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Messages - DaBOSS54320

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46
LUA Scripting Help / Re: Need help with fighting moves!!!
« on: September 27, 2016, 06:37:38 PM »
You're loading all the animation groups every frame, I don't think this would cause you to have the issues you're having, but it is a waste to do so. Take the call to LoadAllAnim out of the repeat loop so it only gets called once. The action nodes you set seem fine, and they should work assuming those are valid action nodes. You don't seem to ever set an action tree anywhere though so you'll end up just always having the player style but with those attacks you set of course. You don't have the original STimeCycle functions either which the game expects the script to have so that may be causing issues too.

47
Which one? Send me a link and I'll tell you if it's still working or not or if I know of any issues.

48
Modding Questions/Help Archives / Re: Custom fighting style.
« on: September 25, 2016, 08:09:40 PM »
The best current way to do this is by making a script that repeatedly checks if a button was pressed, and if so set an action node on the player. It also helps to make sure the player is playing the "Default_KEY" node before setting any attacks (and therefor before even checking for button presses). "Default_KEY" is basically what action peds are playing when they aren't doing any other action (actions being things like attacks, interacting with props, being hit, etc). Here's an example of how you could do it (of course this isn't a complete example, so implement it in your script how you wish).

Code: [Select]
while true do
  if PedMePlaying(gPlayer,"Default_KEY") then
    if IsButtonBeingPressed(15,0) then
      PedSetActionNode(gPlayer,--[["node", "file.act" here]])
    elseif IsButtonBeingPressed(3,0) then
      PedSetActionNode(gPlayer,--[["node", "file.act" here]])
    end
  end
  Wait(0)
end

There are tons of posts around the board where I explain more in depth what action nodes are, how to find them, and things like that. Look around modding help and tutorial sections and you may be able to find more. In short, an action node is a part of an action. They build onto each other, for example /Global/Player is what is called the action tree for the player, the root of all action nodes. /Global/Player/Attacks/Strikes/LightAttacks/Left1 for example is an action node for the player. Combos and actions with multiple parts build on, so the next punch in the player combo is this: /Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2. The action files are something that aren't in the game files anymore, but they are still referred to in scripts and they are basically now stored in .cat files (they were supposedly originally .act files). See Act.img in Bully's Act folder to see all the different .cat files. This file is needed when setting an action node or tree, the player's action file is Act/Player.act. NPC style action files are Act/Anim/Style.act, where you replace Style with the style's name. So Act/Anim/G_Striker_A.act is an example.

I personally have written a lot more replies to others that could help you, but I don't remember where they're at so sadly I can't get them to you. Might try to find them soon and put them all together.

Here's a topic with a list of action nodes and discussion about finding them: http://bully-board.com/index.php?topic=22045.0

49
Modding Questions/Help Archives / Re: How to use AreaGetVisible()
« on: September 25, 2016, 07:49:27 PM »
Altamurenza brings up a good point, but it is not the problem as your problem stems from something before MissionCleanup.

One, the GetWeapons function isn't a valid function either. I can tell this is copied from one of my older scripts, or at least parts of it, so you may want to go get the GetWeapons and GiveWeapons functions from it, rewrite your own, or just take it out.

Another issue, you check if the area is 0 one time, and if so you remove the blip. You only do it one single time though... so the player only has once chance to be outside, and it is that very frame that you check if AreaGetVisible() == 0. A solution would be to wait until the area is 0 rather than just check if he is at that time. Remember, your scripts just run once, so it won't keep checking if the player is in area 0 or not unless you tell it to behave that way. Here's how you could do it.

Code: [Select]
-- While the current area is not 0, wait:
while AreaGetVisible() ~= 0 do
  Wait(0)
end
BlipRemove(blip1)
-- other shit past here

It's okay, don't call yourself bad. You're trying and you'll learn if you keep pushing.

50
Modding Questions/Help Archives / Re: Stealth Missions?
« on: September 24, 2016, 04:26:12 PM »
Of course it's possible, look at the asylum mission, all that is scripted. I'm not sure what functions are used exactly though. May get back to you later with more info if nobody else does.

51
Bully 1 Discussion / Re: CHARACTER HEIGHTS
« on: September 23, 2016, 10:29:34 PM »
Ya not over thinking it, it is sort of ridiculous. It makes it almost seem like they're all middle schoolers rather than high. At least we have Russell to tower over everybody, which that may of also had something to do with why R* did this. They wanted Russell to really shine in comparison to the other students, even the jocks.

52
Bully 1 Discussion / Re: What clique does Jimmy fit into the most?
« on: September 23, 2016, 10:23:08 PM »
Gary, Pete, and Jimmy all have their own little friend circle. It's like the rejects clique I guess since they don't fit anywhere else but all like each other (in the start of the game anyways).

53
Bully 1 Discussion / Re: So why do the prefects look like 30-year old's?
« on: September 23, 2016, 10:21:11 PM »
Yeah. I remember near the end of the game Russell had no problem intimidating the prefect to help Jimmy (I think it was Seth). So after that I was like woah Russell is a beast, I should pay him to help me out and go fight some prefects. What happened when I fought prefects? Russell stood back and just cheered, gee, thanks.

I know this is more of a complaining kinda thread but if you're interested I have made mods to try and fix this, and in fact it fixes most the things wrong with the trouble meter. I may wanna make a new better version since I've learned a lot since I've made it, but basically it limits the trouble meter to the orange level (never red so the prefects don't come out of nowhere) until you attack an actual prefect or authority figure, only then can you get a red wanted level. Once you do that, Jimmy will automatically push the prefects/police off if they try to bust him and they will start fighting Jimmy with some other type of fighting style.

54
Add to the Z (3rd) coordinate, it represents height.

55
Bully Modding Archives / Re: Bully Lua Files
« on: September 22, 2016, 01:44:18 PM »
Here's the whole honest story m8s. I believe there are three people who decompiled these scripts, and it is important to realize that there are free tools out there to do this so it's not entirely just one of us modders who are making these decompiled scripts a reality.

1. |XF|-MadmaN [AR], he did it way long before anyone else as far as I know, and I got a copy of them a while back too. When I was friends with unknownsoldier and we used to teamview regularly just to mess around and have fun, he copied my entire modding folder which did happen to have these scripts. Being him he released it to all his m8s without a care in the world. Most of y'all have this version.

2. P3ti and/or Pablo, the Bully-MP dev team. They have their own decompiled scripts as well but they did a better job keeping them private, as Bully-MP is closed-source.

3. AlphaTech/LostInSpace here, I honestly had my doubts when he showed me that he had his own version of these scripts, but when looking at them they did appear different so I suppose he did manage to decompile them himself. G'job m8. So for that reason I say he has every right to release them too, and it is nice to see him being open with his work.

56
Modding Questions/Help Archives / Re: Loading
« on: September 21, 2016, 08:02:53 PM »
Lemme see ya script.

57
Requests / Re: adrenaline mode?
« on: September 21, 2016, 12:02:44 AM »
Okay it's done, actually had a lotta fun with this. Has a few more features than what you wanted, but it is still the same basic idea and I think you'll like it anyways. Read the readme.txt for more information.

Download it here.

58
Modding Questions/Help Archives / Re: Loading
« on: September 20, 2016, 10:28:43 AM »
Important note of what all the 3 functions mentioned do and how they work.

PlayerSetPosXYZArea(x,y,z,area) is a C function (so straight from Bully.exe) that will set the player's position and set the current area. It will not wait for the area to load.
AreaTransitionXYZ(area,x,y,z) is a scripted LUA function (from another script that your script has access to) that calls the former function but waits for the area to load before the script moves on.
CameraFade(ms,in) is a C function that will fade the camera in or out, the first argument is how long it takes, and the second is if it is fading in or out. 1 = in (game), 0 = out (black).

59
Requests / Re: adrenaline mode?
« on: September 20, 2016, 10:25:02 AM »
So what's the goal here gonna be, hold the lock on button and make peds move like 25% as fast?

60
Requests / Re: adrenaline mode?
« on: September 19, 2016, 11:28:49 AM »
Oh yeah I've wanted that before as well, pretty awesome. I'll make it again for ya sometime today, but for now use Altamurenza's version I suppose.

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