Bully-Board

Bully Modding Section => Script Modding => Topic started by: SHAPADO1245 on February 22, 2021, 09:18:50 PM

Title: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 22, 2021, 09:18:50 PM
I have working in a mission in this topic:  https://bully-board.com/index.php?topic=25723
And here I gonna upload each test source code.

Just go to the most current link that I sent on this topic and download the source code. And if you have any tips, you can send here on this topic.

The oldest source codes i gonna delete. So you will not gonna able to download.


Current Source Code: http://www.mediafire.com/file/9pdvbm1tj84pkc1/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 23, 2021, 04:36:44 AM
I saw a problem when you lose in the mission, which would be when you are knocked down, it is impossible to lose the mission because even if you have 0 life "You Passed" will appear in the end. If anyone has a solution for this you can give me a reply.
You pass the mission because you included "MissionSucceed()" in MissionCleanup.
Remember that MissionCleanup runs after you beat/fail a mission.

I also looked into Johnny's A-pose issue, you need to lo load "G_Striker".
Code: [Select]
LoadAnimationGroup("G_Striker")Darby works as is, so this is pretty much the only animation group you need to load for your script.
No need to touch ide.img, if you messed with it just to load his animations.

Also, question:
What are the Attitude.dat and PedPop.dat for?
They do stuff that has nothing to do with your mission. Not sure why you included them.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 23, 2021, 11:17:03 AM
I saw a problem when you lose in the mission, which would be when you are knocked down, it is impossible to lose the mission because even if you have 0 life "You Passed" will appear in the end. If anyone has a solution for this you can give me a reply.
You pass the mission because you included "MissionSucceed()" in MissionCleanup.
Remember that MissionCleanup runs after you beat/fail a mission.

I also looked into Johnny's A-pose issue, you need to lo load "G_Striker".
Code: [Select]
LoadAnimationGroup("G_Striker")Darby works as is, so this is pretty much the only animation group you need to load for your script.
No need to touch ide.img, if you messed with it just to load his animations.

Also, question:
What are the Attitude.dat and PedPop.dat for?
They do stuff that has nothing to do with your mission. Not sure why you included them.

Thank you SimonBestia
All issues have been fixed.

Current Source Code: http://www.mediafire.com/file/1ok297pkjyzqhzx/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 23, 2021, 12:55:46 PM
Current Source Code: http://www.mediafire.com/file/qrdfphislmmkm41/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 23, 2021, 04:39:08 PM
If someone know a code to change the jimmy's model like: a jimmy with Bif Taylor model. Like "Bif's Revenge".

Please send me a reply here.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 23, 2021, 04:48:26 PM
Code: [Select]
PlayerSwapModel("NAMEOFPEDMODELINIDE")Keep in mind that'll change the fighting style as well, so you should manually change Jimmy's style after you swap the model.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 23, 2021, 11:43:46 PM
Look, I have some ideas, One of them would be to recreate the "Fighting Johnny Vincent" and the "Dishonorable Fight" using LUA Script, but one of the things I don't know is for example: Making that animation when johnny loses his bike (In Fighting Johnny Vincent). I don't know how to use this animation on the mission. If anyone knows please teach me on reply. Thanks  :D
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 24, 2021, 02:20:14 AM
Check 3_B.lur.
The code is there.

I took some from there when recreating the mission for my Recreated missions series.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 24, 2021, 10:47:43 AM
Check 3_B.lur.
The code is there.

I took some from there when recreating the mission for my Recreated missions series.

But if I just load a 3_B.lur in the ArcRace1.lur it's not gonna be so good, because i want to change the johnny and jimmy health. And I can't do that if I load the mission 3_B.lur. Is there any way to get an animation from 3_B.lur and put it in ArcRace1.lur?
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 24, 2021, 11:36:07 AM
I meant to check its source.
Can't really get into Bully modding without even checking how the R* did their stuff.
https://bully-board.com/index.php?topic=25703.0
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 24, 2021, 04:57:43 PM
I meant to check its source.
Can't really get into Bully modding without even checking how the R* did their stuff.
https://bully-board.com/index.php?topic=25703.0

Ok man thanks, after 3 hours I have done what I need. Thanks :laugh:

I need to repair some things, but I use this command:

Code: [Select]
UnpauseGameClock()
But don't work, like the clock still pause. If you know how to fix this, please send me a reply.
And if you see something wrong in this code please let me know. thanks for everything.

Test Source Code: http://www.mediafire.com/file/b2da134yqux10rl/Test_Source_Code.lua/file
(this source code is diferent of the others, because this is a test source code)

EDIT: I don't know how to use this command:
Code: [Select]
PedSetDamageTakenMultiplier()I search and I have found nothing if you know something please let me know.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 24, 2021, 05:51:46 PM
Not sure why UnpauseGameClock isn't working.
Never really had an issue with it.

PedSetDamageTakenMultiplier works like this:
Code: [Select]
PedSetDamageTakenMultiplier(TypeOfDamage, MultiplierAmount)Type of damage can be a number between 0 and 3, and it's the type of damage (melee, ranged, etc). I don't actually know which number is which.
Multiplier amount is self-explanatory.
Just look up functions you don't recognise in the decompiled scripts.

Script-wise, there are several issues I'm noticing.
You added several things that don't do anything. Don't put anything you don't know what does.
Look at the decompiled scripts carefully, and don't just copy-paste, especially since not everything is decompiled properly.
For example:
Code: [Select]
l_0_19 =
l_0_18 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)
This is wrong because the decompiler got confused. It's supposed to be:
Code: [Select]
l_0_18, l_0_19 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 24, 2021, 07:19:00 PM
Not sure why UnpauseGameClock isn't working.
Never really had an issue with it.

PedSetDamageTakenMultiplier works like this:
Code: [Select]
PedSetDamageTakenMultiplier(TypeOfDamage, MultiplierAmount)Type of damage can be a number between 0 and 3, and it's the type of damage (melee, ranged, etc). I don't actually know which number is which.
Multiplier amount is self-explanatory.
Just look up functions you don't recognise in the decompiled scripts.

Script-wise, there are several issues I'm noticing.
You added several things that don't do anything. Don't put anything you don't know what does.
Look at the decompiled scripts carefully, and don't just copy-paste, especially since not everything is decompiled properly.
For example:
Code: [Select]
l_0_19 =
l_0_18 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)
This is wrong because the decompiler got confused. It's supposed to be:
Code: [Select]
l_0_18, l_0_19 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)

Ok thanks to the decompiler thing its gonna be very useful, and about the PedSetDamageTakenMultiplier I have searched about his brother "PedSetDamageGivenMultiplier" and I figured out how to change the melee damage if you put:

Code: [Select]
PedSetDamageTakenMultiplier(2, 1)
It's gonna change the melee damage.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 25, 2021, 12:12:36 PM
When I use the:

Code: [Select]
CameraMagnetizing = CameraSetXYZ(-746.11, -606.71, 4.66, -745.8, -608.80, 5.44)
But after this the camera frozen in this place.
How I put camera back to normal?
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 25, 2021, 03:07:16 PM
Not sure why you would give that a name, but anyway, you use CameraReturnToPlayer().
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 25, 2021, 06:30:53 PM
SPOILER ALERT
In this code something in HardJohnnyMagnetized function is crashing the game after 3 hours i don't know why this is crashing:
Code: [Select]
HardJohnnyMagnetized = function() -- Self-Explanatory

PedStop(johnny2) -- Self-Explanatory
PedSetAsleep(johnny2, true) -- I think is: Paralyze the johnny (he can't walk or fall)
PedDestroyWeapon(johnny2, 418) -- I think is: Destroy the leadpipe.
PedSetFlag(johnny2, 13, false)

PedSetActionNode(johnny2, "/Global/Vehicles/Bikes/ScriptCalls/3B_johnnyVincent/Magnetized", "Act/Vehicles.act") -- Make a animation
SoundEmitterEnable("MagnetHum", false) -- Magnetism sound

l_0_18, l_0_19 = CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90) -- I think is: Detect when the johnny is under of the magnet.

PAnimFollowPath(l_0_18, l_0_19, PATH._3_B_LEAD_PIPE_PATH, false) -- I think is: the path of the leadpipe animation.
PAnimSetPathFollowSpeed(l_0_18, l_0_19, 3.5) -- I think is: the speed of animation.

-- { The script will keep the camera at the Johnny wait this animation ends. (Johnny's Bike being magnetized)
repeat

-- {
if PedGetHealth(gPlayer) > 0 then
CameraSetXYZ(-746.11, -606.71, 4.66, -745.8, -608.80, 5.44)
PedFaceXYZ(gPlayer, -745.8, -608.80, 5.44)
PlayerSetControl(0)
else YouLost3 = 1
end
-- }

until not PedIsPlaying(johnny2, "/Global/Vehicles/Bikes/ScriptCalls/3B_johnnyVincent", true)
-- }

if YouLost3 == 1 then
MissionCleanup()
else Wait(0)
end

PlayerSetControl(1)
CameraReturnToPlayer()
PedSetAsleep(johnny2, false) -- I think is: Now johnny can walk and fall
HardF_BigBattle()

end

HardJohnnyInTheBike = function() -- Self-Explanatory

johnny2 = PedCreatePoint(23, POINTLIST._3_B_JOHNNY_SPAWN) -- Spawn Johnny
bike = VehicleCreateXYZ(282, POINTLIST._3_B_JOHNY_BIKE_SPAWN) -- Spawn Johnny's Bike
x, y, z = VehicleGetPosXYZ(bike)

verification = 0 -- If is 0 that means that it hasn't been magnetized yet.

PedSetHealth(l_0_16, 500)
PedSetWeaponNow(johnny2, 418, 1) -- Give the Leadpipe to Johnny
PedSetActionTree(johnny2, "/Global/G_johnny", "Act/Anim/G_johnny.act") -- Johnny moves
PedShowHealthBar(l_0_16, true, "3_B_JOHNNY_HEALTH", true)

-- { I honestly don't know what this does:
VehicleSetEntityFlag(bike, 41, true)
VehicleBikeForceBoundingSphereUpdate(bike, true)
PedPathNodeReachedDistance(johnny2, 2.5)
PedOverrideStat(johnny2, 33, 100)
PedOverrideStat(johnny2, 34, 0)
PedOverrideStat(johnny2, 24, 50)
PedSetFlag(johnny2, 107, true)
PedSetDamageTakenMultiplier(l_0_16, 3, 0.20000000298023)
PedSetDamageTakenMultiplier(l_0_16, 0, 0.30000001192093)
PedIgnoreStimuli(johnny2, true)
-- }

PedLockTarget(johnny2, gPlayer)

Wait(100)

PedPutOnBike(johnny2, bike)

-- { Basically force Johnny be magnetized after he spawns.
if x == -745.6669921875 and
y == -611.57397460938 and
z == 3.996789932251
then
verification = 1
HardJohnnyMagnetized()
else VehicleSetPosXYZ(bike, -745.6669921875, -611.57397460938, 3.996789932251)
HardJohnnyMagnetized()
end
-- }

end

Test Source Code = http://www.mediafire.com/file/6firpq8er7ra00g/Test_Source_Code.lua/file

EDIT: I solve the problem, when I release the 0.2 version I gonna post here the Source Code
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 26, 2021, 12:14:47 AM
Darby and Johnny BOSS BETA Mission v0.2.0: https://bully-board.com/index.php?topic=25723.0
Source Code with SPOILERS

Current Source Code: http://www.mediafire.com/file/0r5f7531jgxngxj/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 26, 2021, 01:58:19 PM
In "The Myth", when Darby and Johnny spawns (Boss Battle) we have this effect in the screen like in the image, how put this in a mission?
If anyone knows, please let me know in a reply.

EDIT: if you know how to do a laughter taunt. It's gonna help me alot.


(https://lh4.googleusercontent.com/mIhXW3jpuA-tbc8GusEeAecNYglcC40IzFRPKERzas2_2dGUWV3qPVvwfLfeZv-fUvpWgVJJuMzQG4twDsLNlrzFvoCBryyMqm8qu6SWh1ZFEj06ZPq_JpzC2dygeltfcQ=w1280)
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 26, 2021, 02:59:07 PM
For The Myth I just use The Gym Is Burning's burning screen effect.
It's Open-Source, so you can see it yourself.
Code: [Select]
EffectSetGymnFireOn(true/false)
Not sure what you mean by laughing taunt.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 26, 2021, 10:42:27 PM
For The Myth I just use The Gym Is Burning's burning screen effect.
It's Open-Source, so you can see it yourself.
Code: [Select]
EffectSetGymnFireOn(true/false)
Not sure what you mean by laughing taunt.

https://youtu.be/dBaQphzLmcE

Here is the animation.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 27, 2021, 03:24:44 AM
It should be this:
Code: [Select]
"/Global/Ambient/Reactions/HumiliationReact/Laughing/Guy_Laugh/Laugh02", "Ambient.act"
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 27, 2021, 04:10:45 PM
Darby and Johnny BOSS BETA Mission v0.2.1: https://bully-board.com/index.php?topic=25723.msg412406#msg412406
Source Code with SPOILERS

Current Source Code: http://www.mediafire.com/file/kbev9i5r5bjssf7/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 27, 2021, 06:23:27 PM
In the Deshonorable Fight, the door of 2nd floor don't open, this is a function? How use that? can be used in any door?

If anyone know please send me a reply.

 :wub:

EDIT: if you know how put that cutscene: www.youtube.com/watch?v=zK8zpbBFVNA#t=6m34s. Please let me know in a reply
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on February 28, 2021, 03:37:28 AM
Doors can be locked/unlocked with AreaSetDoorLocked(NameOfDoor, true/false).
Cutscenes can be played with PlayCutsceneWithLoad("CutsceneID")

Most of the recreations I made are open-source.
You can find them on my Github.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on February 28, 2021, 08:47:20 AM
Doors can be locked/unlocked with AreaSetDoorLocked(NameOfDoor, true/false).
Cutscenes can be played with PlayCutsceneWithLoad("CutsceneID")

Most of the recreations I made are open-source.
You can find them on my Github.

Ok, I have a video of the mod 0.2.1 (The Newest) with some other thigs.
SPOILER ALERT: https://bully-board.com/index.php?topic=25726.msg412414#msg412414

EDIT: I just realize now, I don't know the name of the 2 doors of the Deshonorable Fight to use the AreaSetDoorLocked(NameOfDoor, true/false)  :blank:
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on March 01, 2021, 02:54:00 PM
Darby and Johnny BOSS BETA Mission v0.2.2: https://bully-board.com/index.php?topic=25723.msg412418#msg412418
Source Code with SPOILERS

Current Source Code: http://www.mediafire.com/file/6x3mhgb83c2bs5m/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on March 01, 2021, 02:58:28 PM
Doors can be locked/unlocked with AreaSetDoorLocked(NameOfDoor, true/false).
Cutscenes can be played with PlayCutsceneWithLoad("CutsceneID")

Most of the recreations I made are open-source.
You can find them on my Github.

I mean, I don't know how get a name of a door. If you know please send me a reply

EDIT: In the image you see Damon alive but in the ground, what's the name of this is a animation? How I force a ped to do this animation? This use PedSetActionNode?. If you know something about it please send me a reply.  :wub:

EDIT2: KKKK I want to know this animation too: https://www.youtube.com/watch?v=oJqf4uY2WIE. If you know something please send me a reply

(https://lh6.googleusercontent.com/_d-gljiK-KOWdcLZPtkCDxRBqVnFH3nz_57Yej-QYY3ztgj8_uqMBPWc2izXuTrS9rtLS1zJtHndHG_byNt_vWDd0ws0_rGvrRfrTTuw5nx7DgFqDXifrQlz6tqN8rDVUQ=w1280)
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on March 04, 2021, 05:55:21 PM
Darby and Johnny BOSS BETA Mission v0.2.3: https://bully-board.com/index.php?topic=25732.msg412437#msg412437
Source Code with SPOILERS

Current Source Code: https://www.mediafire.com/file/raituzb3zf6fl4y/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SimonBestia on March 05, 2021, 02:37:37 AM
Door names can be found in Trigger.img.
Your only point of reference are the coordinates they're at, so try looking for a generic term with Notepad and teleport to its coordinates to see if that's the door you need.

There is no image with Damon so I don't know what you're referring to.
Title: Re: Darby and Johnny BOSS BETA betas source codes
Post by: SHAPADO1245 on March 13, 2021, 10:23:19 PM
I already find the animation of Damon so I delete the image and forget to delete the text.

But now I need a vomit animation, but it can't be Kirby's animation in the "Big Game" mission. If you find another vomit animation please send me a reply  :wub: