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Bully Modding Archives / Re: Beta strafe?
« on: April 20, 2012, 05:43:49 PM »
lol yea, I noticed Johnny does that after his haymaker.
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It is possible.
I will give you some information that I discovered recently about the .cat files inside the act.img.
These files actually are archives that are similar to .img but in a format that is so rare that only a couple tools out there can even partly extract them. A few older games use them and they have tools that extract them and these archives hold all of the animation files needed for a specific style or character type.
I managed to partially extract one and it seems to be a bunch of .bin files in them and I have a running theory if we can extract them fully....we should be able to mix and match contents from one to another to create new fighting styles from scratch and probably without glitches.
This is just a running theory atm and I have not had time to test it further.
awesome! How did you get girls in the boys dorm
Ok...I know some of you have been wondering how to add peds to interiors...etc and now I will show you how to do it. It is very easy and once my Bully Editor is done it will be even easier. For now this is how to do it:
1. extract every file from trigger.img to a directory of your choosing. You can use any img editor you want for this.
2. open population.dat. Best app to use for this is notepad++ which keeps the scripting intact and allows for easier editing.
3. look in population.dat for the following line: POPULATIONDATA
you will see this line several times in population.dat. Each area with peds has this before the main ped code.
4. You should see somthing that looks about like this:Code: [Select]POPULATIONDATA
BEGIN
POPULATION_DAY
BEGIN
TOTAL 60
PREFECT 5
NERD 5
JOCK 5
DROPOUT 5
GREASER 5
PREPPY 5
STUDENT 5
COP 5
TEACHER 5
TOWNPERSON 5
SHOPKEEP 5
BULLY 5
END
POPULATION_CLASS
BEGIN
TOTAL 60
PREFECT 5
NERD 5
JOCK 5
DROPOUT 5
GREASER 5
PREPPY 5
STUDENT 5
COP 5
TEACHER 5
TOWNPERSON 5
SHOPKEEP 5
BULLY 5
END
POPULATION_NIGHT
BEGIN
TOTAL 60
PREFECT 5
NERD 5
JOCK 5
DROPOUT 5
GREASER 5
PREPPY 5
STUDENT 5
COP 5
TEACHER 5
TOWNPERSON 5
SHOPKEEP 5
BULLY 5
END
POPULATION_CURFEW
BEGIN
TOTAL 60
PREFECT 5
NERD 5
JOCK 5
DROPOUT 5
GREASER 5
PREPPY 5
STUDENT 5
COP 5
TEACHER 5
TOWNPERSON 5
SHOPKEEP 5
BULLY 5
END
END
5. edit the following parts in each interior you want to add peds to:Code: [Select]TOTAL 60
PREFECT 5
NERD 5
JOCK 5
DROPOUT 5
GREASER 5
PREPPY 5
STUDENT 5
COP 5
TEACHER 5
TOWNPERSON 5
SHOPKEEP 5
BULLY 5
change each number to the number of peds you want for each cliche to spawn in that interior...make sure you add all the values together and put the result of that for the total which is the first value in the listing. otherwise the game will likely crash.
6. once you have the population.dat file edited however you like either replace the population.dat file in trigger.img or use my img editor and make a new file...name it trigger.img in the same dir as the old one. and Add all the extracted files back in...save and then you are done.
As always. if I have missed anything please let me know in this thread and I will update the tutorial accordingly.
*UPDATE*
Here is a list of the trigger names of all the interiors and what they are so you can use this as a reference when changing the population data for each interior.
RichArea = Rich area of town where the preppies generally live.
DownTown = Self Explanatory
PoorArea = This is generally where the dropouts live at
IndustrialArea_DropOutEnclave = This is the dropouts hideout in the industrial area
DT_GASSTATION = This is for the gas stations (all of them)
POOR_TENEMENTS = The tenements near the poor area
Rich_Area_Corner_Courtyard = I think this is around where derby lives.
Industrial_Sawmill = The sawmill in the industrial area
Carnival = The Carnival
Industrial_Docks = The docks in the industrial area
SchoolArea = Inside the school
RichArea_DownTown = This is the rich area of downtown where the preppy type shops are
DT_ComicShop = The Comic books shop
DT_DropOutAlley = The alley that the dropouts hang out in
DT_GreaserAlley = The alley that the greasers hang out in
Rich_GreaserAlley = Same as above but in the rich area of town
Poor_DropTurf1 = The dropout's turf in the poor area of town
GraveYard = The old graveyard
Jocks = Jocks savepoint - thx to Insanitygames
Nerds = Nerds savepoint - thx to Insanitygames
Preps = preps savepoint - thx to Insanitygames
Greasers = greasers savepoint - thx to Insanitygames
FieldOverride = This overrides the population settings for the football field
Jocks_FootballField = Football field population settings. Can be overridden by the above setting
School_Basketball_Court = The basketball court/gym
PopRoads1 = Controls the population on the roads
BullyTurf = The bully's turf
BadPlaceTrigger = Not sure what this one is atm.
OutsideSchool1 = Outside the school in the schoolyard
SchoolBikeTrig = This controls how many if any at all bikes spawn around the schoolyard
You can also control vehicle spawning as well. The vehicle spawning is done in the same file (population.dat) and it edited for each area with vehicles as follows:
search for AMBIENTVEHICLEDATA and under it a few lines you will see somthing similar to the following:Code: [Select]AMBIENTVEHICLEDATA
BEGIN
AMBIENTVEHICLES_DAY
BEGIN
TOTAL 30
CAR 10
BIKE 20
POLICECAR 0
END
AMBIENTVEHICLES_CLASS
BEGIN
TOTAL 30
CAR 10
BIKE 20
POLICECAR 0
END
AMBIENTVEHICLES_NIGHT
BEGIN
TOTAL 30
CAR 10
BIKE 20
POLICECAR 0
END
AMBIENTVEHICLES_CURFEW
BEGIN
TOTAL 30
CAR 10
BIKE 20
POLICECAR 0
END
END
Simply edit this part like you did for the ped population by putting how many for each vehicle type you want and add all of them together and put that value where total is.
NOTE: Do not add too many vehicles or peds to a area or it will lag your game bad. If you have a very high end system then you should be ok but I wouldnt use more then what I have already used in my code examples.
Feel free to experiment with this and come up with your own ped spawn variations.
@Madman You'll love this, I was messing with the code in the trigger.img for each interior I found out that changing FORCEPOPRREAD FALSE to FORCEPOPOVERRED TRUE this sets the trigger.img to believe that characters are supposed to spawn their like the doors. I don't know if it works but it should. The Chemical Plant's AI might be able to be spawned to. Changing the ISDOOR FALSE to ISDOOR TRUE, it should set the Chemical Plant's door to be closed instead of opened. I am not talking about the first door that is the exterior one, the interior door that is closed when you enter and just like the mission by pressing the button it opens. I don't know why this is removed pretty weird. I also think that if you do the same for the basement doors it will use the mission script which in help Gary you have to open the doors the way the mission tells you. If you want you can add this to your tut. if it works. I will try to mod some files and see what happens with the Ped Spawning I am on the verge of something big lol.
GTA4's fighting system sucked ass. Boring as hell, and not fitting for a game that's centered around fighting.
Keep in mind by over-the-top, I don't mean insane jumps, moves, or speed...within realism (somewhat), but also unusual for school or college students. If you've played Jackie Chan: Stuntmaster or any Yakuza game, you'd know what I'm talking about.
Disagree with the realistic fighting unless you just mean the blood, which I agree should be included.
But as far as moves go? It should be more arcade-ish...and in turn, more difficult. Over-the-top moves and what not.
Yeah, more moves, like a spinning backfist and some judo throws or MMA shit.
Disagree with the realistic fighting unless you just mean the blood, which I agree should be included.
But as far as moves go? It should be more arcade-ish...and in turn, more difficult. Over-the-top moves and what not.