game for a while, is no damn black fade at doors, well done.

#80 January 14, 2012, 08:43:22 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Wow that's really great work eXistenZ34. Just pressing the E-key will make it easier and faster to open the doors and the black fades won't interrupted the gameplay anymore.


 




Could this technique be used for all doors and gates? Does it work with the places that aren't loaded automaticly in Freeride or would it work if they were previously loaded when the player comes near to them?

#81 January 15, 2012, 11:39:31 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
In this mod will you be able to:




change weather




tune car and other options for car




garage options  ???

#82 January 15, 2012, 02:29:30 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Don Calzone




yes all doors, gates and windows where you know the order.




but what I meant is that for some door or portal:




Ex for Forge, E-Key doesn't exist




in the script




- You have to write the coordinates of E-Key




- Create E-Key




- You have to activate E-Key




- And when E-Key is activated




--- You need a script to open the door




--- You need a script to close the door


 




in the video for all doors and gates, I used only a small control initialized at the start of FR




because it is already present in the game.



 


 




thewildnath




yes the same basis as FR JA




whit new option for Save (only FR M2)




and new God Mod





#83 January 20, 2012, 01:45:40 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Up

#84 January 20, 2012, 05:07:09 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Your making us crazy for FR M2 v3.0.  :woohoo:


 




It looks smokin', I can't wait to play it when it is released, thank you eXistenZ34.

#85 January 20, 2012, 08:38:10 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
eXistenZ34


 




?  ??? ??  ???   ??? ???  ???   ??? ??


 







 




game.entitywrapper:GetEntityByName("RTR_PARKING1_00"):Activate()




game.entitywrapper:GetEntityByName("RTR_PARKING1_00"):SetPos(Math:newVector(.......))




game.entitywrapper:GetEntityByName("RTR_MISSIONEND1_00"):Activate()




game.entitywrapper:GetEntityByName("RTR_MISSIONEND1_00"):SetPos(Math:newVector(.......))




?? ?  ??? ??????  ???   ??? ????????  ??? ??? ?? game.sds:ActivateStreamMapLine("load_tutorial_dds")




? ??  ??? ???  ???  ?  ??? ??




?  ???  ??  ??? ?????? ? ??  ??? ?  ??? ????




??  ??? ???  ??? ??  ??? ????  ??? ??  ???   ??? ?????  ??? ?????




??? ?  ???   ??? ???  ??? ??? ??  ??? ??? ??  ??? ??????

#86 January 20, 2012, 09:29:33 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Good but it's funny




I have just rearrange a LUA compiled in DLC Joe's for Car Racing in Empire Bay (Les 24 Heures d'Empire Bay)




Fichier "dlc_charlie4" and







 







 




the solution is not far away


 




So we have




For M2




- "RTR_PARKING1_00"




- "RTR_MISSIONEND1_00"




For JA




- "DLC_PARKING1_00"     --> Edit Working directly for JA no need of "ActivateStreamMapLine"




- "DLC_MISSIONEND1_00"  --> Edit Working directly for JA no need of "ActivateStreamMapLine"


 




we need to understand the function


 




"Math ... newMatrix ... SetRotEuler"

#87 January 20, 2012, 10:55:41 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
:woohoo:

#88 January 21, 2012, 08:46:20 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
??? ???  ???  FR MII


 







 




??? ?????  ??? ???  ??? ?? StreamMapLine("load_tutorial_dds")




("RTR_PARKING1_00"),("RTR_MISSIONEND1_00"),("RTR_ARROW_00")




("RTR_POUTA1_00"),("RTR_FI4_00")




("RTR_BO1_00"),("RTR_IT1_00"),("RTR_IR1_00"),("RTR_CD1_00")


 




?  ??? ?  ???   ??? ???????

#89 January 22, 2012, 08:41:57 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
?  ??? ??????  ??? ?  ??? ???  ??? ?? ? ??  ???  ??  ??? ????  ??? ??!