News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Show Posts

* Messages | Topics | Attachments

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Micha

Pages: 1 [2] 3 4
16
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 03:47:33 PM »
I tried your method but the game crashed once I pressed start on the game menu, at least I know that the script is being read this way because previously nothing happened. But I must have messed something up.
My apologies btw if I keep posting stuff, I just wanted to see if I could figure this out. But maybe I also need to try to understand it a bit better before I do so.

17
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 01:44:36 PM »
Okay, thanks, I'll keep messing around with it and see if I can make stuff work. At the very least I've become more mindful of the mistakes I make. I will probably need to keep trying this out a lot more though to get the hang of it.  This has been very helpful though so thank you Simon.

18
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 01:18:51 PM »
I've made it again, the main thing I'm not certain about is how the main function should be structured in STimeCycle compared to if it's made for a mission. I'm also not a hundred percent sure if I'm structuring the damage multiplier function correctly.

19
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 12:44:33 PM »
Thank you for your advice, it's very helpful. What if I then structure the script like this?

Never mind, still didn't work. I'll try again

20
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 12:17:09 PM »
I've actually watched Derpy's second tutorial again and it cleared a lot of things up with the functions, I'm just trying to ensure that I can structure the creation of a new function for the multiplier within the main thread properly for the STimeCycle file.

21
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 10:42:41 AM »
Hi Simon, I've been looking at tutorials that focus on the STimeCycle and they help a lot and I can see now that I need to apply a proper main function for it to work. I'm just not completely sure about the right structure, could you maybe point me in the right direction. I'll include a file with how I've been trying to approach this differently. There are a lot of good lua tutorials but I have not found as many that focus on the STimeCycle file,

22
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 03:40:29 AM »
Well... beginning to script modding is not very easy at first. But once you get the hang of it, things will come.
I am no expert and I have no idea how to do that via scripting... sorry

However, there is another way to do that: pedstats.dat

It's much easier to edit this file on excel and I strongly advise it. Column AG has the description of "Damage_Scale"

Yeah, when you try to do it it's even harder than it seems. I've also been there and tried the "Damage_Scale" column but it only seems to work with weapon damage, so you can make Boss Norton for example nuke you with his sledgehammer, but normal attack damage seems to be unaffected.

23
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 03:35:05 AM »
Yeah, makes sense. I already had the gut feeling that I needed to start from scratch when I noticed that it wasn't having any effect and in reality, I really had no idea about what I was trying to do. Thanks for the advice, I'll make sure to take some more time to try and get it done the right way. What is the best command for damage multiplication btw? is it PedSetDamageGivenMultiplier or is there a better way?

24
Modding Questions/Help / Damage multiplier script
« on: April 13, 2021, 04:35:03 PM »
So I've been trying to dip my toes into script modding but have been failing miserably. Basically what I've been trying to do is create a script through STimeCycle.lua file to create damage multipliers for certain characters and especially bosses, but once I compile the file and add it to scripts.img nothing happens once I load the game. I wanted to try this out after going through the script of one of Daboss' modds and she was even nice enough to give some tips but I still haven't been able to figure this out yet because honestly in some ways I feel like I don't have a clue about what I'm doing. If someone could help me out it would be really appreciated, I'll add the script of what I was trying to do, just don't judge me too hard please ;)

25
This should be located on the mission scripts located in the script.img folder I think, but don't quote me on this because I haven't actually tried to do this.

26
Sure, I'll message it to you.

27
When it comes to the population.dat file, you didn't need to use it if you changed the trigger.img file. Could you maybe tell me where you placed it if you used both it and the triggers file? It might have been my fault since I might have needed to be more clear.

In the case that the issue isn't related to that, then the trigger.img file might be the most likely source of the issue since it is the one I was most reluctant to include due to its size and I might have accidentally messed up something even if I tested everything without posting.

Also, could you tell me which version of the ide.img file you used?

28
Sadly enough I do not because that would be pretty cool.

29
Modding Questions/Help / Re: Help with boss fighting style
« on: March 08, 2021, 03:28:18 PM »
Sure thing.

30
Modding Questions/Help / Re: Help with boss fighting style
« on: March 07, 2021, 05:21:53 AM »
Yep, exactly I was being an idiot and confused the two

Pages: 1 [2] 3 4