Bully-Board
Bully Modding Section => Modding Questions/Help => Modding Questions/Help Archives => Topic started by: barca769 on March 19, 2016, 05:33:01 AM
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after a long time I saw Darby to fight someone . I feel something is missing , Darby did not use "Evades"
I put the code from Darby (ide.img)
PRlead_Darby....PRlead_Darby_W......Large...PREPPY.STAT_P_BOXING...F_DARBY.Evade_Duck..Boxing..P_Grappler....../Global/BOSS_Darby......Act/Anim/BOSS_Darby.act./Global/AI..Act/AI/AI.act...N_Darby
and Change "Striker" to "Generic" in pedstats. can anyone can help me to use darby evades?
Sorry for my bad english :neen:
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With Darby's evades you must script his AI.
function main()
Darby = PedCreateXYZ(37, -733.0169067, 387.4291382, 298.0368652)
PedSetAITree(Darby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
repeat
Respawn_Darby()
Wait(0)
until not Alive
end
function Respawn_Darby()
if PedIsDead(Darby) then
Darby = PedCreateXYZ(37, -733.0169067, 387.4291382, 298.0368652)
PedSetAITree(Darby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
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
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With Darby's evades you must script his AI.
function main()
Darby = PedCreateXYZ(37, -733.0169067, 387.4291382, 298.0368652)
PedSetAITree(Darby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
repeat
Respawn_Darby()
Wait(0)
until not Alive
end
function Respawn_Darby()
if PedIsDead(Darby) then
Darby = PedCreateXYZ(37, -733.0169067, 387.4291382, 298.0368652)
PedSetAITree(Darby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
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
after using this code . I do not see Darby in a dorm or in a fist club
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Edit ide to 02 00 00.I think theres a code to make it in lua.
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PRlead_Darby....PRlead_Darby_W......Large...PREPPY.STAT_P_BOXING...F_DARBY.Evade_Duck..Boxing..P_Grappler....../Global/BOSS_Darby......Act/Anim/BOSS_Darby.act./Global/AI..Act/AI/AI.act...N_Darby
What you did here with Evade_Duck is make the game try to load an animation group called Evade_Duck, when there is no such thing. I'm not absolutely sure on this but this may make it so Darby fails to spawn when the game tries to spawn him.
Those 4 things before the style tree are and after the stat are calling animation groups, and they get loaded when the ped is spawned.
If you want him to spawn in free-roam as an ambient ped, you'll need to change his unique model status as Toni C. started to say.
There is a stat for how frequently a ped evades attacks, and you can use the GameSetPedStat function to make it work.
GameSetPedStat(ped,13,100) -- makes ped have a 100% chance of evading incoming attacks.
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PRlead_Darby....PRlead_Darby_W......Large...PREPPY.STAT_P_BOXING...F_DARBY.Evade_Duck..Boxing..P_Grappler....../Global/BOSS_Darby......Act/Anim/BOSS_Darby.act./Global/AI..Act/AI/AI.act...N_Darby
What you did here with Evade_Duck is make the game try to load an animation group called Evade_Duck, when there is no such thing. I'm not absolutely sure on this but this may make it so Darby fails to spawn when the game tries to spawn him.
Those 4 things before the style tree are and after the stat are calling animation groups, and they get loaded when the ped is spawned.
If you want him to spawn in free-roam as an ambient ped, you'll need to change his unique model status as Toni C. started to say.
There is a stat for how frequently a ped evades attacks, and you can use the GameSetPedStat function to make it work.
GameSetPedStat(ped,13,100) -- makes ped have a 100% chance of evading incoming attacks.
Sorry. but can you give a little step from Darby evades?, because I do not really understand how to make it work :neen: :neen:
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after a long time I saw Darby to fight someone . I feel something is missing , Darby did not use "Evades"
I put the code from Darby (ide.img)
PRlead_Darby....PRlead_Darby_W......Large...PREPPY.STAT_P_BOXING...F_DARBY.Evade_Duck..Boxing..P_Grappler....../Global/BOSS_Darby......Act/Anim/BOSS_Darby.act./Global/AI..Act/AI/AI.act...N_Darby
and Change "Striker" to "Generic" in pedstats. can anyone can help me to use darby evades?
Sorry for my bad english :neen:
If you just change the ped class, then darby will fully just block instead of evades like on his boss mission
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Edit ide to 02 00 00.I think theres a code to make it in lua.
Didn't 01 00 00 enough?