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Messages - Reath

Pages: [1] 2 3 4
1
Bully Modding Archives / Re: So uh... who's still active?
« on: January 11, 2016, 10:20:24 PM »
I'm around, even though I only post every 5 years months or so....
I haven't messed with Bully in... A while. I've been working on another project and stuff. Though there are a few things I might get back to eventually, probably, maybe. Unless someone else does it.
Back into the shadows!

2
TUTORIALS / Re: Triggering speech and setting Stats through Lua
« on: March 14, 2015, 11:36:38 PM »
Realth what code to speech insult?  :neen:
I think you mean these?
I don't know the other ped taunts, though.


Code: [Select]
JEER
TAUNT
PLAYER_JEER
PLAYER_TAUNT
PLAYER_TAUNT_AUTHORITY
PLAYER_TAUNT_BURN
PLAYER_TAUNT_DROPOUT
PLAYER_TAUNT_FLEE
PLAYER_TAUNT_GIRL
PLAYER_TAUNT_GREASER
PLAYER_TAUNT_HUMILIATE
PLAYER_TAUNT_JOCK
PLAYER_TAUNT_KO
PLAYER_TAUNT_NERD
PLAYER_TAUNT_PREP
PLAYER_TAUNT_VICTIM

3
TUTORIALS / Re: Triggering speech and setting Stats through Lua
« on: March 14, 2015, 07:34:21 PM »
What do you mean?

4
Script Modding / Re: LUA Nodes
« on: March 11, 2015, 10:11:55 PM »
Code: [Select]
"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick/HeavyKick/Grabknees/GV", "Act/Anim/G_Johnny.act"
"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick/HeavyKick/Grabknees/RCV", "Act/Anim/G_Johnny.act"

"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick/HeavyKick/HeavyKickLAND", "Act/Anim/G_Johnny.act")

"/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick/JackieKickLAND", "Act/Anim/Nemesis.act"

5
Mod Releases / Freeroam mixed fighting
« on: February 26, 2015, 12:56:53 AM »
Making peds in freeroam use different moves.

Make sure to backup your script files.
Download

http://www.youtube.com/watch?v=hpCU4CClEts

Edit: Updated the script


Code: [Select]
local F_Peds = {}


LoopFunctions = function()
repeat
CheckForPeds()
Wait(80)
until not Alive
end


CheckForPeds = function()
local P_H_P_L = PedGetWhoHitMeLast(gPlayer)
local P_T_P = PedGetTargetPed(gPlayer)
if PedIsValid(P_T_P) and PedGetHealth(P_T_P) > 1 then
if OnlyOnePedInstance(P_T_P) then
RegisterPed(P_T_P)
end
elseif PedIsValid(P_H_P_L) and PedGetHealth(P_H_P_L) > 1 then
if OnlyOnePedInstance(P_H_P_L) then
RegisterPed(P_H_P_L)
end
end

for i = 1,table.getn(F_Peds) do
if PedIsValid(F_Peds[i]) then
local F_H_P_L = PedGetWhoHitMeLast(F_Peds[i])
local F_T_P = PedGetTargetPed(F_Peds[i])

if PedIsValid(F_T_P) and PedGetHealth(F_T_P) > 1 then
if OnlyOnePedInstance(F_T_P) and F_T_P ~= gPlayer then
RegisterPed(F_T_P)
end
end

if PedIsValid(F_H_P_L) and PedGetHealth(F_H_P_L) > 1 then
if OnlyOnePedInstance(F_H_P_L) and F_H_P_L ~= gPlayer then
RegisterPed(F_H_P_L)
end
end

end
end

end


OnlyOnePedInstance = function(PedToCheck)
local Match = false

for i = 1,table.getn(F_Peds) do
 if PedToCheck == F_Peds[i] then
  Match = true
 end
end

if Match then
return false
else
return true
end

end

RegisterPed = function(Ped)
table.insert(F_Peds,Ped)
end


CheckPeds = function()
for i = 1,table.getn(F_Peds) do
 if not PedIsValid(F_Peds[i]) or PedIsDead(F_Peds[i]) then
  table.remove(F_Peds,i)
 end
end
end

CyclePeds = function()
for i = 1,table.getn(F_Peds) do
  FactionAndNameBased(F_Peds[i])
end
end

FactionAndNameBased = function(FI_Ped)
local FI_Ped_F = PedGetFaction(FI_Ped)
local FI_Ped_N = PedGetName(FI_Ped)
local RDNM_1 = math.random(1100)
local RDNM_2 = math.random(1100)
local RDNM_3 = math.random(1100)
local RDNM_4 = math.random(1100)
local RDNM_5 = math.random(1200)
local RDNM_6 = math.random(1200)
local RDNM_7 = math.random(1300)
local RDNM_8 = math.random(1300)
local RDNM_9 = math.random(1400)
local RDNM_10 = math.random(1400)



if PedIsValid(FI_Ped) and PedGetHealth(FI_Ped) > 1 then
if PedIsInCombat(FI_Ped) then
if PedGetGrappleTargetPed(FI_Ped) < 0 then


-----------------
--Name based-----
-----------------

elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act")

elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Ricky" then
PedSetActionNode(FI_Ped, "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Ricky" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Ricky" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch1", "Act/Anim/Nemesis.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw", "Act/Anim/BOSS_Darby.act")


elseif RDNM_7 == RDNM_8 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_9 == RDNM_10 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Special/Invincible/HeadButt/HeadButt_AnticStart/", "Act/Anim/BOSS_Russell.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Medium/Strikes/Unblockable/DoubleAxeHandle", "Act/Anim/BOSS_Russell.act")


elseif RDNM_7 == RDNM_8 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Troy" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Troy" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Medium/Strikes/Unblockable/DoubleAxeHandle", "Act/Anim/BOSS_Russell.act")



-----------------
--Faction based--
-----------------



elseif RDNM_1 == RDNM_2 and FI_Ped_F == 2 then
PedSetActionNode(FI_Ped, "/Global/J_Damon/Offense/SpecialStart/StartRun", "Act/Anim/J_Damon.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 5 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw", "Act/Anim/BOSS_Darby.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 5 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut/Knee", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch1", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 305 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/FireSpudGun", "Act/Anim/N_Earnest.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 307 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/ThrowBombs", "Act/Anim/N_Earnest.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 301 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/ThrowBombs", "Act/Anim/N_Earnest.act")


end
end
end

end


main = function()
 
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("Earnest")
  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("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  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")
 
  CreateThread("LoopFunctions")
  --DisablePunishmentSystem(true)
  repeat
  CheckPeds()
  CyclePeds()
    Wait(10)
  until not Alive
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

6
Script Modding / Re: LUA Nodes
« on: February 14, 2015, 03:15:27 PM »
Good to see you back m8 long time no see  8). Now make a mod you BITCH!  ;D
Well since we're all posting stuff, I thought I'd post stuff I had. No you make a mod!

7
TUTORIALS / How to extract Sound Effects
« on: February 14, 2015, 02:36:36 PM »
The files are in the xact folder in audio.
It's the same as extracting audio http://www.bully-board.com/index.php?topic=18149.0

(I did not make this)
Code: [Select]
# for the Bully: Scholarship Edition (PC) '.SEA' files

get XSBOFF long
get XSBLEN long   # XWBOFF
get XWBLEN long   # EOF
get INITREFS long   

get XSBN basename
string XSBN += .xsb
get XWBN basename
string XWBN += .xwb

log XSBN XSBOFF XSBLEN
math XSBLEN += XSBOFF
log XWBN XSBLEN XWBLEN

Save as xact.bms (or whatever you want)
Use with quickbms and pick a .sea file, you will then get the xwb files for converting to wav files.

8
Script Modding / Re: LUA Nodes
« on: February 14, 2015, 02:13:32 PM »
Code: [Select]
/Global/G_Johnny/Cinematic/ThroatGrab/     "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Cinematic/ThroatGrab/Dash/   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Cinematic/ThroatGrab/Dash/ThroatGrab/   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Cinematic/ThroatGrab/Dash/ThroatGrab/ThroatGrab_Gv   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Cinematic/ThroatGrab/Dash/ThroatGrab/ThroatGrab_Rcv   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Offense/Special/SpecialActions/ExecuteNodes/DashLoco    "Act/Anim/G_Johnny.act"

/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash   "Act/Anim/G_Johnny.act")
/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash/ThroatGrab/ThroatGrab_Gv   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash/ThroatGrab/ThroatGrab_Rcv   "Act/Anim/G_Johnny.act"
/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash/DashTired   "Act/Anim/G_Johnny.act"

"/Global/Vehicles/Bikes/ExecuteNodes/Attacks/LeadPipe/SwingLeftExec", "Act/Vehicles.act")  --Leadpipe animations like during the Johnny boss fight
"/Global/Vehicles/Bikes/ExecuteNodes/Attacks/LeadPipe/SwingRightExec", "Act/Vehicles.act")

"/Global/Player/Gifts/Errand_BUS_Drugs", "Act/Player.act")
"/Global/Player/Gifts/Errand_RIC_Crab", "Act/Player.act")

--PedSetActionNode(gPlayer, "/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitA/", "Act/Grapples.act")
--PedSetActionNode(gPlayer, "/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/", "Act/Grapples.act")
--PedSetActionNode(gPlayer, "/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/", "Act/Grapples.act")
--PedSetActionNode(gPlayer, "/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge", "Act/Grapples.act")

PedSetActionNode(TargetPed, "/Global/1_05/Anims/PissSelf/PeeSelf", "Act/Conv/1_05.act")

/Global/N_Earnest/Offense/ThrowBombs  "Act/Anim/N_Earnest.act")
/Global/N_Earnest/Offense/FireSpudGun  "Act/Anim/N_Earnest.act"

/Global/HitTree/Standing/PostHit/BellyUp
/Global/HitTree/Standing/PostHit/BellyDown

9
Bully Modding Archives / Possible way of replacing game audio
« on: February 13, 2015, 02:14:29 PM »
I was talking to LostInSpace awhile back, and we got to messing with the audio files, when we figured this out. I decided since I'm not going to do anything with it, I'd go ahead and post it.
If you don't know how to extract audio, check this.

First of all to reimport you just need a .bat file with
Code: [Select]
quickbms -w -r speechbms.bms Music.bin(the bin you want to import into) folderwithaudioormusicfiles
pause
This will only allow you to say, replace music, not add. The file also needs to be smaller than the original, or it will not work.
It seems to work fine, though I haven't really tested it, because I can't modify the xsb/xwb files.

The files have a header. "SDBK" for xsb. "WBND" for xwb.
https://code.google.com/p/monoxna/source/browse/wiki/XnaFrameworkAudio.wiki?r=346

I think this, Microsoft XNA Game Studio, is what you want to use.
I can't install it though, it may only work for older windows, like XP. It should work for 7, though.

I don't know, this is just what I found. Someone might find it useful.
There's this too. Getting Started with XACT

10
MadmaN's Insane Asylum / Re: Happy Birthday MadmaN
« on: August 01, 2014, 10:30:53 AM »
Happy birthday, Mad!

11
Modding Questions/Help Archives / Re: Add a New Pedstat Entry?
« on: May 26, 2014, 05:44:04 PM »
Yep.

Just copy paste a stat and rename it.

12
Resolutions / Re: Turning off email spam?
« on: April 28, 2014, 05:49:58 PM »
Profile->Modify Profile->Notifications
You can turn it off for that topic, or just turn off getting sent emails.

13
Modding Questions/Help Archives / Re: Give other ped some move??
« on: April 24, 2014, 10:48:39 AM »
Yes, that should work. You can keep adding them like that.

14
Modding Questions/Help Archives / Re: Give other ped some move??
« on: April 22, 2014, 10:28:58 AM »
That won't work correctly. Try this.

Code: [Select]
local RNDM1 = math.random(600)
local RNDM2 = math.random(600)
local RNDM3 = math.random(600)
local RNDM4 = math.random(600)
local RNDM5 = math.random(1000)
local RNDM6 = math.random(1000)
local RNDM7 = math.random(1000)
local RNDM8 = math.random(1000)

if RNDM1 == RNDM2 then
PedSetActionNode(Hal,  "Darby 5 hit", "Act")
end

if RNDM3 == RNDM4 then
PedSetActionNode(Hal,  "Bearhug", "Act")
end

if RNDM5 == RNDM6 then
PedSetActionTree(Hal,  "G Grapp", "Act")
end

if RNDM7 == RNDM8 then
PedSetActionTree(Hal,  "J Grapp", "Act")
end

For the nodes, a random value is set to two variables for each node, if they are the same, it does the node. The same for the styles except I like to use a larger number range. But whatever works best for you. :)

15
Modding Questions/Help Archives / Re: Give other ped some move??
« on: April 21, 2014, 10:55:09 AM »
It won't work right if you set their style and a node at the same time though. But yes that's right.

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