Bully-Board

Bully Modding Section => Modding Questions/Help => Modding Questions/Help Archives => Topic started by: AfterLife on February 14, 2015, 10:52:38 PM

Title: Game Crash
Post by: AfterLife on February 14, 2015, 10:52:38 PM
local size = table.getn

function main()
  Wait(500)
  LoadAllAnim()
  local moves = {
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/Backbreaker","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BodySlam","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/PowerBomb/Give","Act/Globals.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/Charge, Globals/Player.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge, Globals/Player.act"},
   {"/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act"},
   {"/Global/J_Damon/Offense/SpecialStart/StartRun, Act/Anim/J_Damon.act"}
  }
  repeat
    if PedIsPlaying(gPlayer,"/Global/Actions/Grapples/Front/Grapples/Hold_Idle","Act/Globals.act") then
      local move = math.random(1,size(moves))
     PedSetActionNode(gPlayer,moves
[1],moves[move][2])
    end
    Wait(0)
  until not Alive
end

function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  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("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  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")
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

My game crashes when I use this.

Originally made by DaBOSS but I edited it.

His release

local size = table.getn

function main()
  Wait(500)
  LoadAllAnim()
  local moves = {
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/Backbreaker","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BodySlam","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/PowerBomb/Give","Act/Globals.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/Charge, Globals/Player.act"},
   {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge, Globals/Player.act"},
   {"/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act"},
   {"/Global/J_Damon/Offense/SpecialStart/StartRun, Act/Anim/J_Damon.act"}
  }
  repeat
    if PedIsPlaying(gPlayer,"/Global/Actions/Grapples/Front/Grapples/Hold_Idle","Act/Globals.act") then
      local move = math.random(1,size(moves))
     PedSetActionNode(gPlayer,moves[move][1],moves[move][2])
    end
    Wait(0)
  until not Alive
end

function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  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("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  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")
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

His release

http://www.bullymods.net/downloads.php?cat_id=15&download_id=118 (http://www.bullymods.net/downloads.php?cat_id=15&download_id=118)
Title: Re: Game Crash
Post by: DaBOSS54320 on February 14, 2015, 11:36:53 PM
Check yo post.... XD it's moving. Use the code tags.
Title: Re: Game Crash
Post by: AfterLife on February 15, 2015, 03:48:52 AM
Check yo post.... XD it's moving. Use the code tags.
LOL I don't know why.
Title: Re: Game Crash
Post by: BloodChuckZ on February 15, 2015, 04:18:32 AM
The two move entries with those brackets makes the Marquee effect, and scrolls your post from side to side.

like this.
Title: Re: Game Crash
Post by: AfterLife on February 15, 2015, 04:36:20 AM
The two move entries with those brackets makes the Marquee effect, and scrolls your post from side to side.

like this.
^Yep
Title: Re: Game Crash
Post by: DaBOSS54320 on February 16, 2015, 10:35:01 PM
So uh... You wanna fix it??
Title: Re: Game Crash
Post by: BloodChuckZ on February 17, 2015, 03:50:20 AM
Thought about it, but would have to remove the brackets around the 'move's ......Would mess up the code.  :wacko:
Title: Re: Game Crash
Post by: DaBOSS54320 on February 20, 2015, 03:07:20 PM
All you had to do was use code tags, like I said in my first post. So here, I fixed the post with code tags, and fixed the code by separating the node and act file. You had the last move there as one single string.

Code: [Select]
local size = table.getn

function main()
  Wait(500)
  LoadAllAnim()
  local moves = {
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/Backbreaker","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BodySlam","Act/Globals.act"},
    {"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/PowerBomb/Give","Act/Globals.act"},
{"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitB/Charge, Globals/Player.act"},
{"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/GrappleStrikes/HitC/Charge, Globals/Player.act"},
{"/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act"},
{"/Global/J_Damon/Offense/SpecialStart/StartRun", "Act/Anim/J_Damon.act"}
  }
  repeat
    if PedIsPlaying(gPlayer,"/Global/Actions/Grapples/Front/Grapples/Hold_Idle","Act/Globals.act") then
      local move = math.random(1,size(moves))
  PedSetActionNode(gPlayer,moves[move][1],moves[move][2])
    end
    Wait(0)
  until not Alive
end

function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  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("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  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")
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