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Messages - thedotman

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Modding Questions/Help Archives / Re: Changing Faction Respect w/ Lua
« on: April 27, 2013, 07:18:13 PM »
Yeah, I think your right. I think that most, if not all, the faction changes are hardwired into each story mission, because nothing changes faction respect except story progression (which I personally hate, but whatever). So, in order to change faction levels while still allowing the game to take it's normal course would mean changing values in each story mission individually. (It almost seems like Rockstar was going to allow something like dynamic faction changing, since Attitude.dat allows from changes towards the player. Hmmmmm.)

And since all the script is almost impossible (for me) to read and manipulate, then I guess that's all a lost cause (for now, until I get the patience to try and decipher it).  :-\ Thanks for the replies though.  :)


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Modding Questions/Help Archives / Re: Changing Faction Respect w/ Lua
« on: April 26, 2013, 02:25:08 PM »
Okay. So, if I were to compile the the above code into a different script (one that does not stray from the free-roam type game-play, like how the arcade machine changes), would it work out that way?
Or, is it the code itself that is a "mission" script, and therefore will always disable other missions regardless of where it is compiled?
Or even, is there more code that can be inserted beneath MissionCleanup that will activate the other missions and classes again, like how the default script for the arcade machine brings the player back into free-roam with all the same circumstances as when they started playing the machine?

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Modding Questions/Help Archives / Re: Changing Faction Respect w/ Lua
« on: April 26, 2013, 12:10:42 AM »
I have another question. The code you (Walter20210) gave me:
Code: [Select]
MissionSetup = function()
  local l_1_0 = 270
  local l_1_1 = -110
  local l_1_2 = 6.4000000953674
  AreaTransitionXYZ(0, l_1_0, l_1_1, l_1_2)
  PedSetTypeToTypeAttitude(2, 13, 2)
  PedSetTypeToTypeAttitude(1, 13, 2)
  PedSetTypeToTypeAttitude(4, 13, 2)
  PedSetTypeToTypeAttitude(5, 13, 2)
  PedSetTypeToTypeAttitude(6, 13, 3)
  PedSetTypeToTypeAttitude(11, 13, 2)
end

MissionCleanup = function()
  EnablePOI()
  gMissionRunning = false
end
It works almost perfectly, but the only problem I have is that time, classes, and missions all disappear from the game completely. I'm guessing that I need a code to set the game, after using this modded mission, into a specific state in time in the story (i.e. Chapter 2 Mission 3) so that it can load all the other circumstances that come with that state in time, including being able to do missions and go to classes. I think the code is:
Code: [Select]
DATLoad("2_03.DAT", 2)Is that correct? And if so, does this belong under MissionSetup or MissionCleanUp? Or, is there something else to it?

4
This is probably gonna seem kinda dumb and pointless, but I've always been curious about whether or not it were possible to change Jimmy's walking animation without changing his overall fighting style (I LOVE the overhead smash :)).

With my horribly lacking skills with modding, I would guess that it involved replacing animation files or changing the scripting of something in either the Act or Anim folders.

I'm not asking for anyone to up and look into this, but I was just wondering if anyone else is interested and/or has thought of this and/or has any suggestions or ideas on how to do this (change Jimmy's walking animation)?

5
Modding Questions/Help Archives / Re: Changing Faction Respect w/ Lua
« on: April 25, 2013, 09:45:01 PM »
Ohhhh, THAT'S why. . .that's what. . .ohhhhhhh  :o

It all makes sense now. That's why you need the mission coding, 'cause when you use the arcade machine, it starts the mission, and you need the coding in order to end it, and return to the game. . . .ohhhhhh. See, I thought mission coding was SOLELY for the sake of creating a mission, and not for manipulating in-game scripts. But I get it now!

THANK YOU SO MUCH! I finally understand, more or less, how Lua coding works. THANK YOU A MILLION TIMES!  :D

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Modding Questions/Help Archives / Re: Changing Faction Respect w/ Lua
« on: April 25, 2013, 09:33:33 PM »
Okay, I think I understand.

So, for the sake of clarity, let me give an example. If I wanted everyone to be, more or less, indifferent to Jimmy, the code that goes into Notepad++ would look like this:
Code: [Select]
PedSetFaction(gPlayer, 11)

PedSetTypeToTypeAttitude(2, 13, 2)

PedSetTypeToTypeAttitude(1, 13, 2)

PedSetTypeToTypeAttitude(4, 13, 2)

PedSetTypeToTypeAttitude(5, 13, 2)

PedSetTypeToTypeAttitude(6, 13, 3)

PedSetTypeToTypeAttitude(11, 13, 2)

Right? And then all I would have to do is compile it into the ArcRace1.lur file, and then use the arcade machine in the Boys Dorm to activate it's effects, correct? Is that how it's done?

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Modding Questions/Help Archives / Changing Faction Respect w/ Lua
« on: April 25, 2013, 07:44:36 PM »
I need help. My goal is to change the faction's respect towards Jimmy. I know for a fact this cannot be done in the attitudes.dat or the pedstats.dat. I 've found what I think is the correct code on some other posts, (pedsettypetotypeattitude .(1, 13, 0)), but i dont understand some things.

What does the last number, 0, represent? The repect percentage, maybe?
I tried putting this in notepad + + as luascript.lua, and i sucessfully compiled it to ArcRace1.lur, but all i got was an infinite loading screen.

I dont understand lua well. All i did was put in the above code, add (setfactionrespect (1, 0)) beneath it, pressed enter, and repeated for most other factions and saved it.

My question is, is there more code i need to put into it? Or maybe i should compile it into a different type of script? Or maybe I'm going about this all wrong? Please help.

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