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Messages - RBS ID

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1
Mod Releases / Re: Selector Mod
« on: July 22, 2023, 12:54:02 PM »
If you have DSL installed, change the allow system access value to "true" (without the double quotes) in the DSL configuration file. Also change the value below it.

2
I made a mod like that kind of things. You can check at my Pastebin, https://pastebin.com/nGiqN782

3
You need to randomize the  'i'  variable again everytime you want to play the animation.

if blabla then
  blablabla
  ii = math.random(table.getn(array))
  PlayAnim(array[ii][1], array[ii][2])
  blblabla
end

4
Modding Questions/Help / Re: Crashed when trying to load a savegame
« on: May 19, 2022, 08:02:45 PM »
I don't know, XD.

Maybe the anim group that I load is almost close to the maximum of anim group load limit on AE.

5
Modding Questions/Help / Re: Crashed when trying to load a savegame
« on: May 19, 2022, 07:48:46 AM »
YOO, I Finally solve the problem.

After hours sitting in front of monitor, trying to figure out what's the problem is, turns out the problem is in animation group. I'm too much load the animation group.

AAaarggh.

6
Good find.

I use this to implement the button is being held down. But since you found this, maybe I'll use that function in my scripts instead of this below method.
Code: [Select]

T_BUTTON = function()
  repeat
    Wait(0)
  until SystemIsReady()
  _G.gButton = {}
  for i = 0, 15 do
    gButton[i] = {beingPressed = false, pressed = false, beingReleased = false}
  end
  while true do
    Wait(0)
    for i = 0, 15 do
      if GetStickValue(i, 0) == 1 then
        gButton[i].beingPressed = true
        Wait(1)
        gButton[i].beingPressed = false
        while GetStickValue(i, 0) == 1 do
          Wait(0)
          gButton[i].pressed = true
        end
        gButton[i].beingReleased, gButton[i].pressed = true, false
        Wait(1)
        gButton[i].beingReleased = false
    end
  end
end

gButton_Thread = CreateThread("T_BUTTON")


-- Usage & example:
if gButton[6].pressed then
  MinigameSetAnnouncement(tostring(GetTimer()) .. "\n", true)
end


7
Modding Questions/Help / Re: Crashed when trying to load a savegame
« on: May 17, 2022, 07:23:23 AM »
No, I mean that  'shared'  variable is declared in util.lur by default. I'm not really modify that file.

8
Modding Questions/Help / Re: Crashed when trying to load a savegame
« on: May 16, 2022, 08:17:18 PM »
I'm making Selector Mod for AE version. You can check my YouTube, RBS ID.

I'm storing all resources like ped model ids, clothes model name, etc & even functions too in the game's script variable called shared (declared in util.lur), is that good or even worse? Should I not put the functions too in that variable?

9
Modding Questions/Help / Re: Crashed when trying to load a savegame
« on: May 14, 2022, 06:56:37 AM »
Of course it'll work normally. It only happen when I try using my mod.

10
Modding Questions/Help / Crashed when trying to load a savegame
« on: May 13, 2022, 08:26:22 AM »
Hello, can someone help me?

I'm making a mod for Bully AE, everything is fine in gameplay, but when trying to load a savegame, the game crashed. How to prevent that? Is it because of my mod is too big? Creating too many threads? Or what?

11
Bully Modding / Sorting table (array)
« on: May 01, 2022, 06:28:56 AM »
Sorting 1D array:
Code: [Select]
a={'i', 'o', 'a', 'e', 'u'}
table.sort(a)
for _, v in ipairs(a) do
  print(v)
end

Sorting 2D array:
Code: [Select]
G = {}
for k, v in pairs(_G) do
  G[#G+1] = {tostring(k), tostring(v)}    -- #G  is basically just a new syntax of table.getn(G), this # operator doesn't available in Bully's Lua v5.0.2
end
table.sort(G, function(a, b)
  return a[1] < b[1]
end)
for _, v in ipairs(G) do
  print("Key: " .. v[1] .. "\nValue: " .. v[2] .. "\n")
end

Try the code in this site: lua.org/demo.html

13
Modding Questions/Help / Re: DeletePersistentEntity not work
« on: April 13, 2022, 01:44:42 AM »
CreatePersistentEntity  returns 2 value, the object index & the object itself/type/geometry(or something like that), so it must have 2 variable that assign to this function, example:
    local objIdx, obj = CreatePersistentEntity(bla, bla, ...)

DeletePersistentEntity  also takes 2 arguments, example:
    DeletePersistentEntity(objIdx, obj)

You can see the usage of those functions in decompiled 1_06_01.lur.

14
Modding Questions/Help / Re: Move Prop
« on: April 12, 2022, 09:41:03 AM »
There's no function to move prop position, only  delete  &  create .

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