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Messages - Razc01na

Pages: 1 [2] 3 4 ... 8
16
Bully Modding / Re: An Interesting Idea
« on: February 21, 2022, 02:16:31 PM »
I see...

Thanks  :)

17
Bully Modding / Re: An Interesting Idea
« on: February 20, 2022, 08:02:16 AM »
How do you know all these?

18
Bully Modding / Re: An Interesting Idea
« on: February 19, 2022, 11:26:41 AM »
So that means PedFlag 2 is crouch state?

There are at least more than 100 of those...

19
Bully Modding / Re: An Interesting Idea
« on: February 19, 2022, 10:36:05 AM »
What's "this"?

Hmm... I could swear I had quoted one more time, strange  :hmm: 

I meant this function:
Code: [Select]
PedSetFlag(gPlayer, 2, true)
I have seen this function multiple times on decompiled scripts but never figured out what it does

20
Bully Modding / Re: An Interesting Idea
« on: February 18, 2022, 04:54:27 PM »
Typing feature is beyond our Lua capabilities, so it's the least i could do.
I'm sure that we need a ScriptHook to map all the keys.
Unfortunately... That's why this idea came to mind in the first place.
I'm sure, though, bully can read from the entire keyboard (at least one key at a time). You can customize the the controls in scholarship edition so...

*Unrelated*
By the way what does this function do? (out of curiosity) :D

21
Bully Modding / Re: An Interesting Idea
« on: February 17, 2022, 07:16:10 PM »
Wow that's a long ass script  :blink:

I meant like a way to run lua functions on the go (exactly like a console command!!!). But you would actually type rather than scroll through the entire alphabet letter by letter...

22
Bully Modding / An Interesting Idea
« on: February 16, 2022, 02:25:12 PM »
I was just thinking... Lua has interactive mode, which is like a command line mode you can type stuff in. I think it's hard codded in the lua binary, so there is a good chance this thing exists in bully.exe

Would it be possible enter this mode in any way?

I believe this could really make modding this game move forward...
Think about it like the console on goldsrc/source based games :)

24
News & Updates / Re: Member Inventory
« on: February 09, 2022, 01:00:30 PM »
wait... what?

25
Modding Questions/Help / Re: Why Bully doesn't have CLEO
« on: February 06, 2022, 06:43:25 AM »
Some time ago, I found this website:
https://cplusplus.com/

Maybe it will help

26
Modding Questions/Help / Re: Why Bully doesn't have CLEO
« on: February 05, 2022, 12:35:47 PM »
Maybe with the use of an asi mod (like silent patch). I know someone else has made a mod in this manner to implement proper widescreen support for the game.

I know these are loaded by dinput8.dll, but I have no clue how to create one myself... You have to program in C/C++ though...

27
Mod Releases / Re: Bully Better .cat files
« on: February 05, 2022, 12:28:46 PM »
Do these work on a 100% playthrough on SE?

28
Modding Questions/Help / Re: I need help with placing 2 mods together
« on: February 01, 2022, 06:49:56 AM »
It's tricky... those mods have common controls so there is really no way to join them together without changing one's controlls in source code.

I think super selector mod has noclip (or an alternative of that) already. That's what I read in the readme file at least...

29
Modding Questions/Help / Re: Lua load files
« on: February 01, 2022, 06:43:41 AM »
You can't load data from .txt nor .ini...

You can, however, create an other .lua with that data and compile. Then use the ImportScript function to import as a library.
Exemple if your library file is libra.lur, put this on your main script:

Code: [Select]
ImportScript(libra.lua)(scripts in bully are always ended in .lua)

30
Modding Questions/Help / Re: What is _G ?
« on: January 25, 2022, 06:05:30 AM »
If you are talking about the scripts, ex: 1_G1.lur; these are the scripts for the girl friend missions.

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