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Messages - AlphaTech

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31
Modding Questions/Help Archives / Re: Attacks prep vs prep?
« on: February 29, 2016, 10:26:16 AM »
Code: [Select]
PedSetTypeToAttitude(1,2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7,8,9,10,11,12,13)
PedSetTypeToAttitude(2,2)

That's not even a valid function and those arguments are wrong for the function I think you were trying to use.

PedSetTypeToTypeAttitude is the function that sets ped faction attitudes, PedSetTypeToAttitude doesn't exist. PedSetTypeToTypeAttitude takes 3 arguments: faction who's attitude is being set, faction it is being set towards, and the attitude id (0-4).

You have the right idea sort of since factions can not "love" (attitude 4) each other if they are fighting (otherwise their attacks don't connect), however I am fairly certain that peds of the same faction still can not attack each other.

My bad I just wrote whatever not thinking but members of the same faction can indeed attack each other.

32
Modding Questions/Help Archives / Re: is this possible?
« on: February 28, 2016, 09:48:22 PM »
Easy set buttons to the beginning of a fight then when the amount = set amount start the fight so.

Code: [Select]
function MissionSetup()
BettingGame = false
PedCRTEXYZ(Ted)
PedCRTEXYZ(Johnny)
end

function BetCounter()
if Money = false and ButtonIsPressed( 8,0) then
("Text : 2.00$ Slot for bet.")
Money = true
end


function BettingStart()
if BettingGame = false and PedIsValid(Ted)
("Text : Set your Bet")
PedAttack(Ted,Johnny)
PedAttack(Johnny,Ted)
BettingGame = true
end

function BettingGameFinish()
if BettingGame = true and PedIsDead(Ted)
BettingGame = false
("Text : U lost 2.00$ stupid fgt m8.")
end

33
Modding Questions/Help Archives / Re: Attacks prep vs prep?
« on: February 28, 2016, 09:34:30 PM »
Code: [Select]
PedSetTypeToAttitude(1,2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7,8,9,10,11,12,13)
PedSetTypeToAttitude(2,2)

34
Modding Questions/Help Archives / Re: Help me with this if you guys can
« on: February 28, 2016, 09:30:12 PM »
I use 64 bit also, it usually runs a little better on the 64 then 32. Their was less lag's and crashes for me. Try installing the Microsoft updates or Microsoft Packs, I can't remember which but go to Miccrosoft.com

35
Bully Modding Archives / Re: Modder Team
« on: February 28, 2016, 09:26:18 PM »
Well when I return their will be plenty of projects I have to work on. If anyone wants to join me no problem.

36
Bully 1 Discussion / Re: Gary
« on: February 23, 2016, 10:17:48 PM »
Nope not possible without mods.

37
Bully Modding Archives / Re: Returning To Modding
« on: February 19, 2016, 06:54:13 PM »
Well I am about to come back from my trip so i'll get back to modding. I won't be using my desktop though it has some errors with the windows which wont let me log in. I tried everything from getting a new version of windows 7 64 bit installed to a new HDD but it just wont work anymore. Something is up with the hardware and software which a 1TB RPM HDD wont install a new version of windows. It keeps saying "error windows not installed restarting". Maybe I just need a whole new HDD port in general but that's gonna take a while.

38
Bully 1 Discussion / Bully's Ingame Story
« on: February 18, 2016, 07:02:43 PM »
Bully's story the one thing we actually get to play ingame. Now after all the missions here are somethings that just didn't make complete sense or was a rushed idea.

Chapter 1 - Bullies
In the beginning it made some type of since as Jimmy just arrived and since Jimmy is the new kid the bullies harass him. Now here is when things get weird. Gary decides to betray Jimmy because he becomes more psychotic.

The main argument is, the bullies are already after Jimmy so what would be the point of Gary making Russell fight him.

The next point is Pete didn't try to convince Gary of anything or trying to stop the figt. So many things get confusing after chapter 1.

Chapter 2 - Preppies

Okay to my understading the preppies don't have a rivalry with Jimmy. Gord introduces himself but the two have a bad start. So after Gary suddenly just tells Tad Jimmy did XYZ Tad gets angry and the preppies fight Jimmy. What's confusing is why would Tad even believe him? Why didn't Rockstar have Gord and Jimmy start a rivalry after their meeting each other I haven't a clue.

Chapter 3 - Greasers
Johnny only had rivalry with the preppies because of their social statuses. Johnny fighitng Jimmy is somewhat rushed and not even thought of correctly which is pretty much horrible writing.

Chapter 4 - Nerds/Jocks
Okay Jimmy fighting the nerds is pretty stupid in itself. Rockstar had to know this. The whole beginning of chapter 4 can be said to be a filler because Jimmy already had a good social standing with them.

Jocks - The jocks story was somewhat uniqe but could of been developed more. Ted could've had a better role in the story then just showing up at the last mission. I guess Rockstar just said a couple of kids fighting throwing highly explosive footballs is fine.

Chapter - Dropouts
Edgar had no real reason of fighting Jimmy in the beginning. I don't even want to hear oh Gary did blah blah. Besides Gary which didn't even have to be in the story in the first place. Why didn't Edgar just help Jimmy in the first place?

Final Chapter
Jimmy vs All Clique Leaders
Jimmy vs Earnest - Not well thought of pretty uselss fight. Why would Earnest even think of listening to Gary again?
Jimmy vs Derby - Necessary but not thought of correctly. Derby could've just went about his own terms of rulling the school if he wanted to he had the money. I still think Derby could've been a uniqe villian at the ending of the game.
Jimmy vs Johnny - Useless, no need to explain.
Jimmy vs Ted -Could've been thought of better.
Jimmy vs Gary - The ending fight was a contradictory to the actual story. Why would Gary do all this madness if he already had the school? Why didn't the cops just bust threw the gates and stop the fighting their could've been serious injury. Their was 80% of the story missing that was said during the final confrintation.

I always thought of bringing this up. Bully is a good game but the story isn't well thought of. A five year old could've done better.

40
Bully Modding Archives / Re: Returning To Modding
« on: February 12, 2016, 11:22:03 PM »
Remember LUA is case sensitive guys. ImportScript and Importscript are two different things. Make sure to ImportScript.

Also remember ImportScript expects the name of the compiled .lur file, but with a .lua extension. For example if you have "my mod.lua" and you compile to "mod001.lur" and you want to import it, you should do ImportScript("mod001.lua").

Obviously it didn't take me two seconds to figure that out. Another way to setup a better running mission is to seperate its scripts. I noticed that combining plenty scripts at once can make it harder for you to fix an error ingame. "The name of the files I am speaking of."

Once I was doing a test mission to see if I could force the game to start a mini game. I made a little zombie hoard where it starts at 6 then so on and so fourth.

I noticed when jumbling everything it would always glitch and freeze somewhere but when seperating them it usually fixed this. So every round I did 6+ zombies plus a round which after round 24 it crashes.

What I did was use ImportScript to get spawn values each time 6 peds get knocked out. This is a good way to create mini games or want a mission where 24+ characters are coming at you. What I noticed though is that after 40+ spawns the game starts to lock peds off targets sometimes attack each other lol the game gets  crazy.

One thing though when creating a table or kill table how would a set the ped values?

Would it be
if AllPedsDead(zombies) and MiniGame = true then
Minigame = false
end

So the value for zombies would what? If I could explain better lets say. How would I let the game know the value of ped knockouts without writing a bunch of script.

I wrote over 24 pedisdead when I did that minigame what is the easier way lol.

41
Bully Modding Archives / Re: Returning To Modding
« on: February 12, 2016, 02:13:00 AM »
Importscript works for me you can check in my Petes Missing mod and see it run the other .lur inside the scripts.img and dir. I usually see this as overwritting a script without delay or crashes.
Code: [Select]
Importscript("BossHealth.lua")
ImportScript("Ped Spawns.lua")
ImportScript("BossStyles.lua")
ImportScript("Animations.lua")
ImportScript("FailValue.lua")
ImportScript("WinValue.lua")

Some imports that I did in the past worked perfectly.

42
Bully Modding Archives / Re: Returning To Modding
« on: February 10, 2016, 09:00:42 AM »
It's only temporary inactivity it'll start back up soon enough if you notice the guess count it is still active.

43
Chapter 2 / Re: Boxing Challenge
« on: February 06, 2016, 01:19:54 PM »
Meh, I hated doing it on the Wii version, it made my arms tired.

Maybe it was better on PS2, but it's been so long since I played that I can't remember.  8)
it was a breeze on the pc

Not in my game I beefed the pedstats and now it takes forever to beat Derby.

44
Bully Modding Archives / Re: Returning To Modding
« on: February 06, 2016, 01:06:15 PM »

45
Bully Modding Archives / Re: Returning To Modding
« on: February 04, 2016, 09:06:19 AM »
I lost my LUA folder :(

See its the samething with me I lost all my lua files and may have to make all mods from scratch.

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