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Topics - AfterLife

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31
Mod Showroom / Amazing Mod v1
« on: March 01, 2015, 04:41:55 AM »
I was out of titles.

It includes the good nodes that I found.

https://www.youtube.com/watch?v=KGSClLSOxhI&list=UUac0uDGYrlUInKukr0lZOaw

My next post here will be the modified B_Striker_A.

32
Mod Showroom / Semi J_Mascot
« on: February 28, 2015, 10:31:02 AM »

33
Modding Questions/Help Archives / J_Grappler first punch
« on: February 27, 2015, 07:58:57 AM »
How can I do the J_Grappler first Gut Punch without changing the AI?

34
Modding Questions/Help Archives / Spawning Leaders
« on: February 26, 2015, 08:18:48 AM »
How do I spawn clique leaders with their respective full boss styles with LUA?

35
Modding Questions/Help Archives / Replay Missions
« on: February 20, 2015, 08:03:19 PM »
Is it possible to replay missions? With modding of course. If yes, how?

36
Mod Showroom / Johnny Vincent's Beta Strafe
« on: February 19, 2015, 11:21:54 PM »

37
Mod Showroom / Prep Mix
« on: February 18, 2015, 08:22:25 PM »
First of all, I did this out for boredome, I'am very out of ideas for mods.

Moves:
P_Grappler_A kick
P_Striker_A Shoulder Barrage
P_Striker_B 3 Strikes + Jump back
P_Grappler_A RightCross Combo
BOSS_Darby 6 Hit Combo

These are ALL I can add, I wanted to add more but the problem is the lack of buttons to use, which sucks. I mean I could add more moves but the controls will suck, feel unnatural and annoying.

https://www.youtube.com/watch?v=lJdkC0JaNig&feature=youtu.be




38
Bully Modding Archives / Sad News
« on: February 18, 2015, 03:11:20 AM »
I wanted to release a full Johnny Style with Haymaker (Johny Beta Kick), but it wasn't possible without removing the final G_Johnny 3 Hit Combo, I will still release tho, without his beta moves.

If anyone can teach me how to use it without Importing 2_B script, add me on xfire within 3 days : kami123450.

After 3 days, if no one can help, then I will release his style without Beta Moves.

39
Requests / J_Mascot
« on: February 16, 2015, 05:45:01 AM »
Well, I tried ways and means to get J_Mascot working with 1 node (Mascot Node). It works with Mascot AI, but very buggy and uncontrolable.

Can anyone teach, or rather give me a Full J_Mascot? if you can then add me on xfire kami123450.

40
Modding Questions/Help Archives / Need Help With Menues
« on: February 16, 2015, 05:19:17 AM »
Hi, so, can anyone teach me like, when I use a  menu, ex I using "style 1"

Then it will use:

blalbalba nodes

Then if I use "style 2" then it will use :

blaballad nodes

and disable the nodes from style 1, how to do that?

If anyone can teach me, add me on xfire

kami123450

41
Modding Questions/Help Archives / Game Crash
« on: February 14, 2015, 10:52:38 PM »
local size = table.getn

function main()
  Wait(500)
  LoadAllAnim()
  local moves = {
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/Backbreaker","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BodySlam","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/PowerBomb/Give","Act/Globals.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/Charge, Globals/Player.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge, Globals/Player.act"},
   {"/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act"},
   {"/Global/J_Damon/Offense/SpecialStart/StartRun, Act/Anim/J_Damon.act"}
  }
  repeat
    if PedIsPlaying(gPlayer,"/Global/Actions/Grapples/Front/Grapples/Hold_Idle","Act/Globals.act") then
      local move = math.random(1,size(moves))
     PedSetActionNode(gPlayer,moves[1],moves[move][2])
    end
    Wait(0)
  until not Alive
end

function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_Pbomb")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("TE_Female")
end

F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

My game crashes when I use this.

Originally made by DaBOSS but I edited it.

His release

local size = table.getn

function main()
  Wait(500)
  LoadAllAnim()
  local moves = {
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/Backbreaker","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BodySlam","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/PowerBomb/Give","Act/Globals.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/Charge, Globals/Player.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge, Globals/Player.act"},
   {"/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act"},
   {"/Global/J_Damon/Offense/SpecialStart/StartRun, Act/Anim/J_Damon.act"}
  }
  repeat
    if PedIsPlaying(gPlayer,"/Global/Actions/Grapples/Front/Grapples/Hold_Idle","Act/Globals.act") then
      local move = math.random(1,size(moves))
     PedSetActionNode(gPlayer,moves[move][1],moves[move][2])
    end
    Wait(0)
  until not Alive
end

function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_Pbomb")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("TE_Female")
end

F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

His release

http://www.bullymods.net/downloads.php?cat_id=15&download_id=118

42
Script Modding / Lua Help!
« on: February 13, 2015, 08:31:41 PM »
My eyes have been opened now ,I'll share everything I have with the community.

Code 1:

PlayerSwapModel

Code 2:

function Block()
   if IsButtonPressed(10,0) and IsButtonBeingPressed(12,0) and not PedIsValid(PedGetGrappleTargetPed(gPlayer)) then
      PedSetActionTree(gPlayer,"/Global/Player","Act/Player.act")
   elseif IsButtonBeingReleased (10,0)  and not PedIsValid(PedGetGrappleTargetPed(gPlayer)) then
      PedSetActionTree(gPlayer,"/Global/"..style,"Act/Anim/"..style..".act")
end
   end

Remember to add a new function at the lua script ex

Block()

That's all iI'll share today , hope I helped everyone.



43
Mod Showroom / Custom Style V1
« on: February 07, 2015, 08:16:17 AM »
Hmm... Here I will not say "My revoluctionary work" or something, as someone might say shit about me again.

https://www.youtube.com/watch?v=QgzcnqsIZ_c&feature=youtu.be

44
Modding Questions/Help Archives / My Final Question
« on: February 07, 2015, 05:54:15 AM »
Hi , I'm very out of ideas now and decided to make a custom style.

Can someone tell me how to operate J_Mascot? I have a code (I will send pricately) which is the first 2 hit only.

Can anyone teach me or send me a full one?


45
Mod Releases / ~RELEASE~Greaser Grappler Full Style
« on: February 03, 2015, 08:56:48 AM »
Found this mod while looking through my LUA folder , one of my old ones , so don't mind it as it isn't a good mod.

Everything (Controls etc) are all inside the readme.

http://www.mediafire.com/download/eun2c2y54laal2c/Greaser+Grappler+Full.zip

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