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Bully Modding Section => Bully Modding => Bully Modding Archives => Topic started by: -мα∂нαттяι¢к- on May 21, 2012, 05:48:45 PM

Title: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 21, 2012, 05:48:45 PM
You can list the mods you are working on in this thread. I'll list mine below.
- Last Man Standing Mod (with MadMan) You might be able to tell what it is, but we will explain later
- Simpsons arcade game and other arcade edits
- Skyrim and Fallout weapons, animations, and peds in Bully
- Some custom characters for people (sorry it's taking so long, got exams and other stuff)
- Pillow fight mod ( A mod me and Mad started a while ago, and will probably be postponed for awhile)
- First person v2 (waiting for scripts to be decompiled, there is a simpler way)
- That's pretty much it, though it will take me awhile to complete all of them, i jump from mod to mod all the time. And when I get new ideas, I leave old ones for later.
Title: Re: What mods are you working on?
Post by: Al Arlington on May 21, 2012, 06:51:59 PM
Well..... I hope to rig some GTA characters for Bully. Hope too.
CJ VS Niko VS Bif VS Jimmy. lmao.
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on May 21, 2012, 08:17:39 PM
I actually lost all my mods so my list is,

1.All Character Free Roam V6 lol
2.Custom Ped Spawning
3.Custom Health
4.Custom Characters
5.Multiplayer Mod
6.Beta Boy's Dorm
7.Beta Prep Uniforms
8.Remaking Interiors.
Title: Re: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 21, 2012, 08:44:43 PM
Do you know how to 3D model? Cause you will need to be be advanced in that to make beta boys dorm and remaking interiors. What do you mean by custom ped spawning?
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on May 21, 2012, 09:23:21 PM
I don't know how to 3D model but I can figure this out. By Custom Ped Spawning  I mean having character's spawn in differen't places by modifying the files in the population.dat their are allot of custom spawner codes to be done in it.
Title: Re: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 22, 2012, 08:43:08 AM
Cool, like gman did
Title: Re: What mods are you working on?
Post by: Red Blaster on May 22, 2012, 08:58:07 AM
Keep in mind some of the spawning is done through scripts too.
Title: Re: What mods are you working on?
Post by: Prosecute on May 24, 2012, 01:47:22 PM
sounds like this will be a very interesting and exciting few months installed for bully modding, well done guys keep it up
Title: Re: What mods are you working on?
Post by: MadmaN on May 24, 2012, 09:36:27 PM
For me it is the following:

1.) Getting the V2 Vehicle Spawner out which I have EVERY Vehicle able to be spawned and driven with the sole exception being the copbike due to somthing I have to find and override in the lua scripting.

2.) V1 Betting Mod which is mostly done and will be completed soon as I get the time.

3.) Custom Fighting Styles in-game selection menu - which is currently in the early coding stages and currently playing around with all the options I have to do this.

4.) Custom Fighting Styles overrides - This is mostly complete and will be a seperate release from the above mod and will be released first. This works and with this method....there is no longer any need to bother editing the ide.img in any way since this will override it.

5.) Bodyguard mod v2 which is for all intents and purposes completed and just needs some fine tuning before I release it.

6.) Bully High Definition Character Replacements - Some of you  already know that I have planned that for some time and I have several character replacements fully completed as functional 3d models but I still have to get around to getting them put ingame and rigged in a way to work well with bully. This project will never have any ETA due to the massive amount of work I am doing with it and the time it likely will take to complete this.

7.) Bully High Resolution Texture Replacement Mod - This also has no ETA but I do happen to have a lot of textures replaced and I work on this when I get time in between my other mods and the stuff I do in real life.....This will not be using texmod or any other runtime texture modding since it really is a poor way to mod a game that already has the ability to have textures and models edited and replaced natively.

8.) Weather Changing Mod - This mod is 99% completed and will be released soon. This will allow people to at the press of a button instantly change the weather at any time in the game while the script is active. I have created a new type of weather called a "Snowicane" which is my name for the combination of a hurricane and snow. It is quite interesting.

9.) Coordinate Grabber - This mod also is fully complete and will be released soon and I have the great modder Fred Tetra from the Starwars KOTOR modding community to thank for this one and the help I have gotten since he and I are teamed up on the lua scripting.

10.) Flags mod - This will allow you to mess around with the different seasonal flags in the game and change them at will. Such as loading all of the halloween decorations without loading the halloween missions...loading the christmas decorations....or any combination of flags for a interesting effect....

11.) Ped Spawner - I have preliminary code for this done and in practice this does in fact work. This will be eventually done in the exact same way as teh vehicle spawner using a model index for every model as will the bodyguard mod v3 when I release that one. This lets you spawn any ped in the game in the area you are standing and will be a way for you to spawn bosses...etc if you wish or whatever. This can also be used for those that wish to use vids to make a custom story to share with people on youtube and will be a simple way to spawn a specific ped or peds where you want when you want instead of wasting time hunting specific ones down or overriding all the locked spawn locations that are overridden in the lua scripts.

12.) Weapon Spawner - This mod is also about 99% completed and works. This lets you spawn any item in the game that can be used as a actual weapon.

13.) BB-GUN Mod - This is one people have been wanting for a while and I am happy to say that I have managed to get the bbgun atm 50% functioning as a weapon for jimmy. It does not show up correctly in his hands when armed with it....and atm all jimmy's animations lock up while armed with this...but I have managed to get it to fire...and with infinite ammo too xD. Red has seen proof of this and the initial test of this was actually pretty damn funny and had us both cracking up. I will fully release this when I correct the animations and such and it will become the first custom weapon for Jimmy.

14.) Super Spud Cannon Mod - This like the above will place the beta super spud cannon in the player's inventory as a fully usable weapon with the model also fully functioning.

15.) Clique Changer Mod - This will be a mod that allows you to change the clique of the player or of a npc in bully. This is currently in the planning stages and no code has been written yet for it.

16.) Mission Selector Mod - This will allow you to select a previously played mission to play at any time in the game up to whatever mission you are currently at. A small portion of test code has been tested to see if this idea is even feasible and it appears to be.

17.) Player Model Selector Mod - This is in early coding stages and will be a finished mod at some point but I am still working on redoing quite a few of the bully lua scripts so it will be a while before I fully tackle this one. This as the name suggests will allow you to play as any ped model in the game while also at the same time gain their full stat and fighting style...and even be in their clique too. But still be able to do the normal missions...etc. This model modification will also be reflected in the cutscenes since I have mostly rewritten the cutscene lua scripting to figure out how they work.

18.) Mega Stores Mod Final - I will not attach a version number to this....but will state that as soon as I finish redoing the scripting for the stores.....the mega stores mod that Steman originally envisioned will become a full reality with a couple custom stores that will simply appear in some of the as of now unused store locations in town.

And that is basicly the scope of what I am working on. Please do not flood me with questions asking when mod such and such will be done and released since as with all of my releases....they will be done when they are done and not before.  :laugh:

I will have several mods released pretty soon and will have announcement threads detailing just that and have them on my biblio-techa fileserver and bully modding website which I will be opening up to the public at the same time as my releases. Please stay tuned.  8)

For the color coding above on the numbers for each mod....this is what each color means:

Not Started   Currently in Progress   Finished
 
Title: Re: What mods are you working on?
Post by: Evolution on May 26, 2012, 04:09:55 AM
Woah, that is a lot of mods.

Take your time, though.
Title: Re: What mods are you working on?
Post by: deadpoolXYZ on May 26, 2012, 09:14:08 AM
Well I haven't played bully for a while, but these mods were my plans:

1. Better version of zombie mod.

2. Fighting style selector.

Title: Re: What mods are you working on?
Post by: Prosecute on May 26, 2012, 02:28:31 PM
well from what you've said their mad it looks like thats pretty much all what needs doing good work
Title: Re: What mods are you working on?
Post by: Carlosvc92 on May 26, 2012, 04:08:56 PM
I'm creating the scene/emo clique.
Title: Re: What mods are you working on?
Post by: MadmaN on May 26, 2012, 04:14:25 PM
Thanks Steman!

Could never have gotten to this point if it were not for you, Red, and several others giving me support and ideas to try out.

I might have the final bodyguard mod out today if things go ok in testing.....since it will allow you to spawn a bodyguard much like the vehicle spawner that I showed you and Red.....and delete them when done with them. I also am close to a unlimited amount of bodyguards too.....since I stumbled on some new code that I am experimenting with to figure things out.

I am however having the hardest time figuring out the ped flag settings since there are more tehn 200 possible flags and I have no clue what they do yet. Might take a while to figure it all out.
Title: Re: What mods are you working on?
Post by: N00B1N8T0R on May 26, 2012, 07:52:27 PM
Good luck with that madman. Can't wait for those mods... as for the hd textures mod I doubt my PC will be able to handle it. My PC would probably explode. Oh and yes I am back. After so very long I am back... not that anyone missed me lol.
Title: Re: What mods are you working on?
Post by: JimmyWants2GetItIn on May 29, 2012, 12:15:46 PM
@UltimateGamer1
You said you were working on a multiplayer mod ,
just wondering how far you are in this mod ?
thanks  :a-cheer:
Title: Re: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 29, 2012, 02:53:16 PM
Well, GTA3's internet mod won't work, since it runs on a different engine than bully. However try the Skyrim Online Mod, skyrim also runs on Gamebryo. It most likely won't work, maybe with some edits. It's a long shot, but if you are going to try and get another games online into Bully, thats your best and pretty much only chance.
Title: Re: What mods are you working on?
Post by: MadmaN on May 29, 2012, 03:07:28 PM
That most likely will not work unless you have full access to the entire source to that online setup.

I happen to have the entire source to the sa-mp multiplayer mod for gta for both the server and client and am more then able to try and port that over to bully. However I need to recruit a full team to help me with that since even I would be hard pressed to do all of this myself.

@UltimateGamer1....

Just a FYI for ya m8.....a multiplayer mod for bully is not as easy or simple as you make it out to be. It will take a long time to get a full online system to work with bully and while I firmly believe it is in fact possible....it is too much for just one person to do....even I can't do this all on my own in a realistic time frame.

If you intend on doing this, you need several things:

1. gamebryo engine sdk ...which has the engine sources and some dev tools to get you started with it.
2. bully lua scripts fully decompiled - Which I have all of them down to lua source but not every script is usable just yet since several are missing portions of the source.....a couple scripts are missing rather large portions of code taht I need help from my team-mate Fred who is the only one I am working with on the lua scripts.
3. Extensive knowledge about programming, hidden settings in bully....and lots of knowledge about how bully is coded both in the lua scripting and the original visual c++ language that was used to code bully directly.
4. patience and a willingness to tackle somthing that is seemingly impossible and not only help code...but contribute to everyone involved in the project....and never to leak anything or claim credit that belongs to another person.
5. A lot of spare time on your hands of which I happen to have plenty.

I will not be trying to do any of this until end of summer since there are other things I want to tackle first.

Once I officially start things off for the multiplayer mod for bully....I will hold a team signup phase to see about recruiting some members to help with coding this project since it is somthing that I intend to take very serious and as a means to compete directly with gta since while gta is great.....I would like to see bully be even better because of what it's potential is.
Title: Re: What mods are you working on?
Post by: JimmyWants2GetItIn on May 29, 2012, 06:50:03 PM
I'm not really of much help since i don't know the first thing on how  to mod, but I could do beta testing and look for bugs or somehting , whenever you decide to this , just tell me
Title: Re: What mods are you working on?
Post by: MadmaN on May 29, 2012, 09:33:06 PM
Once I get to a beta stage....it will be  MASSIVE one and I will be looking for as many testers as possible. But I will however state that every beta version will have security code to prevent anyone leaking it to the general public before it is ready....if someone leaks it...I will know who did it and when. It also will have my own special timelock code to make it expire after so much time for the client and so forth but once beta testing is over with....I will then release the multiplayer mod. I will not release the sources to it for two reasons. First is the fact that if the source gets released...then there will be so many different versions of it out...that noone will really be able to enjoy teh game online...and for two....to keep thieves away.

But I won't start recruiting for a team until at least this fall.
Title: Re: What mods are you working on?
Post by: Red Blaster on May 30, 2012, 10:40:19 AM
I am literally in tears after reading this thread. Needed a good laugh today.

Mad knows why. :laugh:
Title: Re: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 30, 2012, 12:50:41 PM
haha I know why
Title: Re: What mods are you working on?
Post by: MadmaN on May 30, 2012, 07:37:21 PM
Well....

I won't comment on the above but I will however state that there are far more ppl then you realize that play bully and as more and more older veteran players come back to it and find this forum.....more and more will play it.

GTA had the same periods where not many played it...and all of a sudden there was a surge of players.....then a low tide again.

All in all...the best thing we can all do is to play to each of our unique strengths and just work together based off of those and just pretty much go from there. I have already proven the point over and over about the value of teamwork but with each person doing what they are best at rather then trying to tackle somthing right off that they are not so good at.....makes for a better experience for the person firsthand.  8)
Title: Re: What mods are you working on?
Post by: Rise on May 30, 2012, 08:15:34 PM
rofl this made my day.
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on May 31, 2012, 10:40:31 AM
Uh Uhm  :blush: oops. You didn't see that...
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on May 31, 2012, 02:20:49 PM
The Preps hate the Greaser's
The Greaser's hate the Townies
The Nerds hate the Jocks
The Preps and the Jocks have an understanding some member's of the Prep want to be friends with jocks.
Most cliques hate each other when playing Townies attack Greaser's on sight.
I was thinking of the samething but most hate each other but the Preps and Jock's and what about the bullies?
If you want to do this just make everyone part of one big clique that's what Jimmy did. It's to many clique Rivalries to do this good idea though.
Title: Re: What mods are you working on?
Post by: -мα∂нαттяι¢к- on May 31, 2012, 02:51:49 PM
It's a good idea, and it's super simple to do.
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on May 31, 2012, 03:01:05 PM
This more than easy my little sist :laugh:er can swap cliques not hard even a cave man could do it  :laugh:
Title: Re: What mods are you working on?
Post by: MadmaN on May 31, 2012, 04:04:11 PM
@Nais
This can be done via scripting and I have a few ideas how to possibly go about it.

First off lets take a look at some lines of lua code. For now let's forget all about hex editing since hex editing is something that really is not a good way any longer since I have been readying much easier and more efficient ways to do teh same things.

First thing we will look at here is getting models into free roam such as beta characters or alternate costumed characters...whatever.

In lua it is simply one line that does this and for this example we will use jimmy. The line in lua would be: PedSetUniqueModelStatus(0, -1) in which the 0 is jimmy's model id and the -1 means not in freeroam. Changing the -1 to 1 will make it a freeroam model or changing it to say 2 would mean that two possible copies of the same model can appear in the same place at the same time...and vice versa.

Next is looking at how peds attitudes are against other peds or cliques. This example is a somewhat newer one I have been toying with and it has lots of possabilities.

like the above example it is one line of code and will read: PedSetPedToTypeAttitude(gHobo, 13, 3)

gHobo is a system name just like gPlayer and a few others. That system name can be changed to either the ped model id number itself or you can simply define a local at the start of the script like:
Code: [Select]
ImportScript("Library/LibTable.lua")
ImportScript("Library/LibTrigger.lua")
ImportScript("Library/LibSchool.lua")
ImportScript("SGlFunc.lua")
ImportScript("SZone.lua")
ImportScript("Shots.lua")
local l_0_0 = false
local l_0_1 = 0
local l_0_2 = false
local l_0_3 = nil
local l_0_4 = false
local l_0_5 = false
local l_0_6, l_0_7 = nil, nil
local l_0_8 = false

The locals are named as such and when using a local it actually makes things easier. If we are to use a local in our attitude example above then it will read like this: PedSetPedToTypeAttitude(l_0_1, 13, 3) with the local as listed above....just simply change the value after the = which in this case is 0 for jimmy...or whatever you wish it to be....and that will be used instead.

We can take the above stuff and make a mini mission where you can fight one or more peds and have bodyguards....tho having more then one bodyguard atm is very hard and somthing I am working to perfect....but it will be done soon enough...heh.

Lets take the following example that i quickly knocked together.....which may have a couple errors since I did bash it together rather fast... :biggrin:

Code: [Select]
local l_0_0 = {}
local l_0_1 = {}
local l_0_2 = 0
local l_0_3 = 0
local l_0_4 = 0
local l_0_5, l_0_6 = nil, nil
local l_0_7 = true
local l_0_8 = false
local l_0_9 = false
 
F_TableInit = function()
  local l_1_0 = {model = 45, point = POINTLIST._NEW_ENEMY01}
  l_1_0.id = 0
  l_0_0 = l_1_0
  l_1_0 = {model = 46, point = POINTLIST._NEW_ENEMY02, id = 0}
  l_1_0.path = PATH._NEW_ENEMY02
  l_0_1 = l_1_0
end
 
F_CreateEnemies = function()
  PedRequestModel(l_0_0.model)
  PedRequestModel(l_0_1.model)
  l_0_0.id = PedCreatePoint(l_0_0.model, l_0_0.point)
  l_0_1.id = PedCreatePoint(l_0_1.model, l_0_1.point)
  AddBlipForChar(l_0_0.id, 3, 2, 1)
  AddBlipForChar(l_0_1.id, 3, 2, 4)
  PedSetActionNode(l_0_0.id, "/Global/New/Animations/PlayAnimationCyclic", "Act/Conv/New.act")
  PedFollowPath(l_0_1.id, l_0_1.path, 1, 1, cbRunningMan)
end
 
F_CheckGate = function()
  if not l_0_8 and PlayerIsInTrigger(TRIGGER._NEW_GATE) then
    F_EnemiesAttackPlayer()
    l_0_8 = true
  end
end
 
F_EnemiesAttackPlayer = function()
  PedAttack(l_0_0.id, gPlayer, 3)
  PedSetActionNode(l_0_0.id, "/Global/New/Animations/BreakCyclicAnimation", "Act/Conv/New.act")
  PedStop(l_0_1.id)
  PedClearObjectives(l_0_1.id)
  PedAttack(l_0_1.id, gPlayer, 3)
  l_0_9 = true
  TextPrintString("Get to the marker to battle the preps.", 4, 1)
  TextPrintString("Prep: We are gonna send you back to the poorhouse!", 4, 2)
end
 
F_TellPlayerToGetToCenterOfGarden = function()
  if l_0_9 then
    l_0_4 = nil
    l_0_3 = nil
    l_0_2 = GetPointList(POINTLIST._NEW_GARDENCENTRE)
    if PlayerIsInAreaXYZ(l_0_2, l_0_3, l_0_4, 1.5, 7) then
      TextPrintString("KO all the Preppies to win", 4, 1)
      l_0_9 = false
      BlipRemove(l_0_6)
    end
  end
end
 
F_CheckEnemiesDead = function()
  if PedIsDead(l_0_0.id) and PedIsDead(l_0_1.id) then
    bMissionComplete = true
    return true
  end
  return false
end
 
cbRunningMan = function(l_7_0, l_7_1, l_7_2)
  if l_7_2 == 3 then
    TextPrintString("Prep: My Daddy can beat your Daddy!", 4, 2)
  end
end
 
MissionSetup = function()
  DATLoad("NEW.DAT", 2)
  DATInit()
  AreaTransitionPoint(0, POINTLIST._NEW_PLAYERSTART)
  F_TableInit()
end
 
MissionCleanup = function()
end
 
main = function()
  F_CreateEnemies()
  TextPrintString("Go into the Fight Area", 4, 1)
  l_0_6 = BlipAddPoint(POINTLIST._NEW_GARDENCENTRE, 0)
  l_0_5 = PickupCreatePoint(300, POINTLIST._NEW_BAT, 1, 0, "PermanentMission")
  repeat
    F_CheckGate()
    F_TellPlayerToGetToCenterOfGarden()
    if F_CheckEnemiesDead() then
    else
      Wait(0)
    until end
  if l_0_7 or bMissionComplete then
    TextPrint("M_PASS", 3, 0)
    Wait(3000)
    MissionSucceed()
  else
    TextPrint("M_FAIL", 3, 0)
    Wait(3000)
    MissionFail()
  end
end
 

An example like the above can be used for what you want Nais and if you want....and once you get your laptop back whenever that is......I can help you learn the basics of lua scripting so you can create custom missions.

The above example take's place in the garden area beside the preps house where teh dog is that attacks you. Same place where Gary gets the dog poop for the big prank during halloween.
Title: Re: What mods are you working on?
Post by: MikerBarba on June 26, 2012, 01:30:43 AM
I'm remaking Jimmy's Beta Style...
I'm probably in a 45%/100%
Title: Re: What mods are you working on?
Post by: Red Blaster on August 05, 2012, 01:16:15 AM
I have Derby's boss style just like how it is in G-man's video now (the duck and the side evade with counter attacks).

However, he's missing the hard hooks from the P_Bif style, which is yet another one of his counter attacks. I want to enable this, and figure out some other things before I release them.
Title: Re: What mods are you working on?
Post by: MikerBarba on August 05, 2012, 01:23:03 AM
Can't wait... Its via HxD Editing ?
Title: Re: What mods are you working on?
Post by: Red Blaster on August 05, 2012, 02:03:08 AM
No, esto se hace por "lua".

Además, Gman lo hizo mediante la edición de legajo "Trigger".
Title: Re: What mods are you working on?
Post by: xXxNarumi on August 05, 2012, 02:40:32 AM
I'd say what mod I was working on.
Has nothing to do with BULLY SE XD (cause I'm not looking forward to making my AI control.)
Title: Re: What mods are you working on?
Post by: Red Blaster on August 06, 2012, 07:32:25 AM
Well, today I learned that Derby does in fact use that powerful uppercut from the P_Bif style, but seldom.

Today, I also got P_Bif with evades working. The evades are exactly the same as Derby's, only they're faster.

After this, I'm gonna work on Norton's boss style, which should be easy.

Then the real nightmare comes: The Mascot's boss style.
Title: Re: What mods are you working on?
Post by: Emily on August 09, 2012, 12:27:43 PM
omg the board outside of the General Discussion is a scary place

I'm not working on any mods thought I'd share that with you guys

I don't even know how to mod like that just seems like extremely serious business idk.
Title: Re: What mods are you working on?
Post by: Mohamed The Kowalski on August 09, 2012, 12:37:19 PM
I don't know how to mod at all, so I don't enter the modding section.
Title: Re: What mods are you working on?
Post by: Red Blaster on August 09, 2012, 06:21:28 PM
omg the board outside of the General Discussion is a scary place

I'm not working on any mods thought I'd share that with you guys

I don't even know how to mod like that just seems like extremely serious business idk.

It isn't that scary. We play nice here.  :D
Title: Re: What mods are you working on?
Post by: Mohamed The Kowalski on August 09, 2012, 08:39:15 PM
المكان ده مش مخيف بالنسبة إلى بس هو مش مفهوم
Title: Re: What mods are you working on?
Post by: MikerBarba on August 09, 2012, 11:40:51 PM
omg the board outside of the General Discussion is a scary place

I'm not working on any mods thought I'd share that with you guys

I don't even know how to mod like that just seems like extremely serious business idk.
i thought that when i joined to board... But that's what i thought Outside the bully modding sextion...
Lol
Title: Re: What mods are you working on?
Post by: Johnny on August 15, 2012, 09:40:30 AM
Right now i'm working on some beta textures :)
Title: Re: What mods are you working on?
Post by: SWEGTA on August 15, 2012, 10:07:21 AM
* Gay clique mod
Makes a clique full of kissable boys.
So far I have made every kissable boy replace the bullies clique (for some reason Bucky takes Cornelius place, maybe hinting a beta kissable?)

* Zombie Mod (needs to be remade in hxd due to errors)
Will be fixed shortly.

* Bullworth Crazies Mod
Hidden psychos like the pirate appear here and there in secret areas and attack you on sight.
Not started yet, but will be once I get Mads epic coord grabber.
Title: Re: What mods are you working on?
Post by: Red Blaster on August 20, 2012, 07:21:53 PM
Guys, I am super close to unlocking the Mascot's full style.
Title: Re: What mods are you working on?
Post by: xXxNarumi on August 20, 2012, 07:25:21 PM
Guys, I am super close to unlocking the Mascot's full style.

Cool mate.
If I were still hacking bully SE I'd work on Gary full style since his combos are cool :3
Title: Re: What mods are you working on?
Post by: Red Blaster on August 20, 2012, 07:33:25 PM
As an AI, I already have Gary's style. It's not hard.

The Mascot, though...I'm getting there. All that's required right now is a means of getting him to use the headbutt. But I got his dance working.
Title: Re: What mods are you working on?
Post by: xXxNarumi on August 20, 2012, 08:25:00 PM
As an AI, I already have Gary's style. It's not hard.

The Mascot, though...I'm getting there. All that's required right now is a means of getting him to use the headbutt. But I got his dance working.

His full style?
Like using knee to the gut and stuff?
Title: Re: What mods are you working on?
Post by: deadpoolXYZ on August 20, 2012, 08:39:22 PM
As an AI, I already have Gary's style. It's not hard.

The Mascot, though...I'm getting there. All that's required right now is a means of getting him to use the headbutt. But I got his dance working.

Gary AI only gives him his "special grapple" (the one that makes you fall from the roof in complete mayhem). How does that work in freeroam? o_O
Title: Re: What mods are you working on?
Post by: Red Blaster on August 21, 2012, 01:30:05 PM
^ Wrong.

Gary's AI only adds a generic grapple attack to his move set. However, that move where he shoves Jimmy onto the scaffolding is a scripted event called through an action node under specific health.
Title: Re: What mods are you working on?
Post by: MadmaN on August 23, 2012, 02:15:39 PM
You are correct Red.
Title: Re: What mods are you working on?
Post by: Red Blaster on August 23, 2012, 03:45:14 PM
Forgot to mention: In free roam, activating it will warp the two peds involved in the action to the scaffolding area.
Title: Re: What mods are you working on?
Post by: xXxNarumi on August 23, 2012, 09:25:15 PM
Forgot to mention: In free roam, activating it will warp the two peds involved in the action to the scaffolding area.

I think it would glitch it
due to not being able to be at the stage during it render in freeroam.
Title: Re: What mods are you working on?
Post by: Red Blaster on August 23, 2012, 10:17:22 PM
It glitches the camera only.
Title: Re: What mods are you working on?
Post by: deadpoolXYZ on August 25, 2012, 10:27:35 AM
After you are "teleported" there you stay in that place or you return to the area you were fighting before?
Title: Re: What mods are you working on?
Post by: Red Blaster on August 25, 2012, 02:03:08 PM
You stay in that place. The camera also stays in the same place you were before activating the attack.
Title: Re: What mods are you working on?
Post by: UltimateGamer1 on January 07, 2013, 03:22:10 AM
Sorry for the bump but I was kinda drunk or non sober when making comments on bully-board lol.
Title: Re: What mods are you working on?
Post by: Jessman on February 24, 2013, 02:28:25 PM
Forgot to mention: In free roam, activating it will warp the two peds involved in the action to the scaffolding area.
Could you show us a video?
Title: Re: What mods are you working on?
Post by: xXxNarumi on February 24, 2013, 02:43:46 PM
Planing on working on BULLY Wolfenstien mod.
Hmm.....Ima think bout it though.
Title: Re: What mods are you working on?
Post by: j. on February 24, 2013, 03:45:29 PM
Jimmy being able to get taller when sleeping and more muscular in the gym, by boxing players and training.
Title: Re: What mods are you working on?
Post by: Walter20210 on March 04, 2013, 07:50:18 PM
Well the mods im working or possible ideas are the next :

(1°) Addon of textures for zombie mod
Doesnt need a explanation :/

(2°) SCP-Containement breach mod
I have all the ideas for this mod but not the time or experience

(3°) Colliseum mod
Like i say to madhattrick : Gladiators,Swords,Blood,etc...

(4°) Zombie Hordes minigame
this is a minigame about survive the hordes of zombies my plan about how much hordes is at the start 30 but if i got a way to put infinite would be great :D

(4°) Paintball guns mod
Self explanatory xD. It will add paintball guns and places to have fight with them
Title: Re: What mods are you working on?
Post by: SWEGTA on March 05, 2013, 02:23:43 PM
Zombie Edition.
DA BIGGEST F*CKING MOD EVER MADE FOR BULLY... EVER... THERES GONNA BE TITS!!!!
Title: Re: What mods are you working on?
Post by: xXxNarumi on March 05, 2013, 02:27:06 PM
Unfappable tits.
Title: Re: What mods are you working on?
Post by: SWEGTA on March 05, 2013, 03:16:56 PM
Get on skype.
Title: Re: What mods are you working on?
Post by: xXxNarumi on March 05, 2013, 03:29:18 PM
Ima get on after im off this ps3.
Title: Re: What mods are you working on?
Post by: Bellic19 on March 20, 2014, 02:45:20 PM
here is a list of mods Im working on or have finished

red=not started
orange=low progress
yellow=doing a little
blue=midway
pink=nearly done
green=finished

world war 2 mod V1. This is V1 and has free roam and six basic missions.V2 will have more
Simpsons mod. this mod is in progress and is a full remodification
Detective mod. New missions, characters, and  free roam. Missions done by c00l0c26
batman mod. the batman mod has new skins and free roam. V2 will have missions.
minecraft mod.A mod where you play as steve all characters are mobs. Minecraft weapons and textures. This mod is a free roam mod and a skin mod however there is a mission for going to the nether and for going to the end. These replace arcrace1.lur and consumo machine.
little kid mod. Jimmy and all teenagers including dropouts are kids.
ultra mod. The ultra mod has a variety of features. You can get any weapon you want, play as any character, arm any ped with a bottle rocket launcher and set jimmys health to any number
Title: Re: What mods are you working on?
Post by: Unknownsoldier on June 12, 2014, 11:13:37 PM
Style Selector (will probably stop)

Survival Mod V.5

Rigging a few models