Bully-Board
Bully Modding Section => Requests => Requests Archive => Topic started by: Hopking on December 23, 2011, 07:29:43 AM
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Can someone make a mod where shopkeepers ignore you if you hit someone in the shop? I start fights in the Comic store but i cant join or I get kicked out
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Idk, there are videos showing footage of it but no tuts. Best wait till Madman or a good modder has time.
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I haven't seen videos about that.
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This will be a easy enought mod to do, i would recommend looking in scripts
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I will look into it soon as I get time 8)
Pretty sure you are right Steman, Since I do seem to remember a reference in scripts to this.
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Oh sorry, I read that question "Jimmy hopkins'nstuff" said. I meant there where videos of fights in the comic book store not fights and jimmy joining in.
Soz xD
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I've actually edited scripts.img to make a kickme sign spawn in the dorm, but it replaces the eggs :/
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I've actually edited scripts.img to make a kickme sign spawn in the dorm, but it replaces the eggs :/
There are easier ways to do custom item spawns and weapon spawns. I will give you a hint: extract trigger.img and explore every file....look at how the syntax is and another hint: the file you want to look at when learning how to do custom spawns is props.dat if I remember correctly. I will double check the file name and change this post accordingly if I am wrong on the filename since I am kinda in the middle of some last minute xmas cleaning here in my shop so it is hard to answer questions fully...lol
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yea and dont forget you can allways use the model ids to replace current weapons in missions or in the shops etc
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Yup.
That is the beauty of bully modding as of the moment....unlike a vast majority of other games....there are many different ways to do the same thing.
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...yea true madonator, but unintentionally the topic has been derailed from the users qs, basicly the way to do this is open scripts and look for something which resembles the user being kicked out (its in their) the first untested method would be to null this script out, good luck :happy:
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I nulled him out, he's gone from the store but when I hit someone he still yells at me while he's floating in some wierd dimension
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The shopkeep reactions are part of a reaction script somewhere in the scripts.img tho some things are also controlled via act.img so check there. ;)
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their will be a unmistakeable command somewhere in the shop file or the interior file in scripts, just null it out
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This is the first part of what causes you to be kicked out of shops when fighting or even bullying other peds.
main = function()
if shared.playerAggressedInStore then
shared.playerAggressedInStore = nil
end
AreaDisableCameraControlForTransition(true)
F_RequestWeapons()
DATLoad("Store.DAT", 0)
flagState = PedGetFlag(gPlayer, 108)
PedSetFlag(gPlayer, 108, true)
Another part of the code
elseif not gSkipAggression and IsButtonPressed(9, 0) and PlayerIsInAreaXYZ(l_0_17, l_0_18, l_0_19, 1, 0) then
F_MakePlayerSafeForNIS(true)
gSkipAggression = true
elseif gSkipAggression then
if not PlayerIsInAreaXYZ(l_0_17, l_0_18, l_0_19, 1, 0) then
F_MakePlayerSafeForNIS(false)
end
gSkipAggression = false
end
end
if not gSkipAggression then
F_Aggression(l_0_5)
end
This part deals with punishments for being aggressive in a store say against a little kid...girl or adult
if l_1_1 == 30 then
if not gPunishmentOff and (PlayerIsInTrigger(TRIGGER._NERDSMALLROOM) or PlayerIsInTrigger(TRIGGER._NERDMAINROOM) or PlayerIsInTrigger(TRIGGER._NERDCOMPUTERROOM)) then
DisablePunishmentSystem(true)
gPunishmentOff = true
elseif gPunishmentOff and PlayerIsInTrigger(TRIGGER._COMICSHOP) then
DisablePunishmentSystem(false)
gPunishmentOff = false
end
Another part of this
DisablePunishmentSystem(false)
F_MakePlayerSafeForNIS(false, true)
AreaClearDockers()
AreaClearSpawners()
AreaSetPopulationSexGeneration(true, true)
ShopEnd()
shared.minigameRunning = nil
shared.finishedLoadingShop = nil
shared.unlockedClothing = nil
PedStop(gPlayer)
if gPlayerBrokeStuff then
PlayerSetControl(1)
end
DisablePunishmentSystem(true) disables the punishment system totally.
Here are some items in the comic shop
ShopAddItem(0, 394, 394._STORE_DT_COMIC_ITEM1, MODELENUM._BIKERMAG, 474, 517, 5)
ShopAddItem(0, 309, POINTLIST._STORE_DT_COMIC_ITEM3, 100, 400, CbComicRich, 5)
ShopAddItem(0, 349, POINTLIST._STORE_DT_COMIC_ITEM7, 30, 300, CbComicRich, 5)
Here is the main code for getting kicked out
F_Aggression = function(l_9_0)
if not shared.g3_R09_N and not gPlayerBrokeStuff and (PAnimNumDestroyed(gAreaTrigger) > 0 or PedHasAggressed(gPlayer)) then
PlayerSetControl(0)
shared.playerAggressedInStore = true
AreaCancelStoredTransition()
SoundStopCurrentSpeechEvent(l_9_0)
PedIgnoreStimuli(l_9_0, true)
PedFaceObject(l_9_0, gPlayer, 3, 1)
CameraSetWidescreen(true)
Wait(500)
SoundSetAudioFocusCamera()
F_PedSetCameraOffsetXYZ(l_9_0, 0.076659999787807, 2.1552770137787, 1.798231959343, 0.028457999229431, 1.1699600219727, 1.6412600278854)
CameraAllowChange(false)
PedSetActionNode(l_9_0, "/Global/Welcome/ShakeFist", "Act/Conv/Store.act")
F_PlaySpeechAndWait(l_9_0, "STORE_VIOLENCE_RESPONSE", 0, "supersize")
CameraFade(500, 0)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
LaunchScript("AreaScripts/StoreTransition.lua")
Wait(100)
gPlayerBrokeStuff = true
PedClearHasAggressed(gPlayer)
end
end
Hope some of this has shed light for a few people here...heh.
This is all in sstores.lur and I am rewriting that script. It is about 80% done and once fixed will pave the way for the v2 megastores mod.
I am currently doing the same for the v2 vehicle spawner which should allow driving of any vehicle. I am also currently nearly finished enabling driving any vehicle globally too.....sry to go offtopic there..
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Excellent work their mad, man i can't wait untill both of the v2's are done!, I'm really looking forward to them
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Bump, could anyone please do this mod?
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I have the script, even tho Im 100% sure its not fully fixed so I wonder if it'll compile after I edit it.
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Cool, just doing a little edit for disable punishment from false to true will do the trick, i guess, give it a try and let us know if it did compile and work :)
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The script is too damaged, I know it wont work even without trying.
Here are all the errors in the script (which only Mad knows how to fix as those errors can be fixed if u know how to read assembly and have the assembly source of the script).
Here are the errors as it didn't get all the local's right :
-- Confused at declaration of local variable. (Assignments::declareLocals)
-- Confused about usage of registers for local variables. (Assignments::releaseLocals)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Attempted to generate an assignment, but got confused about usage of registers. (Assignments::flushPending)
-- Overwrote pending register. (Assignments::assign)
I took all the errors from all parts of the script.
It wont work sorry, unless mad is back this wont go anywhere.
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Thanks, someday will happen :)
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Bullying doesn't make jimmy kicked out..Zack just laughed
Can peds getting kicked out too?
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Can someone make a mod where shopkeepers ignore you if you hit someone in the shop? I start fights in the Comic store but i cant join or I get kicked out
DisablePunishmentSystem(true)
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You will still get kicked out even with the punishments disabled.
Getting kicked out deals with a specific section of code located in the sstores.lua script which as c00ld0c said above...is too damaged to even be used and I never got the chance to finish rewriting this script before things went bad for me.
there IS a chance though that you could override this with a mod by including the section of code that induces being kicked out if you attack or insult anyone inside a shop but I can't guarantee this will work as expected.
I know I am retired but I will post the relevant code here so you all can experiment with it.
Here is the code:
F_Aggression = function(l_9_0)
if not shared.g3_R09_N and not gPlayerBrokeStuff and (PAnimNumDestroyed(gAreaTrigger) > 0 or PedHasAggressed(gPlayer)) then
PlayerSetControl(0)
shared.playerAggressedInStore = true
AreaCancelStoredTransition()
SoundStopCurrentSpeechEvent(l_9_0)
PedIgnoreStimuli(l_9_0, true)
PedFaceObject(l_9_0, gPlayer, 3, 1)
CameraSetWidescreen(true)
Wait(500)
SoundSetAudioFocusCamera()
F_PedSetCameraOffsetXYZ(l_9_0, 0.076659999787807, 2.1552770137787, 1.798231959343, 0.028457999229431, 1.1699600219727, 1.6412600278854)
CameraAllowChange(false)
PedSetActionNode(l_9_0, "/Global/Welcome/ShakeFist", "Act/Conv/Store.act")
F_PlaySpeechAndWait(l_9_0, "STORE_VIOLENCE_RESPONSE", 0, "supersize")
CameraFade(500, 0)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
LaunchScript("AreaScripts/StoreTransition.lua")
Wait(100)
gPlayerBrokeStuff = true
PedClearHasAggressed(gPlayer)
end
end
PedClearHasAggressed(gPlayer)
resets the agression/thrown out of the store code
While I know I said I refuse to release a damaged lua script I will however release the SStores.lua script so people can mess with this and maybe even finish rewriting it.
This is the only damaged lua script I WILL release to teh public or allow to be released. The rest of them are in the hands of my modding team and it will stay that way since releasing the rest as they are will cause too many problems for the community as it is. The community just is not ready to tackle something this complicated yet.
-- File name: SStores.lur
ImportScript("Library/LibClothing.lua")
rich_firework = nil
DT_general = nil
DT_bike = nil
DT_comics = nil
local l_0_0 = false
local l_0_1, l_0_2, l_0_3, l_0_4, l_0_5, l_0_6 = nil, nil, nil, nil, nil, nil
local l_0_7 = false
local l_0_8 = nil
local l_0_9 = true
local l_0_10 = false
local l_0_11, l_0_12, l_0_13, l_0_14, l_0_15 = nil, nil, nil, nil, nil
local l_0_16 = false
local l_0_17, l_0_18, l_0_19 = nil, nil, nil
local l_0_20 = false
main = function()
if shared.playerAggressedInStore then
shared.playerAggressedInStore = nil
end
AreaDisableCameraControlForTransition(true)
F_RequestWeapons()
DATLoad("Store.DAT", 0)
flagState = PedGetFlag(gPlayer, 108)
PedSetFlag(gPlayer, 108, true)
local l_1_0 = AreaTransitionDestination()
if l_1_0 == 50 then
DATLoad("SP_Souvenir.DAT", 0)
DATLoad("CarnStore.DAT", 0)
elseif l_1_0 == 30 then
DATLoad("SaveLocs.dat", 0)
DATLoad("SP_Comic_Shop_Rich.dat", 0)
if IsMissionCompleated("3_R09_N") then
if IsMissionCompleated("3_B") then
DATLoad("BDorm_Spud.DAT", 0)
end
if IsMissionCompleated("3_R09_N") then
DATLoad("BDorm_RLauncher.DAT", 0)
end
if IsMissionCompleated("2_03") then
DATLoad("BDorm_Eggs.DAT", 0)
end
l_0_16 = true
else
l_0_16 = false
AreaSetNodesSwitchedOffInTrigger(TRIGGER._COMICPOPTRIG, true)
POISetDisablePedProduction(POI._CNERD1, true)
POISetDisablePedProduction(POI._CNERD2, true)
POISetDisablePedProduction(POI._CNERD3, true)
end
end
l_0_15 =
l_0_14 =
l_0_13 =
l_0_12 =
l_0_11 = AreaGetPlayerPositionBeforeStore()
F_PreStoreSetup(l_1_0)
F_PreDATInit()
DATInit()
local l_1_1 = AreaGetVisible()
if l_1_1 == 30 and IsMissionCompleated("3_R09_N") then
PAnimOpenDoor(TRIGGER._FMDOORN01)
PAnimOpenDoor(TRIGGER._FMDOORN)
PAnimOpenDoor(TRIGGER._ICOMSHP_BASEMENT)
PAnimDoorStayOpen(TRIGGER._FMDOORN01)
PAnimDoorStayOpen(TRIGGER._FMDOORN)
PAnimDoorStayOpen(TRIGGER._ICOMSHP_BASEMENT)
AreaSetNodesSwitchedOffInTrigger(TRIGGER._COMICPOPTRIG, false)
end
if l_1_1 == 50 then
ShopStart(1)
else
ShopStart()
end
if MissionActiveSpecific("2_07") and l_1_1 == 29 and shared.gCutsceneRunning then
else
AreaDisableCameraControlForTransition(false)
CameraFade(500, 1)
Wait(501)
end
local l_1_2 = false
local l_1_3, l_1_4, l_1_5 = GetPointList(l_0_1)
l_0_5 = ShopGetClerkID()
Wait(500)
shared.vendettaClerk = l_0_5
PedLockTarget(l_0_5, gPlayer)
CreateThread("T_StopSpineTracking")
PedMakeTargetable(l_0_5, false)
ConversationMovePeds(false)
if l_1_1 == 50 then
SoundPlayScriptedSpeechEvent(l_0_5, "GREET", 0, "jumbo")
else
SoundPlayScriptedSpeechEvent(l_0_5, "STORE_WELCOME", 0, "jumbo")
end
F_ToggleArcadeScreens()
local l_1_6 = 0
local l_1_7 = 0
local l_1_8 = MissionActiveSpecific("2_G2")
repeat
if l_1_8 then
if l_0_9 then
if PlayerHasWeapon(363) then
l_0_9 = false
end
elseif not PlayerHasWeapon(363) then
l_0_9 = true
end
end
if l_0_9 and F_CheckClock() and not PedInConversation(gPlayer) and PlayerIsInAreaXYZ(l_1_3, l_1_4, l_1_5, 0.5, 9) then
if gWaitAfterQuit then
MissionTimerPause(false)
if l_1_1 == 50 then
if l_1_7 <= ItemGetCurrentNum(495) then
SoundPlayScriptedSpeechEvent(l_0_5, "BYE", 0, "jumbo")
else
SoundPlayScriptedSpeechEvent(l_0_5, "CARNIE_TICKETS_TRADE", 0, "jumbo")
end
elseif l_1_6 <= PlayerGetMoney() then
SoundPlayScriptedSpeechEvent(l_0_5, "STORE_BYE_NOBUY", 0, "jumbo")
else
SoundPlayScriptedSpeechEvent(l_0_5, "STORE_BYE_BUY", 0, "jumbo")
end
F_MakePlayerSafeForNIS(false, true)
Wait(500)
gWaitAfterQuit = false
if gPlayerBoughtBear then
PedSetWeapon(gPlayer, 363, 1)
gPlayerBoughtBear = nil
end
if gCreateMoped then
TutorialShowMessage("TUT_VESPA", 5000)
end
end
if not l_0_10 then
TextPrint("BUT_STORE", 1, 3)
if IsButtonBeingPressed(9, 0) then
F_MakePlayerSafeForNIS(true, true)
MissionTimerPause(true)
l_1_6 = PlayerGetMoney()
shared.playerShopping = true
PedSetFlag(gPlayer, 2, false)
l_0_10 = true
HUDSaveVisibility()
HUDClearAllElements()
ToggleHUDComponentLocked(40, true)
ToggleHUDComponentVisibility(42, true)
l_1_6 = PlayerGetMoney()
l_1_7 = ItemGetCurrentNum(495)
ConversationMovePeds(false)
PedStartConversation(l_0_4, l_0_3, gPlayer, l_0_5)
ConversationMovePeds(false)
TextPrintString("", 1, 2)
end
end
end
if l_1_1 == 30 then
if l_0_9 then
local l_1_9 = IsMissionAvailable("3_R09_N")
if not l_1_9 then
l_1_9 = MissionActiveSpecific
l_1_9 = l_1_9("3_R09_N")
l_1_9 = -l_1_9
else
l_1_9 = false
l_1_9 = true
end
l_0_9 = l_1_9
-- Confused at declaration of local variable. (Assignments::declareLocals)
elseif not gSkipAggression and IsButtonPressed(9, 0) and PlayerIsInAreaXYZ(l_0_17, l_0_18, l_0_19, 1, 0) then
F_MakePlayerSafeForNIS(true)
gSkipAggression = true
elseif gSkipAggression then
if not PlayerIsInAreaXYZ(l_0_17, l_0_18, l_0_19, 1, 0) then
F_MakePlayerSafeForNIS(false)
end
gSkipAggression = false
end
end
if not gSkipAggression then
F_Aggression(l_0_5)
end
if gFinishedShopping then
PlayerFaceHeadingNow(0)
CameraReturnToPlayer()
CameraReset()
Wait(500)
AreaTransitionPoint(0, POINTLIST._CARNSTOREEXIT)
Wait(1000)
CameraFade(500, 1)
end
if (gClothingUnlocked or shared.unlockedClothing) and not shared.lockClothingManager then
if not cx then
cz =
cy =
cx = GetPointList(POINTLIST._CM_CORONA)
end
if not gClothing and F_CheckPedNotInGrapple(gPlayer) and PlayerIsInAreaXYZ(cx, cy, cz, 1, 6) then
TextPrint("BUT_CLOTH", 1, 3)
if IsButtonBeingPressed(9, 0) then
L_ClothingSetup(gClothingHeading, CbFinishClothing)
gClothing = true
end
end
end
if l_1_1 == 30 then
if not gPunishmentOff and (PlayerIsInTrigger(TRIGGER._NERDSMALLROOM) or PlayerIsInTrigger(TRIGGER._NERDMAINROOM) or PlayerIsInTrigger(TRIGGER._NERDCOMPUTERROOM)) then
DisablePunishmentSystem(true)
gPunishmentOff = true
elseif gPunishmentOff and PlayerIsInTrigger(TRIGGER._COMICSHOP) then
DisablePunishmentSystem(false)
gPunishmentOff = false
end
if l_0_16 == false and IsMissionCompleated("3_R09_N") then
l_0_16 = true
AreaSetNodesSwitchedOffInTrigger(TRIGGER._COMICPOPTRIG, false)
POISetDisablePedProduction(POI._CNERD1, false)
POISetDisablePedProduction(POI._CNERD2, false)
POISetDisablePedProduction(POI._CNERD3, false)
PAnimOpenDoor(TRIGGER._FMDOORN01)
PAnimOpenDoor(TRIGGER._FMDOORN)
PAnimOpenDoor(TRIGGER._ICOMSHP_BASEMENT)
PAnimDoorStayOpen(TRIGGER._FMDOORN01)
PAnimDoorStayOpen(TRIGGER._FMDOORN)
PAnimDoorStayOpen(TRIGGER._ICOMSHP_BASEMENT)
end
end
Wait(0)
until AreaGetVisible() ~= l_1_1 or SystemShouldEndScript()
DisablePunishmentSystem(false)
F_MakePlayerSafeForNIS(false, true)
AreaClearDockers()
AreaClearSpawners()
AreaSetPopulationSexGeneration(true, true)
ShopEnd()
shared.minigameRunning = nil
shared.finishedLoadingShop = nil
shared.unlockedClothing = nil
PedStop(gPlayer)
if gPlayerBrokeStuff then
PlayerSetControl(1)
end
PedSetFlag(gPlayer, 108, flagState)
DATUnload(0)
collectgarbage()
-- Confused about usage of registers for local variables. (Assignments::releaseLocals)
end
CbNoMoney = function()
SoundPlayScriptedSpeechEvent(l_0_5, "CARNIE_TICKETS_NOT_ENOUGH", 0, "jumbo")
end
CbFinishClothing = function()
gClothing = false
end
F_SetupDockers = function()
local l_4_0 = AreaAddAmbientSpawner(1, 1, 2000, 5000)
DTStoreDocker = AreaAddDocker(1, 1)
AreaAddSpawnLocation(l_4_0, gDockingPoint, gDockingDoor)
AreaAddDockLocation(DTStoreDocker, gDockingPoint, gDockingDoor)
AreaAddAmbientSpawnPeriod(l_4_0, 7, 0, 720)
AreaAddDockPeriod(DTStoreDocker, 7, 0, 720)
DockerSetMinimumRange(DTStoreDocker, 1)
DockerSetMaximumRange(DTStoreDocker, 10)
DockerSetUseFacingCheck(DTStoreDocker, false)
end
DTGeneralStoreLoad = function()
DATLoad("SP_GroceryStore.dat", 0)
LoadAnimationGroup("NPC_Adult")
LoadActionTree("Act/Conv/DTGeneral.act")
LoadModels("Act/Conv/DTGeneral.act")
-- Overwrote pending register. (Assignments::assign)
tX = math.pow(l_0_11 - 494.02801513672, 502)
tY = math.pow(l_0_12 + 278.86700439453, 2)
tZ = math.pow(l_0_13 - 2.3448100090027, 2)
tTotal = tX + tY + tZ
if tTotal < 9 then
ShopSetShopKeepInfo(156, POINTLIST._STORE_DT_GENERAL_CLERK)
gInPoorArea = true
else
ShopSetShopKeepInfo(89, POINTLIST._STORE_DT_GENERAL_CLERK)
end
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
ShopAddItem(0, 478, 490._STORE_DT_GENERAL_ITEM1, 321, 316, 528, 312)
ShopAddItem(0, 475, POINTLIST._STORE_DT_GENERAL_ITEM2, 100, 100, CbGroceryStore, 1)
if MiniObjectiveGetIsComplete(1) then
ShopAddItem(0, 502, POINTLIST._STORE_DT_GENERAL_ITEM3, 100, 0, CbGroceryStore, 1)
else
ShopAddItem(0, 502, POINTLIST._STORE_DT_GENERAL_ITEM3, 100, 100, CbGroceryStore, 1)
end
ShopAddItem(0, 312, POINTLIST._STORE_DT_GENERAL_ITEM4, 100, 150, CbGroceryStore, 12)
if IsMissionCompleated("3_S10") or shared.bSprayUnlocked then
ShopAddItem(0, 321, POINTLIST._STORE_DT_GENERAL_ITEM6, 100, 100, CbGroceryStore, 12)
end
if IsMissionCompleated("4_02") then
ShopAddItem(0, 316, POINTLIST._STORE_DT_GENERAL_ITEM7, 100, 300, CbGroceryStore, 10)
end
ShopSetCameraPos(POINTLIST._STORE_DT_GENERAL_CAMERA)
ShopSetCameraAngleOffset(8)
ShopSetCameraZoomPercentage(0.5)
ShopSetPlayerPos(POINTLIST._STORE_DT_GENERAL_CUSTOMER)
ConversationMovePeds(false)
-- Overwrote pending register. (Assignments::assign)
ShopSetConversationTree("Act/Conv/DTGeneral.act", "DTGeneral", "Cancel", "Purchase", "Broke", "NoRoom", "Browse", 156)
l_0_3 = "Act/Conv/DTGeneral.act"
l_0_4 = "DTGeneral"
l_0_1 = POINTLIST._STORE_DT_GENERAL_CORONA
l_0_2 = POINTLIST._STORE_DT_GENERAL_CUSTOMER
gDockingDoor = TRIGGER._DT_IGROCERY_DOOR
gDockingPoint = POINTLIST._STORE_DT_GENERALDOORPOINT
F_SetupDockers()
exitY = 384.24398803711
exitX = -572.07397460938
gDoorTrigger = TRIGGER._DT_IGROCERY_DOOR
gExitPoint = POINTLIST._STORE_DT_GENERALEXITPOINT
gCameraPath = PATH._STORE_DT_GENERALEXITPATH
gAreaTrigger = TRIGGER._STORE_DT_GENERALAREA
PedClearHasAggressed(gPlayer)
if gInPoorArea and shared.g4S12Perfume then
end
end
DTRichComicStoreLoad = function()
l_0_19 =
l_0_18 =
l_0_17 = GetPointList(POINTLIST._3_R09_N)
LoadAnimationGroup("NPC_Adult")
LoadActionTree("Act/Conv/DTComics.act")
LoadModels("Act/Conv/DTComics.act")
-- Overwrote pending register. (Assignments::assign)
ShopSetShopKeepInfo(84, 84._STORE_DT_COMIC_CLERK)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
ShopAddItem(0, 394, 394._STORE_DT_COMIC_ITEM1, MODELENUM._BIKERMAG, 474, 517, 5)
ShopAddItem(0, 309, POINTLIST._STORE_DT_COMIC_ITEM3, 100, 400, CbComicRich, 5)
ShopAddItem(0, 349, POINTLIST._STORE_DT_COMIC_ITEM7, 30, 300, CbComicRich, 5)
ShopSetCameraPos(POINTLIST._STORE_DT_COMIC_CAMERA)
ShopSetCameraAngleOffset(8)
ShopSetCameraZoomPercentage(0.5)
ShopSetPlayerPos(POINTLIST._STORE_DT_COMIC_CUSTOMER)
ConversationMovePeds(false)
ShopSetConversationTree("Act/Conv/DTComics.act", "DTComics", "Cancel", "Purchase", "Broke", "NoRoom", "Browse", "Stock")
l_0_3 = "Act/Conv/DTComics.act"
l_0_4 = "DTComics"
l_0_1 = POINTLIST._STORE_DT_COMIC_CORONA
l_0_2 = POINTLIST._STORE_DT_COMIC_CUSTOMER
gDockingDoor = TRIGGER._DT_ICOMSHP_DOOR
gDockingPoint = POINTLIST._STORE_DT_COMICENTRANCE
F_SetupDockers()
exitY = 387.51000976563
exitX = -647.83197021484
gDoorTrigger = TRIGGER._DT_ICOMSHP_DOOR
gExitPoint = POINTLIST._STORE_DT_COMICEXITPOINT
gCameraPath = PATH._STORE_DT_COMICEXITPATH
gAreaTrigger = TRIGGER._STORE_DT_COMICAREA
PedClearHasAggressed(gPlayer)
shared.finishedLoadingShop = true
end
DTBikeStoreLoad = function()
DATLoad("SP_Bike_Shop.DAT", 0)
LoadActionTree("Act/Conv/DTComics.act")
LoadAnimationGroup("NPC_Adult")
LoadModels("NPC_Adult")
-- Overwrote pending register. (Assignments::assign)
tX = math.pow(l_0_11 - 480.71398925781, 86)
tY = math.pow(l_0_12 + 78.259696960449, 2)
tZ = math.pow(l_0_13 - 5.5848197937012, 2)
tTotal = tX + tY + tZ
if tTotal < 9 then
gBikeSpawnElement = 1
else
gBikeSpawnElement = 2
end
gBikesPurchased = 0
gBikesToSpawn = {}
ShopSetShopKeepInfo(86, POINTLIST._STORE_DT_BIKE_CLERK)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
ShopAddItem(0, 280, 282._STORE_BIKE_ITEM1, 280, 273, 277, 272)
ShopAddItem(0, 282, POINTLIST._STORE_BIKE_ITEM3, 1, 1500, CbBikeRich, 1)
ShopAddItem(0, 283, POINTLIST._STORE_BIKE_ITEM5, 1, 2500, CbBikeRich, 1)
ShopSetCameraPos(POINTLIST._STORE_BIKE_CAMERA)
ShopSetCameraAngleOffset(15)
ShopSetCameraZoomPercentage(0)
ShopSetPlayerPos(POINTLIST._STORE_DT_BIKE_CUSTOMER)
ConversationMovePeds(false)
-- Overwrote pending register. (Assignments::assign)
ShopSetConversationTree("Act/Conv/DTComics.act", "DTComics", "Cancel", "Purchase", "Broke", "NoRoom", "Browse", 278)
l_0_3 = "Act/Conv/DTComics.act"
l_0_4 = "DTComics"
l_0_1 = POINTLIST._STORE_DT_BIKE_CUSTOMER
l_0_2 = POINTLIST._STORE_DT_BIKE_CUSTOMER
gDockingDoor = TRIGGER._DT_IBKSHOP_DOOR
gDockingPoint = POINTLIST._STORE_DT_EXITBIKEPOINT
F_SetupDockers()
exitY = 374.9280090332
exitX = -785.666015625
gDoorTrigger = TRIGGER._DT_IBKSHOP_DOOR
gExitPoint = POINTLIST._STORE_DT_EXITBIKEPOINT
gCameraPath = PATH._STORE_DT_BIKEEXITPATH
gAreaTrigger = TRIGGER._STORE_DT_BIKEAREA
PedClearHasAggressed(gPlayer)
shared.finishedLoadingShop = true
end
CarnStoreLoad = function()
LoadActionTree("Act/Conv/DTCarnie.act")
LoadModels("Act/Conv/DTCarnie.act")
LoadAnimationGroup("NPC_Adult")
if MissionActiveSpecific("2_G2") then
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
-- Overwrote pending register. (Assignments::assign)
ShopAddItem(0, 124, 469._STORECARN_ITEM01, 468, 512, 472, 465)
end
if not ClothingPlayerOwns("C_DevilHorns", 0) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 470, POINTLIST._STORECARN_ITEM04, 0, 15, CbCarnieStore, 1)
else
ShopAddItem(0, 470, POINTLIST._STORECARN_ITEM04, 1, 15, CbCarnieStore, 1)
end
end
if PlayerGetScriptSavedData(11) == 0 then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 513, POINTLIST._STORECARN_ITEM11, 0, 10, CbCarnieStore, 1)
else
ShopAddItem(0, 513, POINTLIST._STORECARN_ITEM11, 1, 10, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_StrangeHat", 0) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 471, POINTLIST._STORECARN_ITEM03, 0, 40, CbCarnieStore, 1)
else
ShopAddItem(0, 471, POINTLIST._STORECARN_ITEM03, 1, 40, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_ClownPants", 4) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 464, POINTLIST._STORECARN_ITEM09, 0, 40, CbCarnieStore, 1)
else
ShopAddItem(0, 464, POINTLIST._STORECARN_ITEM09, 1, 40, CbCarnieStore, 1)
end
end
if PlayerGetScriptSavedData(13) == 0 then
vespaPrice = 75
else
vespaPrice = 0
end
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 276, POINTLIST._STORECARN_ITEM14, 0, vespaPrice, CbCarnieStore, 1)
else
ShopAddItem(0, 276, POINTLIST._STORECARN_ITEM14, 1, vespaPrice, CbCarnieStore, 1)
end
if not ClothingPlayerOwns("C_ClownShoes", 5) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 465, POINTLIST._STORECARN_ITEM10, 0, 40, CbCarnieStore, 1)
else
ShopAddItem(0, 465, POINTLIST._STORECARN_ITEM10, 1, 40, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_StpdShrt", 1) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 466, POINTLIST._STORECARN_ITEM08, 0, 20, CbCarnieStore, 1)
else
ShopAddItem(0, 466, POINTLIST._STORECARN_ITEM08, 1, 20, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_PinkWatch", 2) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 473, POINTLIST._STORECARN_ITEM05, 0, 10, CbCarnieStore, 1)
else
ShopAddItem(0, 473, POINTLIST._STORECARN_ITEM05, 1, 10, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_ClownWig", 0) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 472, POINTLIST._STORECARN_ITEM02, 0, 40, CbCarnieStore, 1)
else
ShopAddItem(0, 472, POINTLIST._STORECARN_ITEM02, 1, 40, CbCarnieStore, 1)
end
end
if PlayerGetScriptSavedData(12) == 0 then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 512, POINTLIST._STORECARN_ITEM06, 0, 10, CbCarnieStore, 1)
else
ShopAddItem(0, 512, POINTLIST._STORECARN_ITEM06, 1, 10, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_BBracelets", 3) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 468, POINTLIST._STORECARN_ITEM07, 0, 15, CbCarnieStore, 1)
else
ShopAddItem(0, 468, POINTLIST._STORECARN_ITEM07, 1, 15, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_CanadaHat", 0) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 467, POINTLIST._STORECARN_ITEM13, 0, 20, CbCarnieStore, 1)
else
ShopAddItem(0, 467, POINTLIST._STORECARN_ITEM13, 1, 20, CbCarnieStore, 1)
end
end
if not ClothingPlayerOwns("C_AngelHalo", 0) then
if MissionActiveSpecific("2_G2") then
ShopAddItem(0, 469, POINTLIST._STORECARN_ITEM12, 0, 15, CbCarnieStore, 1)
else
ShopAddItem(0, 469, POINTLIST._STORECARN_ITEM12, 1, 15, CbCarnieStore, 1)
end
end
ShopSetShopKeepInfo(114, POINTLIST._STORECARN_CLERK)
ShopSetCameraPos(POINTLIST._STORECARN_CAMERA)
ShopSetCameraAngleOffset(11)
ShopSetCameraZoomPercentage(0.40000000596046)
ShopSetPlayerPos(POINTLIST._STORECARN_PLAYERPOSITION)
-- Overwrote pending register. (Assignments::assign)
ShopSetConversationTree("Act/Conv/DTCarnie.act", "DTCarnie", "Cancel", "Purchase", "Broke", "NoRoom", "Browse", 473)
l_0_3 = "Act/Conv/DTCarnie.act"
l_0_4 = "DTCarnie"
l_0_2 = POINTLIST._STORECARN_PLAYERPOSITION
l_0_1 = POINTLIST._STORECARN_CORONA
gAreaTrigger = TRIGGER._STORECARN_AREA
PedClearHasAggressed(gPlayer)
end
F_Aggression = function(l_9_0)
if not shared.g3_R09_N and not gPlayerBrokeStuff and (PAnimNumDestroyed(gAreaTrigger) > 0 or PedHasAggressed(gPlayer)) then
PlayerSetControl(0)
shared.playerAggressedInStore = true
AreaCancelStoredTransition()
SoundStopCurrentSpeechEvent(l_9_0)
PedIgnoreStimuli(l_9_0, true)
PedFaceObject(l_9_0, gPlayer, 3, 1)
CameraSetWidescreen(true)
Wait(500)
SoundSetAudioFocusCamera()
F_PedSetCameraOffsetXYZ(l_9_0, 0.076659999787807, 2.1552770137787, 1.798231959343, 0.028457999229431, 1.1699600219727, 1.6412600278854)
CameraAllowChange(false)
PedSetActionNode(l_9_0, "/Global/Welcome/ShakeFist", "Act/Conv/Store.act")
F_PlaySpeechAndWait(l_9_0, "STORE_VIOLENCE_RESPONSE", 0, "supersize")
CameraFade(500, 0)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
LaunchScript("AreaScripts/StoreTransition.lua")
Wait(100)
gPlayerBrokeStuff = true
PedClearHasAggressed(gPlayer)
end
end
CbGroceryStore = function(l_10_0)
if l_10_0 == 502 then
GiveItemToPlayer(502, 1)
ItemSetCurrentNum(502, 0)
local l_10_2 = PlayerGetHealth()
local l_10_1 = PedGetMaxHealth(gPlayer)
if l_10_1 <= l_10_2 then
-- Attempted to generate an assignment, but got confused about usage of registers. (Assignments::flushPending)
PlayerSetHealth(l_10_1)
else
PlayerSetHealth(l_10_2)
end
elseif l_10_0 == 312 then
GiveAmmoToPlayer(312, 12)
elseif l_10_0 == 321 then
GiveWeaponToPlayer(321)
GiveAmmoToPlayer(321, 12)
elseif l_10_0 == 316 then
GiveAmmoToPlayer(316, 10)
elseif l_10_0 == 528 then
GiveItemToPlayer(528)
elseif l_10_0 == 475 then
GiveItemToPlayer(475)
elseif l_10_0 == 478 then
GiveItemToPlayer(478)
end
end
CbBikeRich = function(l_11_0)
GarageSetStoredVehicle(1, l_11_0)
if not IsMissionCompleated("BIKEPARK4X") and not MissionActiveSpecific("BIKEPARK4X") then
TutorialStart("BIKEPARK4X")
end
end
CbComicRich = function(l_12_0)
if l_12_0 == 394 then
PlayerSetWeapon(394, 5)
elseif l_12_0 == 349 then
PlayerSetWeapon(349, 5)
elseif l_12_0 == 309 then
PlayerSetWeapon(309, 5)
end
end
CbCarnieStore = function(l_13_0)
if l_13_0 == 512 then
PlayerSetScriptSavedData(12, 1)
elseif l_13_0 == 513 then
PlayerSetScriptSavedData(11, 1)
elseif l_13_0 == 472 then
ClothingGivePlayer("C_ClownWig", 0)
StatAddToInt(66)
elseif l_13_0 == 470 then
ClothingGivePlayer("C_DevilHorns", 0)
StatAddToInt(66)
elseif l_13_0 == 464 then
ClothingGivePlayer("C_ClownPants", 4)
StatAddToInt(66)
elseif l_13_0 == 465 then
ClothingGivePlayer("C_ClownShoes", 5)
StatAddToInt(66)
elseif l_13_0 == 469 then
ClothingGivePlayer("C_AngelHalo", 0)
StatAddToInt(66)
elseif l_13_0 == 471 then
ClothingGivePlayer("C_StrangeHat", 0)
StatAddToInt(66)
elseif l_13_0 == 473 then
ClothingGivePlayer("C_PinkWatch", 2)
StatAddToInt(66)
elseif l_13_0 == 468 then
ClothingGivePlayer("C_BBracelets", 3)
StatAddToInt(66)
elseif l_13_0 == 466 then
ClothingGivePlayer("C_StpdShrt", 1)
StatAddToInt(66)
elseif l_13_0 == 467 then
ClothingGivePlayer("C_CanadaHat", 0)
StatAddToInt(66)
elseif l_13_0 == 276 then
PlayerSetScriptSavedData(13, 1)
GarageSetStoredVehicle(1, 276)
if not IsMissionCompleated("TRESPASSX") and not MissionActiveSpecific("TRESPASSX") then
TutorialStart("TRESPASSX")
end
elseif l_13_0 == 363 then
gPlayerBoughtBear = true
end
end
CbCarnieStopShopping = function()
gFinishedShopping = true
CameraFade(500, 0)
end
Cb201StopShopping = function()
if l_0_0 and PlayerHasItem(528) then
shared.g2_01 = false
l_0_0 = false
end
end
F_StopTimeWhilePurchasing = function()
if IsMissionCompleated("1_02C") and not MissionActive() and not ClockIsPaused() then
PauseGameClock()
l_0_20 = true
end
end
F_StartUpTime = function()
HUDRestoreVisibility()
ToggleHUDComponentLocked(40, false)
if IsMissionCompleated("1_02C") and not MissionActive() and l_0_20 then
UnpauseGameClock()
end
l_0_10 = false
shared.playerShopping = false
gWaitAfterQuit = true
end
F_RequestWeapons = function()
WeaponRequestModel(309)
WeaponRequestModel(308)
WeaponRequestModel(397)
WeaponRequestModel(312)
WeaponRequestModel(316)
WeaponRequestModel(321)
WeaponRequestModel(394)
WeaponRequestModel(393)
WeaponRequestModel(528)
WeaponRequestModel(517)
WeaponRequestModel(349)
end
F_PreStoreSetup = function(l_19_0)
LoadActionTree("Act/Conv/Store.act")
if l_19_0 == 26 then
if l_0_14 == -1 then
l_0_13 =
l_0_12 =
l_0_11 = GetPointList(POINTLIST._DT_IGROCERY_DOOR)
l_0_15 = 0
l_0_14 = 0
end
if shared.g2_01 then
l_0_0 = true
end
DTGeneralStoreLoad()
if shared.g2_03 then
end
elseif l_19_0 == 30 then
l_0_13 =
l_0_12 =
l_0_11 = GetPointList(POINTLIST._DT_ICOMSHP_DOOR)
l_0_15 = 0
l_0_14 = 0
if IsMissionCompleated("3_R09_N") or shared.unlockedClothing then
gClothingUnlocked = true
end
if not IsMissionAvailable("3_R09_N") then
local l_19_1 = -MissionActiveSpecific("3_R09_N")
else
local l_19_2 = false
-- Overwrote pending register. (Assignments::assign)
end
l_0_9 = l_19_2
local l_19_3 = 130
gClothingHeading = l_19_3
l_19_3 = DTRichComicStoreLoad
l_19_3()
elseif l_19_0 == 29 then
if l_0_14 == -1 then
l_0_13 =
l_0_12 =
l_0_11 = GetPointList(POINTLIST._DT_IBKSHOP_DOOR)
l_0_15 = 0
l_0_14 = 0
end
DTBikeStoreLoad()
elseif l_19_0 == 50 then
l_0_13 = 5.5586538314819
l_0_12 = 436.80380249023
l_0_11 = 183.51754760742
l_0_15 = 0
l_0_14 = 0
CarnStoreLoad()
end
end
F_CheckClock = function()
minute =
hour = ClockGet()
if hour == 1 and minute > 55 or hour == 2 or PlayerFellAsleep() or AreaIsLoading() then
return false
end
return true
end
T_StopSpineTracking = function()
Wait(5000)
PedLockTarget(l_0_5, -1)
end
As you can see from the posted script...there is a LOT of missing and damaged code rendering this script TOTALLY unusable in it's current state.
Hopefully this is of some use to everyone.
The rest of the damaged scripts have even more code missing and all of this is due to the compiler my friend Fred Tetra used to gain the sources of the lua scripts not being able to understand some parts of the bully scripting ....this is due to rockstar using a custom and shoddy version of lua which the standard decompiler can't even make sense of. His decompiler is a custom one which I do NOT have nor will I ask so please don't ask me if I have it or can share it....I just simply can't.
-
Thanks madman, i could play around a little if i actually had the time to learn how to properloy use Luac. Only way yo get kick out is to attack, grapple or use weapons on someone, insulting and even doing humiliation will not get you kick out.
-
actually certain insults will...or such as anything that requires physical contact ie: shoving.