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Author Topic: Mascot fight test  (Read 3070 times)

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deadpoolXYZ

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Mascot fight test
« on: April 03, 2015, 06:03:17 PM »
I tried to exploit his mission with glitches and mods and ended up with this.

Bully SE: Mascot test

Offline AfterLife

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Re: Mascot fight test
« Reply #1 on: April 03, 2015, 08:39:02 PM »
GlobalImportScript("4_05")
May make this happen in freeroam. BTW I got all J_Mascot moves, the REAL ones except for Dizzy Headbutt.
« Last Edit: April 03, 2015, 09:28:52 PM by AfterLife »

Offline GreenOmnitrix

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Re: Mascot fight test
« Reply #2 on: April 03, 2015, 10:51:32 PM »
GlobalImportScript("4_05")
May make this happen in freeroam. BTW I got all J_Mascot moves, the REAL ones except for Dizzy Headbutt.


deadpoolXYZ

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Re: Mascot fight test
« Reply #3 on: April 03, 2015, 11:14:58 PM »
GlobalImportScript("4_05")
May make this happen in freeroam. BTW I got all J_Mascot moves, the REAL ones except for Dizzy Headbutt.

Importing the mission script doesn't make the mascot spawn like in his boss fight with a healthbar and all the other stuff. In that case importing 2_B means that derby should spawn with his boss style in the boxing gym. Importing a mission script only enables a few features that only work in that mission, not the whole thing. For example like 80% of the funhouse interactuable stuff doesn't work unless you import the mission script (and I got the book trigger working only).

Also I literally posted the mascot nodes like a month ago in the nodes thread and all of a sudden you get excited by something that has
been there since forever.

About the dizzy headbutt it works pretty much like the tornado kick. In mission 2_B if certain conditions are met (derby has no bodyguards left) then the attack pattern of BOSS_Darby is changed to the chasing uppercut and G_Johnny is changed to the tornado kick. Well... in 4_05 if the mascot has a yellow healthbar then his attack pattern changes from the groin kick to the dizzy headbutt. And no, importing the script doesn't enable the headbutt unlike the tornado kick.

As I said before this is the exact same (incomplete) node that I posted, only with extra code to prevent jimmy from doing any other attack that is not the groin kick:

Code: [Select]
if IsButtonPressed(15, 0) then
PedSetAITree(gPlayer,"/Global/DarbyAI","Act/AI_DARBY_2_B.act")
repeat
PedSetActionNode(gPlayer, "/Global/J_Mascot/Offense/Short", "act/anim/J_Mascot.act")
Wait(0)
until not PedIsPlaying(gPlayer, "/Global/J_Mascot/Offense/Medium/Strikes/LightAttacks",  "act/anim/J_Mascot.act")
PedSetAITree(gPlayer, "/Global/PlayerAI", "Act/PlayerAI.act")
    end
« Last Edit: April 04, 2015, 01:20:32 AM by The Dream Is Dead »

Offline DaBOSS54320

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Re: Mascot fight test
« Reply #4 on: April 04, 2015, 02:48:58 AM »
That headbutt would do great as an authority resist move.

Offline AfterLife

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Re: Mascot fight test
« Reply #5 on: April 04, 2015, 03:25:27 AM »
That headbutt would do great as an authority resist move.
Agreed.

Offline Unknownsoldier

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Re: Mascot fight test
« Reply #6 on: April 04, 2015, 06:01:43 AM »
I got all J_Mascot moves, the REAL ones except for Dizzy Headbutt.

Offline AfterLife

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Re: Mascot fight test
« Reply #7 on: April 04, 2015, 06:08:13 AM »
I got all J_Mascot moves, the REAL ones except for Dizzy Headbutt.

Thank you.