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Messages - GreenOmnitrix

Pages: 1 [2] 3 4 ... 27
16
Mod Showroom / Re: Strafe test with block
« on: April 01, 2015, 12:25:02 PM »
I want you guys to have fun with modding but I want you to learn to so you can teach future generations of Bully modding.

17
Mod Showroom / Re: Strafe test with block
« on: March 31, 2015, 10:40:15 PM »
It's hard to explain but I will try my best.

First I created a table with the name of all the fighting styles.
Then I created a "for" inside the "repeat" in the main function. The "for" goes from count = 1 to the length of the table.
Inside the "for" I created a "while" so while the lockedped is performing a fighting move (something like stylestable[count].stylename), gPlayer will perform the blocking node. I also validated it so you can't block if your defense was broken, so you can't block 2 breaker moves in a row.
It's hard to understand, can you just send me the entire code? :P

C'mon dude, he already explained everything right there, why can't you just do it yourself, all the time you ask for codes, try to learn and do stuff yourself independently man.

18
Video Stories / Re: Bittersweet Shrek
« on: March 30, 2015, 03:23:44 PM »
The 1 problem with this is that Shrek is dreck.
Nicely made video, though.

:( i made dat skin

19
Mod Releases / P_Striker_A Animation Viewer
« on: March 26, 2015, 08:54:30 PM »



A little program I made showcasing the moves that P_Striker_A has.





20
Mod Releases / Re: Chad
« on: March 26, 2015, 03:17:23 PM »
Kick chad sond efectt pl0x thanck

Nice work.  8)

Now make one with all jimmy's quotes ( ͡° ͜ʖ ͡°)

the chad say thanck to u

21
Mod Releases / Chad
« on: March 26, 2015, 06:37:53 AM »


I was bored and decided to make a program with Chad for the lulz. Click start talking for him to play all his sound files and stop for him to stop talking. Might make more of these or a soundboard in the future if anybody wants xD



22
Mod Releases / Re: Bird's Eye View + FOV adjuster
« on: March 25, 2015, 10:31:24 PM »
GTA Chinatown Wars in Bully? Count me in, good job Unknown.

23
TUTORIALS / Re: Flags IDs
« on: March 25, 2015, 09:26:09 PM »
Code: [Select]
F_PedFlag = function()
local Ped = PedGetTargetPed(gPlayer)
  if IsButtonPressed(3,0) and PedIsValid(Ped) then
TextPrintString(PedGetFlag(Ped), 2, 2)
end
end

You could try using this code to get a ped's flags in-game to make finding more easier. I tried it but it crashes my game, lol.

A ped can have multiple flags enabled/disabled so I suppose that you should ask which flag. It should be something like PedGetFlag(PED, FlagNumber)

This way I should also know if a flag exists or not.

EDIT: Get rekt m8 I was gonna answer him Nice m8  8)

EDIT2: Even though I'm changing flag 37 value to "true" it always stays "false".  :blank:

Maybe if you find that aggression/fight initiation flag we can have full strafes without the need of functions  and other overrides.

24
TUTORIALS / Re: Flags IDs
« on: March 25, 2015, 08:33:26 PM »
Code: [Select]
F_PedFlag = function()
local Ped = PedGetTargetPed(gPlayer)
  if IsButtonPressed(3,0) and PedIsValid(Ped) then
TextPrintString(PedGetFlag(Ped), 2, 2)
end
end

You could try using this code to get a ped's flags in-game to make finding more easier. I tried it but it crashes my game, lol.

2 things wrong there. Firstly, you need the flag number in as the 2nd arg and it'll return the value of what that flag is. Secondly, trying to print a boolean value (true/false) will crash the game. Try this

local flag = 90
local ped = PedGetTargetPed()
if not PedIsValid(ped) then ped = gPlayer end
if IsButtonBeingPressed(3,0) then
  local value = PedGetFlag(ped,flag)
  if value == true then
    TextPrintString("true",1,1)
  elseif value == false then
    TextPrintString("false",1,1)
  else
    TextPrintString(value,1,1)
  end
end
end

Thanks Daboss!

25
TUTORIALS / Re: Flags IDs
« on: March 25, 2015, 08:26:05 PM »
Code: [Select]
F_PedFlag = function()
local Ped = PedGetTargetPed(gPlayer)
  if IsButtonPressed(3,0) and PedIsValid(Ped) then
TextPrintString(PedGetFlag(Ped), 2, 2)
end
end

You could try using this code to get a ped's flags in-game to make finding more easier. I tried it but it crashes my game, lol.

26
TUTORIALS / Re: Flags IDs
« on: March 25, 2015, 05:17:21 PM »
I did a bit of testing with the strafe flag (11) and found some interesting results: when not in combat and the flag is set on a ped, they do that same weird strafe/cheering thing like the player does with a fighting style, but once in combat, they start strafing normally. I wonder if there is a flag that initiates combat/aggression?

27
Mod Showroom / Bucky Gets Turnt
« on: March 25, 2015, 01:13:50 PM »
Bucky Gets Turnt

Bucky gets too turnt and dreams about beating Russell in the hole.

28
Mod Releases / Re: .CAT Dumper
« on: March 25, 2015, 11:52:52 AM »
Yeah I have XP.


But it's still weird that it dumped fine WrestlingNPC_ACT.

Anyways I already have most of the words written down so it's not a big deal.  8)

Weird, all cats dump correctly in order for me, and I can act mix with ease with that information. A cat extractor is in the works :)

29
Mod Releases / Re: .CAT Dumper
« on: March 25, 2015, 10:46:57 AM »
How exactly does this help?

Edit: You gotta be kidding me m8, when I open the application, nothing shows up.

OS?

30
Mod Releases / Re: .CAT Dumper
« on: March 25, 2015, 10:45:56 AM »
Well... mine doesn't seem to list the words of the file.  :(

EDIT: It only worked fine with WrestlingNPC_ACT.cat for some reason.





How exactly does this help?
It will give you a list of strings that you can use for whatever; but mainly to give you an idea of where/what you can edit/replace using HxD to make some fighting style mixes via Act.img.

I wrote this on Windows 8.1 and you have XP I think, might be comparability issues, this is like one of the first programs I ever ported lol, but atleast you have spaces in the text files, use that to separate them.

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