News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Show Posts

* 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.

Messages - Screenracer

Pages: 1 ... 3 4 [5] 6 7 8
61
Mod Releases / Re: Super Mod - V3.0
« on: March 31, 2014, 05:29:30 PM »
You need the mod source codes for that.

Don't think we will be getting that right?

62
Mod Releases / Re: Super Mod - V3.0
« on: March 31, 2014, 09:17:01 AM »
Use the other mod with ArcRace1.

I ment use both mods in freeroam. Which both mods require STimeCycle to be replaced.

63
Mod Releases / Re: Super Mod - V3.0
« on: March 30, 2014, 07:19:35 PM »
How could I use this mod with another mod in freeroam?

64
Modding Questions/Help Archives / Re: Make Everyone Abhor Gary?
« on: March 30, 2014, 05:10:43 PM »
For this you will need one lua code which needs to be used on each ped you want to change.

PedSetTypeToTypeAttitude(Faction1, Faction2, Attitude)

An example of usage for this line would be : PedSetTypeToTypeAttitude(11, 6, 3)

the faction numbers go from 1 to 13 if memory serves....been a while now since I was active in modding so I am a little hazy on the details.....DaBOSS or C00ld0c would be able to confirm this one since both are more active then I am on things...

This is only for changing the attitude of one faction to another.

To change the ped attitude to another ped you will need to use: PedSetPedToTypeAttitude(Ped ID, Faction ID, Attitude)

an example of this in use would look like: PedSetPedToTypeAttitude(gHobo, 3, 0)

Hint: You can use either a predefined name like gHobo...gPlayer...gBryce...gDarby...etc.....not all peds have this...I can post a complete list if you want this....

or

You can simply use a model id number itself which goes from 2 to 258 and for the entire list just look for default.ide in your bully game folders and open it....and you will have the full list of model id numbers. Do not use defaultped or the punching bag as both of those are glitchy and not intended at alll to be used in this manner.

There is a few other ways you can do this too but keep in mind that anything you do via lua as a custom script will likely be overridden somehow by another one depending on how you load the mission script and how far you have progressed in the game. If you have already gotten to endless summer....then it can be a pain to override the already set values that force all peds to like you 100% since those are auto overridden in a few library scripts which I hope sometime to have fully rewritten so we can override things without having to resort to custom loaded mission scripts.

Hopefully this helps shed some light on this and if you need any further help....someone here will try their best to help. I am not always around so atm am not the most reliable person to ask atm for any help and I actually have been asking everyone not to ask me for any modding help until my current situation can be resolved and I can return to modding....but I will still help here and there when I can and if it is about something I know more about.

Have fun playing around with this code and good luck with your modding!  :D

Can you post or PM me a complete list of the model ID's? Thanks. Also, how's the player selector final coming? Hope its finished soon. Can't wait. :D

65
Modding Questions/Help Archives / Re: Make Everyone Abhor Gary?
« on: March 30, 2014, 04:28:53 PM »
Let me rephrase a little, how do I change a specific peds attitude against a faction? Or the other way around?

66
Bully 1 Discussion / Re: 2000 things you have learned from Bully
« on: March 28, 2014, 01:41:37 PM »
1901: Everyone wants the final player selector.
1902: Hiding in garbage cans with your head showing out actually works.
1903: Jimmy is complete human trash.
1904: Weapons are for prefects only.
1905: You can "hop" over 15 meters in the air with a bike.
1906: If you jump you move faster.
1907: A slingshot is a weapon.
1908: English class sucks.
1909: Without a gamepad shop class is impossible.
1910: Liquid sugar is good for you.

67
Modding Questions/Help Archives / What Action Nodes Are...
« on: March 27, 2014, 07:50:35 PM »
Gary's Gut Knee (Boss Style)

Damens Leg Throw

All help is appreciated. (Also, I do know where to find them, but I dont know how to find them.)

I also heard that its difficult to share action nodes due to the player selector being in the works. If thats the case, then moderators/admins remove this thread and I will know why it has been removed.

Thanks.

68
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 06:18:04 PM »
Hold up, I just realized that the throatgrab I gave the script is actually the one used in the cutscene to The Rumble mission. Thats why my victims never get up after it. Does anyone have any idea where the non cutscene one is?

69
Introduce Yourself / Re: Late... but this is me.
« on: March 27, 2014, 03:29:47 PM »
"NOOOOOOO! GET OFF MY LITTLE BUDDY!"
"Your attention please! Jimmy is complete human trash!"

70
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 03:01:29 PM »
You don't really read it, you just have to see what goes in what order and try different paths.
If you look around you can see things  like /Offense/Special/SpecialActions/ExecuteNodes/DashLoco . The actual move won't have Executenode path. But this example will make him run. You just have to figure out what needs to load before you load something else, etc...

So, you just keep looking until you find a path like that one?

EDIT:
Nevermind, I gave up.

71
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 02:54:45 PM »
No no. The bottom part. I meant the bottom half of the Act.

Thats the part im trying to read. The bottom part of G_Johnny.cat.

72
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 02:52:25 PM »
How do you even read any of it? Its just abunch of dots and slashes.

73
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 02:25:31 PM »
Try not to post action nodes, until later when they're done with player selector.
And I don't think that will work. One more hint will be that it isn't called ThroatGrab. Come to think of it. ThroatGrab might come before and then the stuff for ThroatGrab.

Like Axekick_Grap_RCV shows up at the first there. Grap because it requires Grapples path? Then there is a Axkick_GB
I don't know much about the Act files though..

The Axekick will probably need heavyattacks. Think how he does the attack. It's punch, punch, kick, spit, right?

Ok, sorry moderators/admins if I broke the rules, ill remove the action nodes if im asked to. And its he does one more punch before the kick. Ill try looking more.

EDIT:
If its not called throatgrab then its going to take me a while to find it. Also, this mod has the axekick. http://www.mediafire.com/download/73cm17ch36xt5gj/Johnny+BOSS+Combo.rar

I tried looking in it with hex editor and got nothing.

74
Modding Questions/Help Archives / Re: How do Action Nodes Work?
« on: March 27, 2014, 02:17:36 PM »
No, I don't. Getting them from the Act files isn't too hard once you figure it out. You just have to see what needs what and in what order.

This would go first /Global/G_Johnny/  then maybe Special, or Heavyattacks? Depending on the node you want, you can kind of see how to piece them together from the act file. I never could find johnny's kick, and I haven't messed with many of the acts. They're paths, if you noticed. So just see what path you need to load what move.

I will give you a hint on a better throatgrab node that I found in his act. You'll need to load /Global/G_Johnny/Offense/ for the first part of it. The other part you should be able to find.

Its not this.

Code: [Select]
/Global/G_Johnny/Offense/ThroatGrab/ThroatGrab_Gv
And I found a few things that may hint to his kick.



Im thinking its one of these.

Code: [Select]
/Global/G_Johnny/Special/AxeKick_Grap_RCV
Code: [Select]
/Global/G_Johnny/Special/AxeKicks <----- Somewhere in here maybe?
Code: [Select]
/Global/G_Johnny/Special/AxeKicks/Spit/AxeKick_Grap_GV

75
Bully 1 Discussion / Re: favourie bullycharacter
« on: March 27, 2014, 02:06:47 PM »
Jimmy or Gary.

Pages: 1 ... 3 4 [5] 6 7 8