Bully-Board
Bully Modding Section => Modding Questions/Help => Modding Questions/Help Archives => Topic started by: Enderman on August 23, 2014, 08:59:00 AM
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I do Johnny Boss Style because i finding 3 hit combo if anyone have it please give me that code :)
This code:
GlobalImportScript("SObjTest.lua")
ImportScript("Library/LibTable.lua")
ImportScript("SZone.lua")
l_0_0 = 60
MissionSetup = function()
local l_1_0 = 270 -- X coords
local l_1_1 = -110 -- Y coords
local l_1_2 = 6.4000000953674 -- Z coords
AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
PedSetTypeToTypeAttitude(1, 13, 2)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 4)
PedSetTypeToTypeAttitude(5, 13, 1)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 2)
Johnny = PedCreateXYZ(23, l_1_0 +1, l_1_1 +1, l_1_2 +1)
PedRecruitAlly(gplayer, Darby)
Peanut = PedCreateXYZ(21, l_1_0 +2, l_1_1 +2, l_1_2 +2)
PedRecruitAlly(Johnny, Peanut)
PlayerSetHealth(2000)
PedSetHealth(Johnny, 300)
PedSetHealth(Peanut, 200)
end
F_MissionSetup = function()
LoadAnimationGroup("G_Johnny")
LoadActionTree("G_Johnny")
LoadActionTree("G_Melee_A")
LoadActionTree("G_Striker_A")
PlayerSetControl(1)
CameraFollowPed(gPlayer)
ClockSet(8, 30)
ClockSetTickRate(0.0060000000521541)
LaunchScript("SObjTest.lua")
end
MissionCleanup = function()
ClearTextQueue()
EnablePOI()
gMissionRunning = false
shared.gMissionEventFunction = nil
WeatherRelease()
PlayerSetControl(1)
PlayerSetPunishmentPoints(0)
end
main = function()
F_MissionSetup()
gMissionRunning = true
while gMissionRunning do
if IsButtonPressed(15,0) then
PedSetActionTree(gPlayer, "/Global/G_Striker_A", "Act/Anim/G_Striker_A.act")
elseif IsButtonPressed(10,0) and IsButtonPressed(8,0) then
PedSetActionTree(gPlayer, "/Global/G_Melee_A", "Act/Anim/G_Melee_A.act")
elseif IsButtonPressed(3,0) then
PedSetActionNode(gPlayer, "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", "Act/Anim/G_Johnny.act")
elseif IsButtonPressed(9,0) then
PedSetActionNode(gPlayer, "/Global/G_Johnny/Offense/Medium/HeavyAttacks/RoundHouseKick", "Act/Anim/G_Johnny.act")
elseif IsButtonPressed(14,0) then
PedSetActionTree(gPlayer, "/Global/G_Johnny", "Act/Act/Anim/G_Johnny.act")
PedLoadAITree(gPlayer, "/Global/JohnnyAI", "Act/AI/AI_JOHNNY_3_B.act")
end
UpdateTextQueue()
Wait(0)
end
end
When i play in boy dorm it's turn black tell me why please :(
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There is no such code as PedLoadAITree which probably makes it crash.
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A good way to find out what in your code dosen't work is to put a bunch of TextPrintStrings in it so you see the last part that worked before it crashed.
TextPrintString("start of script",1,1)
PedSetPosXYZ(gPlayer,270,-110,7)
TextPrintString("about to give weapon",1,1)
PedSetWeapon(gPlayer,305,50)
TextPrintString("about to spawn Pete",1,1)
PedCreateXYZ(134,270,-108,7)
TextPrintString("about to start mission",1,1)
PlayDaStupidMission("Russelllz Bowss Battle")
TextPrintString("about to give reward",1,1)
PlayerAddMoney(gPlayer,5000)
TextPrintString("script ended",1,1)
It can be a pain sometimes to do that but I do it for my scripts and it helps a lot. Obviously, the function PlayDaStupidMission is not a real function there so the script will crash. You will see on the screen "about to start mission" as that was the last thing printed before the script crashed so you will know that the function PlayDaStupidMission caused the problem.
Another way is to replace parts of code with comments to see how the script works without them.
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I took a look at your script. There are a few errors, and PedLoadAITree was supposed to be PedSetAITree. Like I said, a lot of stuff here was very useless.
Try this one (http://www.mediafire.com/download/fswt6zdp0jtgdj8/johnnyv.lua):
--[[ DO NOT EDIT:
F_MissionSetup function removed, as well as a few other useless functions.
Script Imports removed, because those are pretty pointless
gMissionRunning and Cleanup removed, those are most useful in missions!
]]
function MissionSetup()
T_Johnny = {} -- Declares a table T_Johnny
T_JN = {} -- Declares a table T_JN
AreaTransitionXYZ(0, 270, -110, 7)
PlayerSetHealth(2000)
Wait(50)
PedSetTypeToTypeAttitude(1, 13, 2)
PedSetTypeToTypeAttitude(2, 13, 2)
PedSetTypeToTypeAttitude(3, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 4)
PedSetTypeToTypeAttitude(5, 13, 1)
PedSetTypeToTypeAttitude(6, 13, 2)
PedSetTypeToTypeAttitude(11, 13, 2)
Johnny = PedCreateXYZ(23, 270 +1, -110 +1, 7 +1)
PedRecruitAlly(gplayer, Darby)
Peanut = PedCreateXYZ(21, 270 +2, -110 +2, 7 +2)
PedRecruitAlly(Johnny, Peanut)
PedSetHealth(Johnny, 300)
PedSetHealth(Peanut, 200)
-- Trees:
table.insert(T_Johnny,{Tree = "/Global/G_Striker_A", TreeLoc = "Act/Anim/G_Striker_A.act"})
table.insert(T_Johnny,{Tree = "/Global/G_Melee_A", TreeLoc = "Act/Anim/G_Melee_A.act"})
table.insert(T_Johnny,{Tree = "/Global/G_Johnny", TreeLoc = "Act/Act/Anim/G_Johnny.act"})
table.insert(T_Johnny,{Tree = "/Global/JohnnyAI", TreeLoc = "Act/AI/AI_JOHNNY_3_B.act"}) -- this is actually an AI
-- Nodes:
table.insert(T_JN,{Node = "/Global/G_Johnny/Offense/Special/SpecialActions/Grapples/Dash", NL = "Act/Anim/G_Johnny.act"})
table.insert(T_JN,{Node = "/Global/G_Johnny/Offense/Medium/HeavyAttacks/RoundHouseKick", NL = "Act/Anim/G_Johnny.act"})
end
function TL_Buttons()
if IsButtonPressed(15,0) then
PedSetActionTree(gPlayer, T_Johnny[1].Tree, T_Johnny[1].TreeLoc)
elseif IsButtonPressed(10,0) and IsButtonPressed(8,0) then
PedSetActionTree(gPlayer, T_Johnny[2].Tree, T_Johnny[2].TreeLoc)
elseif IsButtonPressed(3,0) then
PedSetActionNode(gPlayer, T_JN[1].)
elseif IsButtonPressed(9,0) then
PedSetActionNode(gPlayer, T_JN[2].Node, T_JN[2].NL)
elseif IsButtonPressed(14,0) then
PedSetActionTree(gPlayer, T_Johnny[3].Tree, T_Johnny[3].TreeLoc)
PedSetAITree(gPlayer, T_Johnny[4].Tree, T_Johnny[4].TreeLoc)
end
end
function main()
LoadAnimationGroup("G_Johnny")
LoadActionTree("G_Johnny")
LoadActionTree("G_Melee_A")
LoadActionTree("G_Striker_A")\
repeat
TL_Buttons()
Wait(0)
until not Alive
end
DOWNLOAD (http://www.mediafire.com/download/fswt6zdp0jtgdj8/johnnyv.lua)
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Thanks for the code but it's still black :(
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1) You should put code tags around your code
2) What is GlobalImportScript?
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1) You should put code tags around your code
2) What is GlobalImportScript?
It globally loads the script, so you can use it anywhere in YOUR script. eg: You import it in the MissionSetup() function, you can still launch it and use it in the main() function.
EXAMPLE:
function MissionSetup()
AreaTransitionXYZ(0,270,-110,6)
PlayerSetHealth(500)
GlobalImportScript("SObjTest.lua)
end
function main()
LaunchScript("SObjTest.lua")
repeat
Wait(0)
until not Alive
end
I'm pretty sure that's how it works.
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I always put the regular ImportScript in my MissionSetup and it still works in other functions.
I don't think GlobalImportScript is a function, but it may just be that I have never seen it before.
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I always put the regular ImportScript in my MissionSetup and it still works in other functions.
I don't think GlobalImportScript is a function, but it may just be that I have never seen it before.
I never import scripts in ArcRace1. Only in STimeCycle, and I just use ImportScript and works perfectly fine. I saw global importScript on one of Mad's released sources.