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Messages - NTAuthority

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Hi, it's me again. After some experimentation with a modified version of the Lua decompiler (and incremental recompiler) 'LuaTool' (originally meant for some Windows Mobile application), which I'll release including source code at a later time, I've managed to make a small 'useful' modification.



With this modification (modifies SchoolHallways.lur) the School Store has all clothing items that are purchasable in the other stores plus its own stores, and each for only $0.01 -- and as the game doesn't count money that precisely, it comes down to a reasonable $0.00. :)

Installation of the script should be done using G-IMG, ImgTool or any other application capable of replacing files in GTA: VC IMG archives, and it should replace SchoolHallways.lur in Scripts\Scripts.img. Don't forget to back up the original Scripts.img and Scripts.dir files -- you don't want to have to reinstall Bully. :P

Tools and a small tutorial to do exactly this will be released once I iron this stuff out a bit more. In the meantime, enjoy!

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1st of all welcome to the forums, moving on what interiors are we talking about here? are we talking about loading flags for certain interiors? and all the interiors are solid same with the gta its just that most of the items also like gta have no collisions, best of luck with the moden warfare thing

Bully, much like GTA IV (and unlike VC/SA/the Stories) references 'interiors' not as interior, but separately from each other. Where the GTA III games had multiple interior worlds to load from, many having multiple interiors ('heavens' as PS2 people called it for SA), both GTA IV and Bully reference these all separately. Where GTA IV also had a pretty much static map (though, similar to SA, IPL files could be switched on and off) and interiors were added to the main world on load, Bully's map changes massively throughout the game. Some parts of this are likely scripted, but as Bully imitates other game engines (Volition's engine, Quake-style games) more than it does GTA (coordinates are hardcoded in GTA, but Bully uses area .dat files for everything) as far as object scripting goes, it's likely the Area functions should be looked into the most for Bully interior changing. It is very likely those 'flags' you're talking about are yet another area file, waiting to be loaded during that specific mission script. ;)

For a simple instance, the following script code (reconstructed, decompilers are annoying and don't create fully reusable code... yet) is used to remove the Industrial area barricades in one of the chapter transition scripts:

Code: [Select]
AreaSetNodesSwitchedOffInTrigger(TRIGGER._INDUSTRIALBARRICADE, false)

Or, another example (chapter 2-3 transition):

Code: [Select]
AreaLoadSpecialEntities("Christmas", true)

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As far as 'loading' interiors goes, as far as I've seen they're loaded based on the 'area definition' .dat files from the game scripts, likely using the Area* commands (AreaLoad, AreaSetDoorOpen, AreaLoadSpecialEntities, and a lot of others). These all seem to take a string (likely the name from a .dat file?), but I haven't done much testing with them.

They'd also likely need things like PedMoveToXYZ to perform movements not caused by a door... disassembling the scripts would help for making it work, but most I've gotten from Lua decompilers is some odd code not usable in most ways. Also, like GTA, solid interiors are mostly the ones you see peds walk on in gameplay sections (or scripted cutscenes/NISes, which are rare) :) After I finish the next version of my current MW2 project, I'll go and finish up the Bully script hook to allow y'all to hack away on script functions :p

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