16
Modding Questions/Help Archives / Re: LUA Time Lock
« on: April 21, 2013, 09:21:27 AM »
Well, how do I permanently freeze the time which is at 12:00 (or something) that has no class and spawns more students?
News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..
Messages | Topics | Attachments
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
l_0_0 = 60
MissionSetup = function()
local l_1_0 = 270
local l_1_1 = -110
local l_1_2 = 6.4000000953674
AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
TextPrintString("Bully: Scholarship Edition Multi-Bodyguard Mod v1 BETA.", 4, 1)
Wait(5000)
TextPrintString("By: |XF|-MadmaN [AR] ", 4, 1)
Wait(5000)
l_0_3 = PedCreatePoint(91, POINTLIST._BEGGINING, 1) -- Edgar
l_0_5 = PedCreatePoint(23, POINTLIST._BEGGINING, 1) -- Johnny (BOSS)
l_1_0 = PedCreatePoint(19, POINTLIST._BEGGINING, 8) -- Ted
PedSetActionTree(l_0_3, "/Global/DO_Striker_A", "Act/Anim/DO_Striker_A.act") -- Edgar
PedSetActionTree(l_0_5, "/Global/G_Johnny", "Act/Anim/G_Johnny.act") -- Johnny (BOSS)
PedSetActionTree(l_1_0, "/Global/J_Striker_A", "Act/Anim/J_Striker_A.act") -- Ted
-- Ally Blip Code Start
--
l_2_7 = AddBlipForChar(l_0_3, 6, 2, 2)
l_2_8 = AddBlipForChar(l_0_5, 6, 2, 2)
l_3_4 = AddBlipForChar(l_1_0, 6, 2, 2)
-- Infinite Sprint Code Start for Allies
--
PedSetInfiniteSprint(l_0_3, true)
PedSetInfiniteSprint(l_0_5, true)
PedSetInfiniteSprint(l_1_0, true)
PedSetHealth(l_0_3, 100000)
PedSetHealth(l_0_5, 100000)
PedSetHealth(l_1_0, 100000)
-- Ped Recruit Code Start
--
PedRecruitAlly(gPlayer, l_0_3)
PedRecruitAlly(l_0_3, l_0_5)
PedRecruitAlly(l_1_0, l_1_1)
PedSetAllyAutoEngage(l_0_3, true)
PedSetAllyAutoEngage(l_0_5, true)
PedSetAllyAutoEngage(l_1_0, true)
end
F_MissionSetup = function()
PlayerSetControl(1)
CameraFollowPed(gPlayer)
ClockSet(9, 30)
ClockSetTickRate(0.0060000000521541)
LaunchScript("SObjTest.lua")
end
MissionCleanup = function()
ClearTextQueue()
EnablePOI()
gMissionRunning = false
shared.gMissionEventFunction = nil
WeatherRelease()
PlayerSetControl(1)
PlayerSetPunishmentPoints(0)
end
SoundPlayInteractiveStream
-- MS_FightingJohnnyVincentBossFight.rsm
-- main = function()
F_MissionSetup()
gMissionRunning = true
while gMissionRunning do
UpdateTextQueue()
Wait(0)
end
end
That, I don't know exactly how to do...I have a theory, but until I (or someone else) actually get it working, I can't really say.
Well, if you could answer my question, I could help you further.
Do you always want the music to play his boss theme whenever he spawns randomly and you fight him, or do you want to spawn a special instance of him and have his theme play there?
Both Red and I know how to change some of the fighting music to start when a fight starts for a certain ped....but as far as actually replacing the music files...noone currently knows how to do this...even I don't since I don't even know what file format the music even is in.
The way Red and I both know is kinda limited though and not something I would consider a perfect way to change what plays.....since the lua codes controlling sound are rather complicated (which red can attest to) and I still am doing writeups in my notes dealing with how the lua codes for sound work.
what do you mean??