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Mod Releases / Re: Mod Ide By: Bully Modder
« on: December 31, 2015, 01:56:10 PM »
Maybe you can edit all fighting styles of all the characters in this game .. so this time can you switch fighting styles Earnest boss of nerd become J_melee_a
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did you learn about ide.img tutorial in some topicjust give me if u have it in ide.img and yes i want him to use his full boss style and his sledgehammer. i know how to do it in lua but i want it on ide.imgdoes anyone has norton,mascot and russell's boss style from ide.img? i want it on freeroam. help me out if this is possibleif style mascot boss I do not have it . but if you want to have a boss style norton, norton it will continue to use his hammer. if you are sure if norton using hammers continue ?
does anyone has norton,mascot and russell's boss style from ide.img? i want it on freeroam. help me out if this is possibleif style mascot boss I do not have it . but if you want to have a boss style norton, norton it will continue to use his hammer. if you are sure if norton using hammers continue ?
From what I know, it is not usable for the player, plus, you could easily get it anyway by editing STAT_P_STRIKER_A as it is simply.... a edit of P_Striker_A with higher evade, attack and block frequency. You can set that stats to the player (While using P_Striker_A style, if you want).In this topic I did not ask anything about p_striker_a please provide the appropriate answers to the question.Code: [Select]PedSetStatsType(gPlayer, "STAT_P_STRIKER_A")
And about the evades, you could either use AI (Which is the only known way so far to get both evades.) or you can try to find the complete node paths.
Good luck.
ImportScript("\\Library\\LibTable.lua") -- imports the LibTable library
ImportScript("\\Library\\LibPed.lua") -- imports the LibPed library
local l_0_0 = false
MissionSetup = function() -- basic mission setup function which is used in almost all bully scripts
local l_1_0 = 270 -- X coords
local l_1_1 = -110 -- Y coords
local l_1_2 = 6.4000000953674 -- Z coords
PlayerSetHealth(200) -- gives the player 200 health
AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
end
MissionCleanup = function()
end -- end statement
main = function() -- Main mission function
LoadAnimationGroup("J_Grappler")
repeat
F_Strafe()
Wait(0)
until l_0_0 ~= false
Wait(3000)
MissionSucceed()
end
F_Strafe = function()
if IsButtonPressed(10,0) and IsMoving() and not isStrafing and not PedIsValid(PedGetGrappleTargetPed(gPlayer)) then
PedSetActionNode(gPlayer,"/Global/J_Grappler_A/Default_KEY/ExecuteNodes/LocomotionOverride/Combat/CombatBasic","Act/Anim/J_Grappler_A.act")
isStrafing = true
elseif (not IsButtonPressed(10,0) or not IsMoving()) and isStrafing and not PedIsValid(PedGetGrappleTargetPed(gPlayer)) then
PedSetActionTree(gPlayer,"/Global/J_Grappler_A","Act/Anim/J_Grappler_A.act")
isStrafing = false
elseif isStrafing then
local x,y,z = PedGetPosXYZ(PedGetTargetPed())
PedFaceXYZ(gPlayer,x,y,z)
end
end
"/Global/P_Striker_B/Defense/Evade/EvadeBack/EvadeBack", "act/anim/P_Striker_B.act"
"/Global/Ambient/MissionSpec/FireMan/LookAround","Act/Anim/Ambient.act"Maybe I can Try the node