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


Author Topic: Working Props  (Read 5919 times)

0 Members and 1 Guest are viewing this topic.

Offline AlphaTech

  • LostInSpace
  • Sr. Member
  • ***
  • Posts: 758
  • Gender: Male
  • The name's AlphaTECH, whatca need help with?! :)
    • View Profile
Working Props
« on: July 27, 2015, 10:43:38 AM »
I am finally doing some sort of topic on this since I am on a P.C with all the decompiled scripts on it. I didn't decompile them myself but got them from a source so just bear with me as everything is not 100 percent. Most props work a certain way and are meant to run during certain missions. Different from any other thing ingame they have their own animations and Action Node's


So the very first I will get into are the Autoshop gate's they run by setting them open or closed. Here are some codes to how they work read them closely you also need the Action Tree's loaded and Animation Groups.
 
 
Code: [Select]
Load("Act/Conv/1_07.act")
  LoadActionTree("Act/Props/SBarels1.act")
  LoadActionTree("Act/Props/barrelLad.act")
  LoadActionTree("Act/Conv/1_03.act")
  LoadActionTree("Act/Anim/1_03_Davis.act")


  DATLoad("1_03.DAT", 2)
  DATLoad("1_07.DAT", 2)
  DATLoad("tschool_garagedoors.DAT", 2)
  DATLoad("tbarrels.DAT", 2)
  DATInit()
 
  PAnimCreate(TRIGGER._TSCHOOL_AUTOSHOPFGATE) This is the first gate when running toward it in The Setup.
  PAnimCloseDoor(TRIGGER._TSCHOOL_AUTOSHOPFGATE)
  AreaSetDoorLockedToPeds(TRIGGER._TSCHOOL_AUTOSHOPFGATE, false)
  AreaSetDoorPathableToPeds(TRIGGER._TSCHOOL_AUTOSHOPFGATE, true)
 
  PAnimCreate(TRIGGER._SCGRDOOR) This is the silver door that Trent is standing near.
  PAnimCloseDoor(TRIGGER._SCGRDOOR)
  AreaSetDoorLockedToPeds(TRIGGER._SCGRDOOR, false)
  AreaSetDoorPathableToPeds(TRIGGER._SCGRDOOR, true)
 
  PAnimCreate(TRIGGER._1_07_GATE_T) This is the door all the way at the end used on Defend Bucky got them both working correctly heh.
  PAnimSetActionNode(TRIGGER._1_07_GATE_T, "/Global/1_07/CloseGate/PropClosed", "Act/Conv/1_07.act")
  AreaSetDoorPathableToPeds(TRIGGER._1_07_GATE_T, true)
  AreaSetDoorLockedToPeds(TRIGGER._1_07_GATE_T, false)




  PAnimCreate(TRIGGER._SCGRDOOR01) This is the silver door that Ethan runs out of.
  PAnimCloseDoor(TRIGGER._SCGRDOOR01)
  AreaSetDoorLockedToPeds(TRIGGER._SCGRDOOR01, false)
  AreaSetDoorPathableToPeds(TRIGGER._SCGRDOOR01, true)




  PAnimCreate(TRIGGER._SCGRDOOR02) This is the silver door where Wade and Tom runs out of.
  PAnimCloseDoor(TRIGGER._SCGRDOOR02)
  AreaSetDoorLockedToPeds(TRIGGER._SCGRDOOR02, false)
  AreaSetDoorPathableToPeds(TRIGGER._SCGRDOOR02, true)

To create the door that you go threw at the chem plant just add this,

  SoundEnableInteractiveMusic(false)
  SoundDisableSpeech_ActionTree()
  LoadAnimationGroup("DO_STRIKECOMBO")
  LoadAnimationGroup("BOXING")
  LoadAnimationGroup("C_Wrestling")
  DisablePunishmentSystem(true)
  LoadActionTree("Act/Anim/DO_Edgar.act")
  LoadActionTree("Act/AI/AI_EDGAR_5_B.act")
  LoadActionTree("Act/Conv/5_B.act")
  LoadModels("Act/Conv/5_B.act", 387)
  AreaSetDoorLocked("5_B_CHEM_DOOR", true)
  AreaSetDoorLocked("5_B_CHEM_DOOR_2", true)
  AreaSetDoorLocked("DT_ChemPlant_DoorL", true)
  PedSaveWeaponInventorySnapshot(gPlayer)


  PAnimCreate(TRIGGER._5_B_SECDOOR1)
  PAnimCreate(TRIGGER._5_B_SECDOOR2)
  AreaSetDoorLocked(TRIGGER._5_B_SECDOOR1, true)
  AreaSetDoorLocked(TRIGGER._5_B_SECDOOR2, true)


  l_0_21 =
  l_0_20 = PAnimGetPoolIndex("CH_ElevDoorC", -761.78997802734, 91.76490020752, 7.6157898902893, 5)
  l_0_23 =
  l_0_22 = PAnimGetPoolIndex("CH_ElevDoorD", -760.94097900391, 91.76490020752, 7.6157999038696, 5)
  PAnimFollowPath(l_0_20, l_0_21, PATH._5_B_ELEVATOR_C, false)
  PAnimSetPathFollowSpeed(l_0_20, l_0_21, 0.5)
  PAnimFollowPath(l_0_22, l_0_23, PATH._5_B_ELEVATOR_D, false)
  PAnimSetPathFollowSpeed(l_0_22, l_0_23, 0.5)

  l_0_21 =
  l_0_20 = PAnimGetPoolIndex("CH_ElevDoorC", -761.78997802734, 91.76490020752, 7.6157898902893, 5)
  l_0_23 =
  l_0_22 = PAnimGetPoolIndex("CH_ElevDoorD", -760.94097900391, 91.76490020752, 7.6157999038696, 5)
  PAnimFollowPath(l_0_20, l_0_21, PATH._5_B_EC_CLOSE, false)
  PAnimSetPathFollowSpeed(l_0_20, l_0_21, 0.5)
  PAnimFollowPath(l_0_22, l_0_23, PATH._5_B_ED_CLOSE, false)
  PAnimSetPathFollowSpeed(l_0_22, l_0_23, 0.5)

  gDoorEnded = false
  if gClosingDoor then
    gClosingDoor = false
    SoundLoopPlay2D("ChemDoorClose", false)
  end
  gOpeningDoor = true
  SoundLoopPlay2D("ChemDoorOpen", true)
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR1, 0.5)
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR2, 0.5)

  gDoorEnded = false
  if gOpeningDoor then
    gOpeningDoor = false
    SoundLoopPlay2D("ChemDoorOpen", false)
  end
  gClosingDoor = true
  if l_0_12 then
    SoundLoopPlay2D("ChemDoorClose", true)
  end
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR1, -0.5)
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR2, -0.5)

  PAnimFollowPath(TRIGGER._5_B_SECDOOR1, PATH._5_B_DOORA_OPEN, false, F_DoorsOpenClosed_Callback)
  PAnimFollowPath(TRIGGER._5_B_SECDOOR2, PATH._5_B_DOORB_OPEN, false, F_DoorsOpenClosed_Callback)
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR1, 0)
  PAnimSetPathFollowSpeed(TRIGGER._5_B_SECDOOR2, 0)
  gClosingDoor = false
  SoundLoopPlay2D("ChemDoorClose", false)
  gOpeningDoor = false
  SoundLoopPlay2D("ChemDoorOpen", false)

    if PlayerIsInTrigger(TRIGGER._5_B_LIFTUP) then
      if IsButtonPressed(9, 0) then
        PAnimFollowPath(l_0_18, l_0_19, PATH._5_B_ELEVATOR_DOWN, false)
        PAnimSetPathFollowSpeed(l_0_18, l_0_19, 1)
      end
    elseif PlayerIsInTrigger(TRIGGER._5_B_LIFTDOWN) and IsButtonPressed(9, 0) then
      PAnimFollowPath(l_0_18, l_0_19, PATH._5_B_ELEVATOR_UP, false)
      PAnimSetPathFollowSpeed(l_0_18, l_0_19, 1)

Don't know much about the elevator but this should close some of the doors in the chem plant and at The Autoshop.
« Last Edit: July 27, 2015, 11:03:45 AM by AlphaTech »

Offline UltimateGamer9

  • Full Member
  • ***
  • Posts: 190
  • Gender: Male
    • View Profile
Re: Working Props
« Reply #1 on: July 27, 2015, 10:59:39 AM »
I am finally doing some sort of topic on this since I am on a P.C with all the decompiled scripts on it. I didn't decompile them myself but got them from a source so just bear with me as everything is not 100 percent. Most props work a certain way and are meant to run during certain missions. Different from any other thing ingame they have their own animations and Action Node's
hm? r u talking 'bout panim or something? if u know about the elevator i will get to make that mission and i shall show u what i made

Offline AlphaTech

  • LostInSpace
  • Sr. Member
  • ***
  • Posts: 758
  • Gender: Male
  • The name's AlphaTECH, whatca need help with?! :)
    • View Profile
Re: Working Props
« Reply #2 on: July 27, 2015, 11:05:24 AM »
I don't know everything about the chem plant but I have some codes on it. :cool:

Offline UltimateGamer9

  • Full Member
  • ***
  • Posts: 190
  • Gender: Male
    • View Profile
Re: Working Props
« Reply #3 on: July 27, 2015, 11:11:51 AM »
oh k

Offline gamerzod

  • Jr. Member
  • **
  • Posts: 17
    • View Profile
Re: Working Props
« Reply #4 on: July 27, 2015, 11:40:43 AM »
How about funhouse and shcool roof?

Offline Hayley

  • _( :⁍ 」 )_
  • Global Moderator
  • I Live Here
  • *****
  • Posts: 16,997
    • View Profile
Re: Working Props
« Reply #5 on: April 30, 2021, 11:57:58 AM »
I misread this topic title as "Working Preps" and I snorted because

"The preps won't work a single day of their lives."

Except Bryce.

Offline SimonBestia

  • Full Member
  • ***
  • Posts: 294
  • Gender: Male
  • Bully-Board's Best Weeb
    • View Profile
    • Youtube Channel
Re: Working Props
« Reply #6 on: April 30, 2021, 02:54:03 PM »

Offline Hayley

  • _( :⁍ 」 )_
  • Global Moderator
  • I Live Here
  • *****
  • Posts: 16,997
    • View Profile
Re: Working Props
« Reply #7 on: April 30, 2021, 11:27:17 PM »
Yes.

Isn't it Parker who talks about that? Oh God I haven't played this game in agessss