Bully-Board
Bully Modding Section => Modding Questions/Help => Modding Questions/Help Archives => Topic started by: embas10 on April 20, 2014, 06:08:32 AM
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is there have a way to gave other ped a actionnode or mix actiontree(style) ?? like:
-Tad using his normal style !but he can do Darby 5 hit combo
-Algernon using His normal style ! but he have a johnny style too (the mean 2 style can have!or more)
so is there have a way to give other ped some move?
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Set their fighting style to what you want.
Then something like this
local RNDM1 = math.random(700)
local RNDM2 = math.random(700)
if RNDM1 == RNDM2 then
node or set style
end
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Set their fighting style to what you want.
Then something like this
local RNDM1 = math.random(700)
local RNDM2 = math.random(700)
if RNDM1 == RNDM2 then
node or set style
end
Are it's work like this?:
local RNDM1 = math.random(700)
local RNDM2 = math.random(700)
if RNDM1 == RNDM2 then
PedSetActionNode(Hal, "Darby 5 hit", "Act")
PedSetActionTree(Hal, "Johhnny Style", "Act")
end
that just example don't think real! 8)
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It won't work right if you set their style and a node at the same time though. But yes that's right.
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It won't work right if you set their style and a node at the same time though. But yes that's right.
thanks for the info! but if like this are work! i make a two of that?like this!
local RNDM1 = math.random(700)
local RNDM2 = math.random(700)
if RNDM1 == RNDM2 then
PedSetActionNode(Hal, "Darby 5 hit", "Act")
PedSetActionNode(Hal, "Bearhug", "Act")
end
local RNDM1 = math.random(700)
local RNDM2 = math.random(700)
if RNDM1 == RNDM2 then
PedSetActionTree(Hal, "G Grapp", "Act")
PedSetActionTree(Hal, "J Grapp", "Act")
end
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That won't work correctly. Try this.
local RNDM1 = math.random(600)
local RNDM2 = math.random(600)
local RNDM3 = math.random(600)
local RNDM4 = math.random(600)
local RNDM5 = math.random(1000)
local RNDM6 = math.random(1000)
local RNDM7 = math.random(1000)
local RNDM8 = math.random(1000)
if RNDM1 == RNDM2 then
PedSetActionNode(Hal, "Darby 5 hit", "Act")
end
if RNDM3 == RNDM4 then
PedSetActionNode(Hal, "Bearhug", "Act")
end
if RNDM5 == RNDM6 then
PedSetActionTree(Hal, "G Grapp", "Act")
end
if RNDM7 == RNDM8 then
PedSetActionTree(Hal, "J Grapp", "Act")
end
For the nodes, a random value is set to two variables for each node, if they are the same, it does the node. The same for the styles except I like to use a larger number range. But whatever works best for you. :)
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That won't work correctly. Try this.
local RNDM1 = math.random(600)
local RNDM2 = math.random(600)
local RNDM3 = math.random(600)
local RNDM4 = math.random(600)
local RNDM5 = math.random(1000)
local RNDM6 = math.random(1000)
local RNDM7 = math.random(1000)
local RNDM8 = math.random(1000)
if RNDM1 == RNDM2 then
PedSetActionNode(Hal, "Darby 5 hit", "Act")
end
if RNDM3 == RNDM4 then
PedSetActionNode(Hal, "Bearhug", "Act")
end
if RNDM5 == RNDM6 then
PedSetActionTree(Hal, "G Grapp", "Act")
end
if RNDM7 == RNDM8 then
PedSetActionTree(Hal, "J Grapp", "Act")
end
For the nodes, a random value is set to two variables for each node, if they are the same, it does the node. The same for the styles except I like to use a larger number range. But whatever works best for you. :)
thanks man, i will try it! if still problem i will reply it! :biggrin:
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hey , dude! if i want last than 1 ped how to do it? are its like this?
local RNDM1 = math.random(600)
local RNDM2 = math.random(600)
local RNDM3 = math.random(600)
local RNDM4 = math.random(600)
local RNDM5 = math.random(1000)
local RNDM6 = math.random(1000)
local RNDM7 = math.random(1000)
local RNDM8 = math.random(1000)
local RNDM9 = math.random(600)
local RNDM10 = math.random(600)
local RNDM11 = math.random(600)
local RNDM12 = math.random(600)
local RNDM13 = math.random(1000)
local RNDM14 = math.random(1000)
local RNDM15 = math.random(1000)
local RNDM16 = math.random(1000)
if RNDM1 == RNDM2 then
PedSetActionNode(Hal, "Darby 5 hit", "Act")
end
if RNDM3 == RNDM4 then
PedSetActionNode(Hal, "Bearhug", "Act")
end
if RNDM5 == RNDM6 then
PedSetActionTree(Hal, "G Grapp", "Act")
end
if RNDM7 == RNDM8 then
PedSetActionTree(Hal, "J Grapp", "Act")
end
if RNDM9 == RNDM10 then
PedSetActionNode(Johnny, "Prep strkr A light atk", "Act")
end
if RNDM11 == RNDM12 then
PedSetActionNode(Johnny, "Prep strkr B light atk", "Act")
end
if RNDM13 == RNDM14 then
PedSetActionTree(Johnny, "G johnny", "Act")
end
if RNDM15 == RNDM16 then
PedSetActionTree(Johnny, "BOSS DARBY", "Act")
end
are it's will be work like this?
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Yes, that should work. You can keep adding them like that.