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Messages - Screenracer

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76
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 02:01:13 PM »
Code: [Select]
GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
ImportScript("2_B.lua")

 
MissionSetup = function()
 l_0_0 = 60
  local l_1_0 = 270
  local l_1_1 = -110
  local l_1_2 = 6.4000000953674
  AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("Nemesis")
PedSetTypeToTypeAttitude(0, 13, 1)
PedSetTypeToTypeAttitude(1, 13, 3)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 2)
PedSetTypeToTypeAttitude(5, 13, 2)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(7, 13, 2)
PedSetTypeToTypeAttitude(8, 13, 2)
PedSetTypeToTypeAttitude(9, 13, 2)
PedSetTypeToTypeAttitude(10, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 1)
PedSetPedToTypeAttitude(Gary, 13, 0)
PedSetPedToTypeAttitude(Gary, 1, 1)
PedSetPedToTypeAttitude(Gary, 2, 1)
PedSetPedToTypeAttitude(Gary, 3, 1)
PedSetPedToTypeAttitude(Gary, 4, 1)
PedSetPedToTypeAttitude(Gary, 5, 1)
PedSetPedToTypeAttitude(Gary, 6, 1)
PedSetPedToTypeAttitude(Gary, 7, 1)
PedSetPedToTypeAttitude(Gary, 8, 1)
PedSetPedToTypeAttitude(Gary, 9, 1)
PedSetPedToTypeAttitude(Gary, 10, 1)
PedSetPedToTypeAttitude(Gary, 11, 1)
PedSetPedToTypeAttitude(Gary, 12, 1)
end

TL_Buttons = function()
        if IsButtonPressed(15, 0) then --look back
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 1)
         

        elseif IsButtonPressed(3, 0) then --zoom out
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny.act")
           

        elseif IsButtonPressed(2, 0) then --zoom in
          PedSetActionNode(gPlayer, "/Global/Nemesis/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")
               
    end
    end

main = function()
gMissionRunning = 5
  repeat
  --UpdateTextQueue()
    TL_Buttons()
      Wait(0)
  until gMissionRunning == 8
   end
Try this one i've setup.

That worked, But it seems I got an action node wrong for Gary's strong strikes.

Do you know what action node Johnny's axe kick and Gary's strong strikes are?

77
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 12:33:14 PM »
Still none of the buttons work.

Code: [Select]
GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
ImportScript("2_B.lua")

  l_0_0 = 60
 
MissionSetup = function()
  local l_1_0 = 270
  local l_1_1 = -110
  local l_1_2 = 6.4000000953674
  AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("Nemesis")
PedSetTypeToTypeAttitude(0, 13, 1)
PedSetTypeToTypeAttitude(1, 13, 3)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 2)
PedSetTypeToTypeAttitude(5, 13, 2)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(7, 13, 2)
PedSetTypeToTypeAttitude(8, 13, 2)
PedSetTypeToTypeAttitude(9, 13, 2)
PedSetTypeToTypeAttitude(10, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 1)
PedSetPedToTypeAttitude(Gary, 13, 0)
PedSetPedToTypeAttitude(Gary, 1, 1)
PedSetPedToTypeAttitude(Gary, 2, 1)
PedSetPedToTypeAttitude(Gary, 3, 1)
PedSetPedToTypeAttitude(Gary, 4, 1)
PedSetPedToTypeAttitude(Gary, 5, 1)
PedSetPedToTypeAttitude(Gary, 6, 1)
PedSetPedToTypeAttitude(Gary, 7, 1)
PedSetPedToTypeAttitude(Gary, 8, 1)
PedSetPedToTypeAttitude(Gary, 9, 1)
PedSetPedToTypeAttitude(Gary, 10, 1)
PedSetPedToTypeAttitude(Gary, 11, 1)
PedSetPedToTypeAttitude(Gary, 12, 1)
end

TL_Buttons = function()
        if IsButtonPressed(2, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(14, 0) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny.act")
                 Wait(1000)
    end
end

TL_Buttons2 = function()
        if IsButtonPressed(1, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(15, 0) then
          PedSetActionNode(gPlayer, "/Global/Nemesis/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")
                 Wait(1000)
    end
end

main = function()
  Load("Act/Dialog.act")
  Load("Act/Debug.act")
  F_TableInit()
  CreateThread("TL_Buttons")
  CreateThread("TL_Buttons2")
  gMissionRunning = true
  while gMissionRunning do
    UpdateTextQueue()
    TL_Buttons()
    TL_Buttons2()
      Wait(0)
   end
end

--[[
main = function()
repeat
TL_Buttons()  --just put everything you want to repeat in your TL_Buttons function
Wait(0)
until not Alive

   end
 
   MissionCleanup = function()
  EnablePOI()
  gMissionRunning = false
end
--]]

78
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 12:19:19 PM »
Did you rename one of the tl buttons? If they have the same name it won't work.  Make sure they both load. Or just add them together with and change any extra "if"s to elseif

So instead of this:

TL_Buttons = function()
        if IsButtonPressed(2, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(14, 0) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny.act")
                 Wait(1000)
    end
end

TL_Buttons = function()
        if IsButtonPressed(1, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(15, 0) then
          PedSetActionNode(gPlayer, "/Global/Nemesis/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")
                 Wait(1000)
    end
end

It would be this?

TL_Buttons = function()
        if IsButtonPressed(2, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(14, 0) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny.act")
                 Wait(1000)
    end
end

TL_Buttons2 = function()
        if IsButtonPressed(1, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(15, 0) then
          PedSetActionNode(gPlayer, "/Global/Nemesis/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")
                 Wait(1000)
    end
end

79
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 12:15:53 PM »
Button still wont work. For either TL buttons function. I tried my gamepad and my keyboard and neither work.

80
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:59:42 AM »
The button dosnt work all of a sudden. What button is 2,0? and 1,0?

And what buttons are 14,0 and 15,0?

The button probly dosnt work because of what I added to the script. Right?

GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
ImportScript("2_B.lua")

  l_0_0 = 60
 
MissionSetup = function()
  local l_1_0 = 270
  local l_1_1 = -110
  local l_1_2 = 6.4000000953674
  AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("Nemesis")
PedSetTypeToTypeAttitude(0, 13, 1)
PedSetTypeToTypeAttitude(1, 13, 3)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 2)
PedSetTypeToTypeAttitude(5, 13, 2)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(7, 13, 2)
PedSetTypeToTypeAttitude(8, 13, 2)
PedSetTypeToTypeAttitude(9, 13, 2)
PedSetTypeToTypeAttitude(10, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 1)
PedSetPedToTypeAttitude(Gary, 13, 0)
PedSetPedToTypeAttitude(Gary, 1, 1)
PedSetPedToTypeAttitude(Gary, 2, 1)
PedSetPedToTypeAttitude(Gary, 3, 1)
PedSetPedToTypeAttitude(Gary, 4, 1)
PedSetPedToTypeAttitude(Gary, 5, 1)
PedSetPedToTypeAttitude(Gary, 6, 1)
PedSetPedToTypeAttitude(Gary, 7, 1)
PedSetPedToTypeAttitude(Gary, 8, 1)
PedSetPedToTypeAttitude(Gary, 9, 1)
PedSetPedToTypeAttitude(Gary, 10, 1)
PedSetPedToTypeAttitude(Gary, 11, 1)
PedSetPedToTypeAttitude(Gary, 12, 1)
end

TL_Buttons = function()
        if IsButtonPressed(2, 0) and IsButtonPressed(2, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(14, 0) and IsButtonPressed(14, 0) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny.act")
                 Wait(1000)
    end
end

TL_Buttons = function()
        if IsButtonPressed(1, 0) and IsButtonPressed(1, 0) then --"and" not then if
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(15, 0) and IsButtonPressed(15, 0) then
          PedSetActionNode(gPlayer, "/Global/Nemesis/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")
                 Wait(1000)
    end
end

main = function()
  Load("Act/Dialog.act")
  Load("Act/Debug.act")
  F_TableInit()
  CreateThread("TL_Buttons")
  gMissionRunning = true
  while gMissionRunning do
    UpdateTextQueue()
    TL_Buttons()
      Wait(0)
   end
end

main = function()
repeat
TL_Buttons()  --just put everything you want to repeat in your TL_Buttons function
Wait(0)
until not Alive

   end
 
   MissionCleanup = function()
  EnablePOI()
  gMissionRunning = false
end

81
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:44:31 AM »
Well, if the node is loading the .act, and you have the right LoadAnimation, I don't know.
I know it works for me, the only difference being johnny spawns and with his boss style, which might load whatever animation you need into the game.

@Lemon
I didn't notice the 1.. What is that for anyways? Controller?

Im going to try to use LoadAnimation("G_Johnny") in STimeCycle. Would that work?

82
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:37:15 AM »
Same thing happens.

Also, heres a video of the error for anyone who has no idea what im talking about.

https://www.youtube.com/watch?v=s18gJfrdV1Y

83
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:28:28 AM »
That worked. But when I use it, Jimmy does the T pose as well as the victim and the victim goes flying in the t pose. How do I fix this? :O

84
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:15:54 AM »
I go ingame, press the look behind button and nothing happens.

85
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 11:13:04 AM »
That compiled, waiting for another error... :/

86
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 10:56:03 AM »
Try " if IsButtonPressed(2, 1) then " (zoom in)
and " elseif IsButtonPressed(14, 0) then "  (look back)

Wont compile. With this error:

"luac: fs.lua:54: 'until' expected <to close 'repeat' at line 53> near 'elseif'"


GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
ImportScript("2_B.lua")

  l_0_0 = 60
 
MissionSetup = function()
  local l_1_0 = 270
  local l_1_1 = -110
  local l_1_2 = 6.4000000953674
  AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
  LoadAnimationGroup("G_Johnny")
PedSetTypeToTypeAttitude(0, 13, 1)
PedSetTypeToTypeAttitude(1, 13, 3)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 2)
PedSetTypeToTypeAttitude(5, 13, 2)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(7, 13, 2)
PedSetTypeToTypeAttitude(8, 13, 2)
PedSetTypeToTypeAttitude(9, 13, 2)
PedSetTypeToTypeAttitude(10, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 1)
end

TL_Buttons = function()
        if IsButtonPressed(2, 1) then if IsButtonPressed(2, 1) then
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(7, 0) then if IsButtonPressed(2, 1) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny")
                 Wait(1000)
    end
end

main = function()
  Load("Act/Dialog.act")
  Load("Act/Debug.act")
  F_TableInit()
  CreateThread("TL_Buttons")
  gMissionRunning = true
  while gMissionRunning do
    UpdateTextQueue()
    TL_Buttons()
      Wait(0)
   end
end

main = function()
repeat
        elseif IsButtonPressed(14, 0) then if IsButtonPressed(2, 1) then
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(14, 0) then if IsButtonPressed(2, 1) then
          PedSetActionNode(gPlayer, "/Global/G_Johnny/Cinematic/ThroatGrab", "Act/Anim/G_Johnny")
                 Wait(1000)
             end
Wait(0)
until not Alive

   end
 
   MissionCleanup = function()
  EnablePOI()
  gMissionRunning = false
end

87
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 08:48:19 AM »
When I press button 15 on controller 1 (the right analog stick) Jimmy crouches and nothing happens. :S

88
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 08:32:29 AM »
Did you put the "end" between those two waits? You need to end the "if" before you get to the "until".
Code: [Select]
main = function()
repeat
 if IsButtonPressed(15, 1) and IsButtonPressed(2, 1) then
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(7, 0) and IsButtonPressed(12, 0) then
          PedSetActionNode(gPlayer, "/ThroatGrab/ThroatGrab_Gv", "Act/g_johnny")
 Wait(1000)
end 
Wait(0)
until not Alive
 end

That worked. Im now inserting it into scripts.img and waiting for it to give me another error. :L

89
Bully 1 Discussion / Re: 2000 things you have learned from Bully
« on: March 26, 2014, 08:04:28 PM »
1814: Slingshot is a lethal weapon.
1815: Jocks always think there playing a football game.
1816: Rockstar needs to stop fucking around and make a sequel.
1817: Russell is the human version of the incredibly hulk... Except he cant fight for shit.

90
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 26, 2014, 07:55:05 PM »
Lua tells you what line you fault at :P just scroll down the numbers in notepad++

main = function()
repeat
        if IsButtonPressed(15, 1) and IsButtonPressed(2, 1) then
          px,py,pz = PlayerGetPosXYZ()
        TextPrintString("Player Pos: "..px..",  "..py..",  "..pz.."Area:"..AreaGetVisible(), 4, 2)
         Wait(1000)
        elseif IsButtonPressed(7, 0) and IsButtonPressed(12, 0) then
          PedSetActionNode(gPlayer, "/ThroatGrab/ThroatGrab_Gv", "Act/g_johnny")
                 Wait(1000)
Wait(0)
until not Alive
   end
->end<-


Just add another "end"

Same error. ?.?

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