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Topics - Reath

Pages: [1]
1
Mod Releases / Freeroam mixed fighting
« on: February 26, 2015, 12:56:53 AM »
Making peds in freeroam use different moves.

Make sure to backup your script files.
Download

http://www.youtube.com/watch?v=hpCU4CClEts

Edit: Updated the script


Code: [Select]
local F_Peds = {}


LoopFunctions = function()
repeat
CheckForPeds()
Wait(80)
until not Alive
end


CheckForPeds = function()
local P_H_P_L = PedGetWhoHitMeLast(gPlayer)
local P_T_P = PedGetTargetPed(gPlayer)
if PedIsValid(P_T_P) and PedGetHealth(P_T_P) > 1 then
if OnlyOnePedInstance(P_T_P) then
RegisterPed(P_T_P)
end
elseif PedIsValid(P_H_P_L) and PedGetHealth(P_H_P_L) > 1 then
if OnlyOnePedInstance(P_H_P_L) then
RegisterPed(P_H_P_L)
end
end

for i = 1,table.getn(F_Peds) do
if PedIsValid(F_Peds[i]) then
local F_H_P_L = PedGetWhoHitMeLast(F_Peds[i])
local F_T_P = PedGetTargetPed(F_Peds[i])

if PedIsValid(F_T_P) and PedGetHealth(F_T_P) > 1 then
if OnlyOnePedInstance(F_T_P) and F_T_P ~= gPlayer then
RegisterPed(F_T_P)
end
end

if PedIsValid(F_H_P_L) and PedGetHealth(F_H_P_L) > 1 then
if OnlyOnePedInstance(F_H_P_L) and F_H_P_L ~= gPlayer then
RegisterPed(F_H_P_L)
end
end

end
end

end


OnlyOnePedInstance = function(PedToCheck)
local Match = false

for i = 1,table.getn(F_Peds) do
 if PedToCheck == F_Peds[i] then
  Match = true
 end
end

if Match then
return false
else
return true
end

end

RegisterPed = function(Ped)
table.insert(F_Peds,Ped)
end


CheckPeds = function()
for i = 1,table.getn(F_Peds) do
 if not PedIsValid(F_Peds[i]) or PedIsDead(F_Peds[i]) then
  table.remove(F_Peds,i)
 end
end
end

CyclePeds = function()
for i = 1,table.getn(F_Peds) do
  FactionAndNameBased(F_Peds[i])
end
end

FactionAndNameBased = function(FI_Ped)
local FI_Ped_F = PedGetFaction(FI_Ped)
local FI_Ped_N = PedGetName(FI_Ped)
local RDNM_1 = math.random(1100)
local RDNM_2 = math.random(1100)
local RDNM_3 = math.random(1100)
local RDNM_4 = math.random(1100)
local RDNM_5 = math.random(1200)
local RDNM_6 = math.random(1200)
local RDNM_7 = math.random(1300)
local RDNM_8 = math.random(1300)
local RDNM_9 = math.random(1400)
local RDNM_10 = math.random(1400)



if PedIsValid(FI_Ped) and PedGetHealth(FI_Ped) > 1 then
if PedIsInCombat(FI_Ped) then
if PedGetGrappleTargetPed(FI_Ped) < 0 then


-----------------
--Name based-----
-----------------

elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act")

elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Peanut" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Ricky" then
PedSetActionNode(FI_Ped, "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Ricky" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Ricky" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch1", "Act/Anim/Nemesis.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw", "Act/Anim/BOSS_Darby.act")


elseif RDNM_7 == RDNM_8 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_9 == RDNM_10 and FI_Ped_N == "N_Gary" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Special/Invincible/HeadButt/HeadButt_AnticStart/", "Act/Anim/BOSS_Russell.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Medium/Strikes/Unblockable/DoubleAxeHandle", "Act/Anim/BOSS_Russell.act")


elseif RDNM_7 == RDNM_8 and FI_Ped_N == "N_Russell" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_N == "N_Troy" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Russell_102/Offense/Short/Medium/RisingAttacks", "Act/Anim/Russell_102.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_N == "N_Troy" and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Russell/Offense/Medium/Strikes/Unblockable/DoubleAxeHandle", "Act/Anim/BOSS_Russell.act")



-----------------
--Faction based--
-----------------



elseif RDNM_1 == RDNM_2 and FI_Ped_F == 2 then
PedSetActionNode(FI_Ped, "/Global/J_Damon/Offense/SpecialStart/StartRun", "Act/Anim/J_Damon.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 5 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw", "Act/Anim/BOSS_Darby.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 5 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut/Knee", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut", "Act/Anim/Nemesis.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 2 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick", "Act/Anim/Nemesis.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_F == 3 and DistanceBetweenPeds2D(PedGetTargetPed(FI_Ped), FI_Ped) <= 1.5 then
PedSetActionNode(FI_Ped, "/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch1", "Act/Anim/Nemesis.act")


elseif RDNM_1 == RDNM_2 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 305 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/FireSpudGun", "Act/Anim/N_Earnest.act")


elseif RDNM_3 == RDNM_4 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 307 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/ThrowBombs", "Act/Anim/N_Earnest.act")


elseif RDNM_5 == RDNM_6 and FI_Ped_F == 1 and PedGetWeapon(FI_Ped) == 301 then
PedSetActionNode(FI_Ped, "/Global/N_Earnest/Offense/ThrowBombs", "Act/Anim/N_Earnest.act")


end
end
end

end


main = function()
 
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("Earnest")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_Pbomb")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("TE_Female")
 
  CreateThread("LoopFunctions")
  --DisablePunishmentSystem(true)
  repeat
  CheckPeds()
  CyclePeds()
    Wait(10)
  until not Alive
end
 
F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

2
TUTORIALS / How to extract Sound Effects
« on: February 14, 2015, 02:36:36 PM »
The files are in the xact folder in audio.
It's the same as extracting audio http://www.bully-board.com/index.php?topic=18149.0

(I did not make this)
Code: [Select]
# for the Bully: Scholarship Edition (PC) '.SEA' files

get XSBOFF long
get XSBLEN long   # XWBOFF
get XWBLEN long   # EOF
get INITREFS long   

get XSBN basename
string XSBN += .xsb
get XWBN basename
string XWBN += .xwb

log XSBN XSBOFF XSBLEN
math XSBLEN += XSBOFF
log XWBN XSBLEN XWBLEN

Save as xact.bms (or whatever you want)
Use with quickbms and pick a .sea file, you will then get the xwb files for converting to wav files.

3
Bully Modding Archives / Possible way of replacing game audio
« on: February 13, 2015, 02:14:29 PM »
I was talking to LostInSpace awhile back, and we got to messing with the audio files, when we figured this out. I decided since I'm not going to do anything with it, I'd go ahead and post it.
If you don't know how to extract audio, check this.

First of all to reimport you just need a .bat file with
Code: [Select]
quickbms -w -r speechbms.bms Music.bin(the bin you want to import into) folderwithaudioormusicfiles
pause
This will only allow you to say, replace music, not add. The file also needs to be smaller than the original, or it will not work.
It seems to work fine, though I haven't really tested it, because I can't modify the xsb/xwb files.

The files have a header. "SDBK" for xsb. "WBND" for xwb.
https://code.google.com/p/monoxna/source/browse/wiki/XnaFrameworkAudio.wiki?r=346

I think this, Microsoft XNA Game Studio, is what you want to use.
I can't install it though, it may only work for older windows, like XP. It should work for 7, though.

I don't know, this is just what I found. Someone might find it useful.
There's this too. Getting Started with XACT

4
Mod Releases Archive / Pirate Boss Fight
« on: March 30, 2014, 04:58:50 PM »
Pirate Boss Fight

http://www.bully-board.com/index.php?action=downloads;sa=view;down=187

A mission to fight the Pirate and then Gary.

5
TUTORIALS / Triggering speech and setting Stats through Lua
« on: March 25, 2014, 10:33:12 PM »
Code: [Select]
PedSetStatsType(PED,"STAT_J_DAMON")
To make a ped use a certain pedstat.

GameSetPedStat(PED, 5, 300)
I would use override, to make sure it will work and override anything else.

PedOverrideStat(PED, 5, 700)
           PED, STAT, VALUE

0 Id of pickup def (c. Pickups.dat) - Item to drop when defeated - FRAFFYCAN - Weapons or other items - PedOverrideStat(PED, 0, "W_DeadRat")
1 Likelihood (n/100) of dropping an item when defeated
2 Vision Yaw (in degrees)  note this is total yaw and not angle from facing direction (which is this value / 2) Vision Rate
3 Vision Range (in meters)
4 Max Health
5 Health regeneration rate - percentage of maximum rate - Set to 101 or higher for regeneration.
6 Fear (n/100) How likely to run away from a fight or insult or weapon fired
7 Chicken (n/100) (chance of tattling/ yelling for help)
8 Attack Frequency - How often they attack
9 Bike Attack Frequency - How often they attack on a bike
10 Projectile Attack Accuracy (n/100) How accurate a ped is with a weapon
11 Projectile Attack Frequency - How often they attack with a weapon
12 Block Frequency - How often they block
13 Evade Frequency - How often they evade, preps dodge and dodge projectiles?
14 Aggression (n/100) How likely to start a fight, or continue a fight.
15 Criminality - How likely to bully or smash things
16 Sprint Meter - How much they can run before out of breath. 60 is normal
17 Character Class - Generic - Ranged - Striker - Melee - Grappler
18 Preferred Combat Zone (0/1/2 = short/medium/long) Short is grappling? Medium is striker? Long should be for Ranged
19 Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7) Not sure
20 Animation Speed factor (100 = 100% speed) 200 = Double speed - 50 is half speed
21 Zone Promote No idea
22 Special Meter  No idea
23 Special Points No idea
24 Bike Cruise Speed - Normal riding? Cruise control bike?
25 Bike Top Speed - Top possible speed
26 Bike Wait Speed - Waiting for you to catchup?
27 Bike Flee Distance - Fleeing distance from enemy
28 Bike Catchup Distance - Distance to catchup
29 Bike Wait Distance - How far away to wait.
30 Bike Projectile Usage (n/100) - How often to use weapons on bikes
31 Damage_Scale - How much damage per hit. 100 Should be normal. 500 will be very deadly with weapons
32 Dive probability No idea
33 Tenacity (n/100), How tough they are to knock down or off a bike
34 Evasion (n/100) - Bike evasion?
35 Bike Flee Speed - How fast to flee
36 Bike Follow Speed - How fast to follow
37 Bike Catchup Speed - How fast to catchup
38 Grap1Reversal (Strikes) - How likely to be able to hit/Knee drop - 100 max Impossible to hit
39 Grap2Reversal (Grapples) - How hard to grapple - 100 max Impossible to grapple
40 Night weapon - Weapon to use at night - W_Flashlight   PedOverrideStat(PED, 40, "W_Flashlight")
41 "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" - Bike - crapbmx - banbike - racer - aquabike - oladbike
42 "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"           scooter might work, I haven't checked
43 "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
44 Likelihood (n/100) of having a weapon
45 Weapon slot 1: Type of melee/projectile ---  PedOverrideStat(PED, 45, "spudg")
46 Weapon slot 1: Amount of Ammo    -1 (Negative one) should be infinite. Otherwise will only have what number you set
47  Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS
48 "Weapon slot 1: Available after mission (use ""init"" to signify start of game)"    -    e.g - 1_03 or 4_01
49 Weapon slot 2: Type of melee/projectile         - brocketlauncher - spudg
50 Weapon slot 2: Amount of Ammo
51 Weapon slot 2: Selection weight for melee/projectile weapon
52 "Weapon slot 2: Available after mission (use ""init"" to signify start of game)"
53 Weapon slot 3: Type of melee/projectile
54 Weapon slot 3: Amount of Ammo
55 Weapon slot 3: Selection weight for melee/projectile weapon
56 "Weapon slot 3: Available after mission (use ""init"" to signify start of game)"
57 Weapon slot 4: Type of melee/projectile
58 Weapon slot 4: Amount of Ammo
59 Weapon slot 4: Selection weight for melee/projectile weapon
60 "Weapon slot 4: Available after mission (use ""init"" to signify start of game)"
61 Stun Resistance (n/100) how resistant a ped is to stunning - Like from uppercut
62 "Ped can be knocked down (0 = no, 1 = yes)"
63 Percent health at which the ped can be humiliated in combat. 0 - 100



I'll add anymore I get to work.
Code: [Select]
SoundPlayScriptedSpeechEvent(TargetPed, "JEER", 0, "large")
--Ped to speak - Speech type to play - Leave as 0 unless for mission audio - Ped size?

--Mission audio example
SoundPlayScriptedSpeechEvent(TargetPed, "M_2_R11", 10, "large", true)
--Put the ID for the mission, and the number is for which line to use.

--Speech types
BUSTING
BUSTING_JIMMY
BYE
CALL_FOR_HELP
CHASE
CHASE_ESCAPE
CHASE_OUT_OF_BREATH
CHATTER
COMPLAIN
CONFUSED
CONGRATULATIONS
DEFEAT_TEAM
DISGUST
DONT_HIT
FIGHT
FIGHT_BEATEN
FIGHT_INITIATE
FIGHT_SACKED
FIGHT_WATCH
FIGHT_WTF
FLUSTERED
GIVE
GREET
GREET_PLAYER_HAIRCUT_LIKE
GREET_PLAYER_SHIRT_LIKE
JEER
LAUGH
PUKE
RAT_HIT
SCARED
SEE_ALLY_ATTACKED
SEE_SOMETHING_COOL
SEE_VANDALISM
SNOW_SHOVELLING
STINK_BOMB
STORE_BYE_BUY
STORE_BYE_NOBUY
STORE_VIOLENCE_RESPONSE
TAUNT
TAUNT_AGGRO
TAUNT_BACK_DOWN
TAUNT_HARASS
TAUNT_KICK
TAUNT_NEIGHBOURHOOD_DROPOUT
TAUNT_NEIGHBOURHOOD_GREASER
TAUNT_NEIGHBOURHOOD_PREP
TAUNT_NEW_KID
TAUNT_PLAYER_DISLIKE_CLOTHES
TAUNT_PLAYER_DISLIKE_HAIR
TAUNT_PLAYER_DISLIKE_HAT
TAUNT_PLAYER_DISLIKE_PANTS
TAUNT_PLAYER_DISLIKE_SHIRT
TAUNT_PLAYER_DISLIKE_SHOES
TAUNT_PLAYER_DISLIKE_TATTOO
TAUNT_PLAYER_EGGS
TAUNT_PLAYER_FALLEN
TAUNT_PLAYER_LIKES_CLOTHES
TAUNT_RESPONSE
TAUNT_RESPONSE_CRY
TAUNT_RESPONSE_DONT_CARE
TAUNT_RESPONSE_PLEAD
THANK_YOU
THANKS_JIMMY
THIS_WAY
TRASH_TALK_PERSONAL
TRASH_TALK_TEAM
VICTORY_INDIVIDUAL
VICTORY_TEAM
WAIT_FOR_ME
WARNING_CURFEW
WARNING_TRUANCY
WHINE

-----------------------------------------------
Player audio

SoundPlayScriptedSpeechEvent(gPlayer, "PLAYER_BIKE_STEALING", 0, "large")

PLAYER_BEATEN
PLAYER_BIKE_CRASH
PLAYER_BIKE_STEALING
PLAYER_BIKE_STOLEN
PLAYER_BOOT
PLAYER_CAMERA_BAD
PLAYER_CAMERA_GOOD
PLAYER_DEFEAT_INDIVIDUAL
PLAYER_DEFEAT_TEAM
PLAYER_DEJECTED
PLAYER_DRINK
PLAYER_EXCUSE
PLAYER_FLIRT_GOOD
PLAYER_GET_MONEY
PLAYER_GET_WEAPON
PLAYER_GREET_ASSIST
PLAYER_GREET_FRIENDLY_DOG
PLAYER_GREET_GENERIC
PLAYER_GREET_GENERIC_BOY
PLAYER_HIT_SWITCH
PLAYER_IDLE
PLAYER_IDLE_RAIN
PLAYER_IDLE_TIRED
PLAYER_IDLE_WINTER
PLAYER_INFIRMARY
PLAYER_JEER
PLAYER_LAUGH_CRUEL
PLAYER_MISSION_SUCCESS
PLAYER_OFFICE
PLAYER_STEALTH
PLAYER_SUCCESS
PLAYER_TAG_COMPLETE
PLAYER_TAUNT
PLAYER_TAUNT_AUTHORITY
PLAYER_TAUNT_BURN
PLAYER_TAUNT_COMBAT
PLAYER_TAUNT_COMBAT_SHOVE
PLAYER_TAUNT_CONTINUED
PLAYER_TAUNT_DOG
PLAYER_TAUNT_DROPOUT
PLAYER_TAUNT_FACTION
PLAYER_TAUNT_FLEE
PLAYER_TAUNT_FLIRT_INSULT
PLAYER_TAUNT_GIRL
PLAYER_TAUNT_GREASER
PLAYER_TAUNT_HARASS
PLAYER_TAUNT_HARASS_FEMALE
PLAYER_TAUNT_HARASS_MALE
PLAYER_TAUNT_HUMILIATE
PLAYER_TAUNT_HUMILIATE_HIT
PLAYER_TAUNT_JOCK
PLAYER_TAUNT_KO
PLAYER_TAUNT_NERD
PLAYER_TAUNT_PREP
PLAYER_TAUNT_VICTIM
PLAYER_TIRED
PLAYER_TOILET_DUNK
PLAYER_TRASH_TALK
PLAYER_VICTORY_INDIVIDUAL
PLAYER_VICTORY_TEAM
PLAYER_WHEE

Narration audio. Lemon found these.
Code: [Select]
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 101, "speech") <-- So here I am in probably the worst school in the country
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 102, "speech") <-- Whos alump nye are..
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 103, "speech") <-- and that old creep thinks he can tame me?
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 104, "speech") <-- We shall see my friend... I only give people..
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 105, "speech") <-- with russell passified...
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 106, "speech") <-- This place is a Rotton Onion
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 107, "speech") <-- Peel off one stinkin layer.. and theres a...
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 108, "speech") <-- Now darby is stupid, melevalent, and rich.
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 109, "speech") <-- Which wouldn't surprise you in a furture life.. he will end up in congress
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 110, "speech") <-- But this is my story.. not his
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 111, "speech") <-- With the rich kids under control its time to turn my attention to there sworn enemies...
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 112, "speech") <-- Im starting to feel pretty good about myself
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 113, "speech") <--Ive taken control of two of the schools worst cliques.. but I know there are other..
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 114, "speech") <-- Problems with over developed tutuory glens... and brains the size of peas
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 115, "speech") <-- So... here I am suddenly king of the School
SoundPlayScriptedSpeechEvent(gPlayer, "NARRATION", 116, "speech") <-- I never wanted things to turn out this way.. just wanted to control couple of..

6
Bully Modding Archives / Triggering speech
« on: March 24, 2014, 08:27:41 PM »
Since I couldn't find anything on "SoundPlayScriptedSpeechEvent", I thought I'd go ahead and post what I found, hopefully someone will find this useful.

Code: [Select]
SoundPlayScriptedSpeechEvent(TargetPed, "JEER", 0, "large")
--Ped to speak - Speech type to play - Don't know, leave as 0 - Ped size?

--Speech types that I got to work
BYE
CALL_FOR_HELP
CHASE
CHASE_ESCAPE
CHASE_OUT_OF_BREATH
CHATTER
COMPLAIN
CONFUSED
CONGRATULATIONS
DEFEAT_TEAM
DISGUST
DONT_HIT
FIGHT
FIGHT_BEATEN
FIGHT_INITIATE
FIGHT_SACKED
FIGHT_WATCH
FIGHT_WTF
GIVE
GREET
JEER
LAUGH
PUKE
RAT_HIT
SCARED
SEE_ALLY_ATTACKED
SEE_SOMETHING_COOL
STINK_BOMB
TAUNT
THANK_YOU
THANKS_JIMMY
THIS_WAY
VICTORY_INDIVIDUAL
VICTORY_TEAM
WHINE

I'm sure there are better ways, but this is all I could find.

7
LUA Scripting Help / Player faction and TextPrintString
« on: March 22, 2014, 11:11:57 AM »
PedSetFaction is glitchy, how do I set the player back to the player faction? Or what other ways are there to set the player's faction and to allow them to open doors.

Is there any way to do other color text? Like the text in missions or chapter intros.

8
Introduce Yourself / Hello
« on: December 20, 2013, 07:42:00 PM »
Hello there! I thought i'd go ahead and make an introduction thread, even though i'm about 10 months late...  :neen:

9
Modding Questions/Help Archives / LUA Setting fighting styles
« on: December 08, 2013, 01:07:12 PM »
Is it not possible to use LUA to set a fighting style without having to also spawn the char? Or how do you make them spawn in multiple places like Russell? I assume that would be setting multiple locations and having it randomly select one? How would you make it so they will despawn if they get far enough away from the player?
Also, even with PedWander they don't act "normal".

10
Modding Questions/Help Archives / Give NPC Russell boss style
« on: June 23, 2013, 09:50:41 PM »
I've gotten russell's boss and semi boss styles to work on him, and the semi boss to work on other NPCs. But I can't seem to get it to work on anyone else. It doesn't crash at the loading screens it crashes after I hit story.

11
Modding Questions/Help Archives / Fighting styles
« on: April 03, 2013, 09:04:47 PM »
When adding boss styles where do I find the part I have to add to the action tree?
Like this
....Straf_Male..B_Striker...F_BULLY.null

I know johnny uses G_Johnny and darby uses Boxing. But where do you find this at? I've looked and looked and searched on here but I can't find where.

12
Modding Questions/Help Archives / Fighting styles
« on: February 19, 2013, 03:21:40 PM »
How/where do you edit or even make fighting styles? Does it have to do with LUA scripting?

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