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April 30, 2012, 12:42:16 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I just made a script that allows to travel in time from Tutorial to Mission 6. Time travelling paradox occured, there were two Tommys and you were able to control both in a same time  


 




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#1 April 30, 2012, 12:48:49 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Very interesting find.

#2 April 30, 2012, 12:57:42 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I just used changemission command and set MISE06-AUTODROM;start13 as destination point. I think it will work in every mission, where there's a Player in Object definition.

#3 April 30, 2012, 01:01:27 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Haha nice video vapno92. The funniest thing was to drive a car by Tommy-worker :lol:


 


 




Do you think time travel is possible in the last chapter ? I mean a travel to a gallery :cheer:

#4 April 30, 2012, 01:03:28 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Yes i know.But you need to add things such as detector_waitforuse etc..Because if you dont it will change your mission in a moment when you play the original one.




This "two players" thing will work only in a mission where there is Tommy already such as salieri bar,Sara mission.

#5 April 30, 2012, 01:07:12 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Everything is possible, I'm now trying to figure out, how change_mission function works. You can type only name of the mission (then mission just start from beginning), or you can type also point where exactly in mission you must appear after loading it (used for example in trasition from countryside to city). There is also a number, by I don't know meaning of that number  <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20">




change_mission "mise07-saliery", "", -1

#6 April 30, 2012, 01:14:30 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
To select a place where to spawn you must create one in Bscript insert-"other"




Than just place it in the map you wish to spawn in MWE.(The map which will be the destination)




The number "07" has nothing to do with it.Its just a number of the saliery bar in certain mission.In this case the seventh mission.


 




So the proper script should look like this -


 




dim_act 1




dim_flt 1




findactor 0,"Tommy"


 




label 101




detector_waitforuse




commandblock 1




freeride_scoreadd 1




freeride_scoreget 0




setmissionnumber flt[0]




change_mission "MISE04-SALIERY","load z TUTORIAL",1




commandblock 0


 




You must create something like "load MISE04-SALIERY" in Tutorial.Than create this spawn point ive talked about earlier in MWE in the mission you wish to spawn in this case it is MISE04-SALIERY.And it is important to call it "load z TUTORIAL".Thats the place where the player will be spawned from Tutorial.




So the script works like this




1:Change mission to MISE04-SALIERY




2:place the player in "load z TUTORIAL"

#7 April 30, 2012, 01:19:43 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
This is exactly what I did in my Accessible Main menu room modification.




I just don't understand meaning of this number




change_mission "mise07-saliery", "", -1

#8 April 30, 2012, 01:32:08 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thanks for explanation, guys. I also found another "funny video", this is when I was learning, how to apply animations and actions for characters.









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#9 April 30, 2012, 03:36:49 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
QuoteThanks for explanation, guys. I also found another "funny video", this is when I was learning, how to apply animations and actions for characters.






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LOL nice 1

#10 April 30, 2012, 08:10:20 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Nice video, vapno92 :cheer:

#11 April 30, 2012, 08:40:53 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
By the way, Main menu room mod is already downloadable. Check that topic about it  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">

#12 May 06, 2012, 09:13:50 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Which non-playable places are you going to place in your mod (apart from "a little piece of Empire Bay"  <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20">  )