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Author Topic: Official Super Mod Topic  (Read 403495 times)

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Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #375 on: May 15, 2014, 05:22:09 PM »
question 1: i dont exactly remember, ill have to recover the sources somehow to answer this but i think if i can remember, its table.insert(Styles,"/Global/P_Striker_B","Act/Anim/P_Striker_B","comment here") as an example for P_Striker_B. the comment is for showing glitches with the style. you can put nil there instead of a string or just "" if you have no comment.

problem 1: the super mod attempts to print text at the same time something else tries to, and they mess each other up.

problem 2: never experianced this myself

Offline johnny1248

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Re: Super Mod - V3.0
« Reply #376 on: May 16, 2014, 07:17:22 AM »
DaBoss i'm thinkining of adding a animation selector in the customscript file but how can i add an animation ?
for example make jimmy laugh

Offline Gerry Vengeance

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Re: Super Mod - V3.0
« Reply #377 on: May 16, 2014, 02:24:31 PM »
The taunt movement doesnt work please help

Offline embas10

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Re: Super Mod - V3.0
« Reply #378 on: May 17, 2014, 05:58:45 AM »
question 1: i dont exactly remember, ill have to recover the sources somehow to answer this but i think if i can remember, its table.insert(Styles,"/Global/P_Striker_B","Act/Anim/P_Striker_B","comment here") as an example for P_Striker_B. the comment is for showing glitches with the style. you can put nil there instead of a string or just "" if you have no comment.

problem 1: the super mod attempts to print text at the same time something else tries to, and they mess each other up.

problem 2: never experianced this myself

thanks for your info! but are it will work without .act ?
table.insert(Styles,"/Global/P_Striker_B","Act/Anim/P_Striker_B","comment here") -- your write
table.insert(Styles,"/Global/P_Striker_B","Act/Anim/P_Striker_B.Act","comment here") -- my write
so, are whitout act will work or not? i don't now about this.
and how about other code like add actionnode,aitree,stats,etc? are it like this?

table.insert(Nodes,"G_Johnny Throat","Act/without Act","Johnny Troat")

i Wanted to make action node like full style,social action,about that Nodes beetwen insert and G_johnny that just example my table! so that's will be work?and how to make my lockon ped to do That nodes? like your super mod target ped change model,style,weapon?
so thanks for you help man  :)

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #379 on: May 17, 2014, 02:39:54 PM »
yes, you DO need the .act at the end. (just .act, not .Act i dont think)
i just forgot it in the example.

and for action nodes, i dont think those were in Super Mod 4. i forget lol i aint played in too long. was there a perform action thing?

Super Mod 4 isn't going to be anything like it's beta. It's going to be significantly changed up I beleive. I'm not 100% sure on how but it will be different, and I will probably create an application, just for the mod so that you can easily create code for the customscript.lua file.

Offline Gerry Vengeance

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Re: Super Mod - V3.0
« Reply #380 on: May 18, 2014, 04:18:33 AM »
Did the harass movement is placed on the Space button? How can yo use it? it doesn't work for me. Oh and Greasers like johnny, lucky, ricky, and peanut use the G_Melee_A Stance when I installed this mod.

Offline embas10

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Re: Super Mod - V3.0
« Reply #381 on: May 18, 2014, 05:48:01 AM »
yes, you DO need the .act at the end. (just .act, not .Act i dont think)
i just forgot it in the example.

and for action nodes, i dont think those were in Super Mod 4. i forget lol i aint played in too long. was there a perform action thing?

Super Mod 4 isn't going to be anything like it's beta. It's going to be significantly changed up I beleive. I'm not 100% sure on how but it will be different, and I will probably create an application, just for the mod so that you can easily create code for the customscript.lua file.

Thx for your information Boss :)

But It Will Be work Like this?

Code: [Select]
function SETUP_Customization() -- function called once at startup
  guiHideTime = 125
  -- S_ means a variable used for the selectors, changing these will change what option your selectors start on
  S_Main = 1 -- main menu
  S_Model = 1 -- model selector
  S_Style = 1 -- style selector
  S_Weapon = 1 -- weapon selector
  S_Vehicle = 1 -- vehicle selector
  S_Weather = 1 -- weather selector
  S_Season = 1 -- season selector
  S_Mission = 1 -- mission selector
  S_Music = 1 -- music selector
  S_Area = 1 -- area selector
  S_PedEdit = 100 -- ped anim speed
  S_CreatePed = 2 -- ped creator
  S_MinPoints = 0 -- minimum trouble points
  S_MaxPoints = 300 -- maximum trouble points
  S_Trouble = 0 -- trouble points
  table.insert(MainMenu,{Func = "F_Node",Name = "ACTION SELECTOR"})
  -- T_ means a variable used for the toggles, changing these will change what option your toggles start on
  T_Time = false -- freeze time
  T_Trouble = false -- disable trouble
  T_Ammo = false -- infinite ammo
  T_Health = false -- infinite health
  T_Gravity = false -- toggle gravity
  T_ModelStyleSync = true -- model and style syncronization
  T_LockOnFunc = true -- functionality of using functions on peds
end

function F_Node()
  Actions = {}
    table.insert(Actions,{"Darby Catch throw", "act", "Darby 6 Hit"})
    table.insert(Actions,{"AxeKick", "act", "AxeKick"})
  end


this is just example. and how to make target ped to do this action?
are it's like this?

Code: [Select]
function SETUP_Customization() -- function called once at startup
  guiHideTime = 125
  -- S_ means a variable used for the selectors, changing these will change what option your selectors start on
  S_Main = 1 -- main menu
  S_Model = 1 -- model selector
  S_Style = 1 -- style selector
  S_Weapon = 1 -- weapon selector
  S_Vehicle = 1 -- vehicle selector
  S_Weather = 1 -- weather selector
  S_Season = 1 -- season selector
  S_Mission = 1 -- mission selector
  S_Music = 1 -- music selector
  S_Area = 1 -- area selector
  S_PedEdit = 100 -- ped anim speed
  S_CreatePed = 2 -- ped creator
  S_MinPoints = 0 -- minimum trouble points
  S_MaxPoints = 300 -- maximum trouble points
  S_Trouble = 0 -- trouble points
  table.insert(MainMenu,{Func = "F_Node",Name = "ACTION SELECTOR"})
  -- T_ means a variable used for the toggles, changing these will change what option your toggles start on
  T_Time = false -- freeze time
  T_Trouble = false -- disable trouble
  T_Ammo = false -- infinite ammo
  T_Health = false -- infinite health
  T_Gravity = false -- toggle gravity
  T_ModelStyleSync = true -- model and style syncronization
  T_LockOnFunc = true -- functionality of using functions on peds
end

function F_Node()
  Actions = {}
   PedGetTargetPed = table.insert(Actions,{"Darby Catch throw", "act", "Darby 6 Hit"})
   PedGetTargetPed = table.insert(Actions,{"AxeKick", "act", "AxeKick"})
  end


so thx for you next reply dude . :)

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #382 on: May 18, 2014, 12:04:30 PM »
It dosen't look like F_Node() was ever called/activated.

If I were you (this goes to the entire Super Mod community) I'd wait for the REAL Super Mod 4 because it will be a lot different and most likely have an application that will generate a customscript.lua for you by clicking some buttons and entering in some fields.

Offline Gerry Vengeance

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Re: Super Mod - V3.0
« Reply #383 on: May 18, 2014, 12:25:12 PM »
Hey daboss why you didn't answer my question lol

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #384 on: May 18, 2014, 05:25:53 PM »
^ Because I don't know, I haven't played the mod in a while and I don't have the source codes.

Offline embas10

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Re: Super Mod - V3.0
« Reply #385 on: May 19, 2014, 06:13:29 AM »
yes, you DO need the .act at the end. (just .act, not .Act i dont think)
i just forgot it in the example.

and for action nodes, i dont think those were in Super Mod 4. i forget lol i aint played in too long. was there a perform action thing?

Super Mod 4 isn't going to be anything like it's beta. It's going to be significantly changed up I beleive. I'm not 100% sure on how but it will be different, and I will probably create an application, just for the mod so that you can easily create code for the customscript.lua file.

Thx for your information Boss :)

But It Will Be work Like this?

Code: [Select]
function SETUP_Customization() -- function called once at startup
  guiHideTime = 125
  -- S_ means a variable used for the selectors, changing these will change what option your selectors start on
  S_Main = 1 -- main menu
  S_Model = 1 -- model selector
  S_Style = 1 -- style selector
  S_Weapon = 1 -- weapon selector
  S_Vehicle = 1 -- vehicle selector
  S_Weather = 1 -- weather selector
  S_Season = 1 -- season selector
  S_Mission = 1 -- mission selector
  S_Music = 1 -- music selector
  S_Area = 1 -- area selector
  S_PedEdit = 100 -- ped anim speed
  S_CreatePed = 2 -- ped creator
  S_MinPoints = 0 -- minimum trouble points
  S_MaxPoints = 300 -- maximum trouble points
  S_Trouble = 0 -- trouble points
  table.insert(MainMenu,{Func = "F_Node",Name = "ACTION SELECTOR"})
  -- T_ means a variable used for the toggles, changing these will change what option your toggles start on
  T_Time = false -- freeze time
  T_Trouble = false -- disable trouble
  T_Ammo = false -- infinite ammo
  T_Health = false -- infinite health
  T_Gravity = false -- toggle gravity
  T_ModelStyleSync = true -- model and style syncronization
  T_LockOnFunc = true -- functionality of using functions on peds
end

function F_Node()
  Actions = {}
    table.insert(Actions,{"Darby Catch throw", "act", "Darby 6 Hit"})
    table.insert(Actions,{"AxeKick", "act", "AxeKick"})
  end


this is just example. and how to make target ped to do this action?
are it's like this?

Code: [Select]
function SETUP_Customization() -- function called once at startup
  guiHideTime = 125
  -- S_ means a variable used for the selectors, changing these will change what option your selectors start on
  S_Main = 1 -- main menu
  S_Model = 1 -- model selector
  S_Style = 1 -- style selector
  S_Weapon = 1 -- weapon selector
  S_Vehicle = 1 -- vehicle selector
  S_Weather = 1 -- weather selector
  S_Season = 1 -- season selector
  S_Mission = 1 -- mission selector
  S_Music = 1 -- music selector
  S_Area = 1 -- area selector
  S_PedEdit = 100 -- ped anim speed
  S_CreatePed = 2 -- ped creator
  S_MinPoints = 0 -- minimum trouble points
  S_MaxPoints = 300 -- maximum trouble points
  S_Trouble = 0 -- trouble points
  table.insert(MainMenu,{Func = "F_Node",Name = "ACTION SELECTOR"})
  -- T_ means a variable used for the toggles, changing these will change what option your toggles start on
  T_Time = false -- freeze time
  T_Trouble = false -- disable trouble
  T_Ammo = false -- infinite ammo
  T_Health = false -- infinite health
  T_Gravity = false -- toggle gravity
  T_ModelStyleSync = true -- model and style syncronization
  T_LockOnFunc = true -- functionality of using functions on peds
end

function F_Node()
  Actions = {}
   PedGetTargetPed = table.insert(Actions,{"Darby Catch throw", "act", "Darby 6 Hit"})
   PedGetTargetPed = table.insert(Actions,{"AxeKick", "act", "AxeKick"})
  end


so thx for you next reply dude . :)


Daboss Are this my example code work?? if the code wrong correct it pleasse! :) :D
because i want to make some funny with action node like lua multi mod by hopking. :D
« Last Edit: May 19, 2014, 06:16:39 AM by embas10 »

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #386 on: May 19, 2014, 05:36:38 PM »
1) No, that won't work
2) Test it and you'll see yourself if it works instead of asking me
3) Just wait for Super Mod Final (that's the name im going by for the last super mod)

Offline WhenLifeGivesYouLemons

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Re: Super Mod - V3.0
« Reply #387 on: May 19, 2014, 08:23:20 PM »
2) Test it and you'll see yourself if it works instead of asking me

This ^

Offline embas10

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Re: Super Mod - V3.0
« Reply #388 on: May 21, 2014, 06:33:31 AM »
1) No, that won't work
2) Test it and you'll see yourself if it works instead of asking me
3) Just wait for Super Mod Final (that's the name im going by for the last super mod)

well Ok . i will try it by myself!
about next version/Final version supermod,make it like super mod 4 too ok :) . so i can insert my custom code to your mod :D

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #389 on: May 21, 2014, 07:01:44 PM »
Super Mod Final will likely not be released for a long time, this is due to multiple things

- Watch Dogs soon (yay)
- This is my final mod, so it needs to be excellent
- Been trying to work on my C++ skills lately

I will release more official info on Super Mod Final soon, after I think about it a while first. Probably today or tommorow an approximate release date will be told.