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Messages - feliiperh

Pages: [1] 2
1
Mod Releases / BULLY ROLEPLAY RESPECT / FACTION SELECTOR MOD
« on: August 28, 2022, 11:22:36 PM »
BULLY ROLEPLAY RESPECT / FACTION SELECTOR MOD

Developers:
- me (Ardeloso) - Idea, clothes IDs
- SimonBestia - Making the script run perfectly


I remember when playing Bully: Canis Canem Edit in my PS2, I used to roleplay. Wear certain clothes and pretend to be part of a faction/clique. Now this is reality.
This mod works by identifying the clothing Jimmy are using. If you are using a clothe that are flagged as Jock clothe, the game will set respects and peds attitudes towards you accordingly. So on and so forth. But if you are not using any clothes related to a faction/clique, you will get neutral respects and attitude. This mod used the "The Eggs" and "Weed Killer" Missions by RockstarGames for inspiration and how to do it.
The mod detects torso clothing only. Didn't wanted to overcomplicate and mod hair, pants, shoes, etc.
- VIDEO -

- DOWNLOAD -


- UPDATE V1.1 -
Enhanced attitudes and emotions. Now it is not just your enemies (exemple: preps vs greasers) that will taunt you and bully you. If you're in a faction turf, they will do that, even if you're not they're enemy, instead of ignoring you in the v1. If you're a nerd/student, Bullies will bully you whenever they see you, as usual.

- HOW TO INSTALL -
Just extract Script.img and Script.dir in your Android/Data/com.rockstargames.bully/files/BullyOrig/Scripts folder. Or extract the STimeCycle.lur and replace in your script.img. You can use it with MSR I and MSR II.




Preps Clothes:
Aquaberry Vest(Blue)
Aquaberry Vest(White)

Nerds Clothes:
Astronomy Club Vest
Bullworth Zip-Up - Green

Jocks Clothes:
Gym Shirt (Player Wrestling Outfit Torso)
Bullworth Sport Jacket
LS Training Jacket
Bullworth Letterman Jacket
Team Football Jersey

Dropouts Clothes:
Skull Jammie Shirt (Jimmy's Pajamas Shirt)
Creepy Clown T-Shirt
 Rocker Hoodie
Rock On Shirt
Metal T-Shirt (Without Sleeves)
New Flannel Shirt
Worn Flannel Shirt

Students Clothes:
Bullworth Vest (Jimmy Uniform Vest)
Team Zip-Up (Red Bullworth Hoodie)
School Sweater (Students Uniform Vest)
Bullworth Hoodie - Blue

Bullies Clothes:
Bullworth Polo Shirt
Bullworth Hoodie - Gray

Greasers Clothes:
Leather Jacket
Old School Punk Vest
Jean Jacket
Punk Hoodie
Black Bomber Jacket

2
I made a mod like that kind of things. You can check at my Pastebin, https://pastebin.com/nGiqN782
Your mods are awesome! I'm using this mod in the moment, it was my inspiration to start this one i'm coding
I first started using your code to spawn in the interiors but for some reason you code doesn't spawn infinite peds when in interior and I simply didn't understand why, that's why i created this post  :laugh:

I see you have the xyz coords to make peds walk, you spawn them in the door and make them walk, and make them walk out when its night ... Very cool. Definetely will use that

3
Requests / Re: Can anyone do a mobile bully respect mod?
« on: August 17, 2022, 10:13:09 AM »
I don't know how to create menus and selector mods but I know how you change it manually by scripting your STimeCycle.lur

First you use the following function:

Code: [Select]
PedSetTypeToTypeAttitude(Faction, Faction, Attitude) | Set the 1st faction's attitude towards the 2nd faction
For example: You want to be a Greaser, and to make preps don't like you, so you set preps attitude towards player and greasers attitude towards player

Code: [Select]
PedSetTypeToTypeAttitude(5, 13, 1) -- Preps Dislike Player. Makes preps taunt you, shove you, etc. if you are in theyre area, they will fight you.
PedSetTypeToTypeAttitude(4, 13, 4) -- Greasers love Player.

Now you can set the respect leve of the factions to appear in the menu (it's optional)

Code: [Select]
SetFactionRespect(Faction, respect)
SetFactionRespect(5, 25) --Preps with 25 respect
SetFactionRespect(4,100) --Greasers with 100 respect

Faction lists
Code: [Select]
Factions:
0 Prefects
1 Nerd
2 Jock
3 Drop Out
4 Greaser
5 Prep
6 Student
7 Police
8 Teacher
9 Adult Civilian
10 Shop Keeper
11 Bully
12 PunchBag/Dogs
13 Player
14 Player2

Attitudes
Code: [Select]
Attitudes:
0   Hate
1   Dislike
2   Ignore
3   Like
4   Love

So, a complete script for this would look like this.

Code: [Select]
function main()
-- Waiting for the game's appearing:
while not SystemIsReady() or AreaIsLoading() do
Wait(0)
end
respectmod()
-- Main loop:
repeat
Wait(0) -- Do not remove, or you will stuck.
until not Alive
end

respectmod = function()
while true do
Wait(0)
PedSetTypeToTypeAttitude(5, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 4)
SetFactionRespect(5, 25)
SetFactionRespect(4,100)
local otherfactions = {1,2,3,6,13)
for i, F in ipairs(otherfactions) do
PedSetTypeToTypeAttitude(F, 13, 2)
SetFactionRespect(F, 13, 50)
end
end
end

-- STimeCycle:

 function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_Pbomb")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("TE_Female")
  collectgarbage()
end

function F_AttendedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
function F_MissedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
function F_AttendedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
function F_MissedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
function F_StartClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
function F_EndClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
function F_StartMorning()
  F_UpdateTimeCycle()
end
function F_EndMorning()
  F_UpdateTimeCycle()
end
function F_StartLunch()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
function F_EndLunch()
  F_UpdateTimeCycle()
end
function F_StartAfternoon()
  F_UpdateTimeCycle()
end
function F_EndAfternoon()
  F_UpdateTimeCycle()
end
function F_StartEvening()
  F_UpdateTimeCycle()
end
function F_EndEvening()
  F_UpdateTimeCycle()
end
function F_StartCurfew_SlightlyTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_Tired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_MoreTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndTired()
  F_UpdateTimeCycle()
end
function F_Nothing()
end
function F_ClassWarning()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
function F_UpdateTimeCycle()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or 2 < l_24_0 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
function F_UpdateCurfew()
  local l_25_0 = shared.gCurfewRules
  l_25_0 = l_25_0 or F_CurfewDefaultRules
  l_25_0()
end
function F_CurfewDefaultRules()
  local l_26_0 = ClockGet()
  if 23 <= l_26_0 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

4
Requests / Re: Trouble meter always full for bully AE
« on: August 17, 2022, 09:50:26 AM »
Try this.
Replace STimeCycle.lur from your Script.img

Source:
Code: [Select]
function main()
-- Waiting for the game's appearing:
while not SystemIsReady() or AreaIsLoading() do
Wait(0)
end

-- Main loop:
repeat
Wait(0) -- Do not remove, or you will stuck.
F_troublemeter_mod()
until not Alive
end

F_troublemeter_mod = function()
Wait(0)
PlayerSetPunishmentPoints(300)
end

-- STimeCycle:

 function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("Qped")
  LoadAnimationGroup("Rat_Ped")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_Pbomb")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("TE_Female")
  collectgarbage()
end

function F_AttendedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
function F_MissedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
function F_AttendedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
function F_MissedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
function F_StartClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
function F_EndClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
function F_StartMorning()
  F_UpdateTimeCycle()
end
function F_EndMorning()
  F_UpdateTimeCycle()
end
function F_StartLunch()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
function F_EndLunch()
  F_UpdateTimeCycle()
end
function F_StartAfternoon()
  F_UpdateTimeCycle()
end
function F_EndAfternoon()
  F_UpdateTimeCycle()
end
function F_StartEvening()
  F_UpdateTimeCycle()
end
function F_EndEvening()
  F_UpdateTimeCycle()
end
function F_StartCurfew_SlightlyTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_Tired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_MoreTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndTired()
  F_UpdateTimeCycle()
end
function F_Nothing()
end
function F_ClassWarning()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
function F_UpdateTimeCycle()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or 2 < l_24_0 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
function F_UpdateCurfew()
  local l_25_0 = shared.gCurfewRules
  l_25_0 = l_25_0 or F_CurfewDefaultRules
  l_25_0()
end
function F_CurfewDefaultRules()
  local l_26_0 = ClockGet()
  if 23 <= l_26_0 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end


5
Thanks a lot Simon!
I will check it out the spawn from doors code when I have some more time and start to code the peds behaviour.
I understand I will have to code the path they walk, the anims, they gathering around talking in a circle etc.
I will get back if something come up.
If you know a mod that's opensource and have this kind of code in it, feel free to share here so I can study.

6
Hello guys,
I am trying to get a script to spawn a ped when i enter an interior, but i'm facing some problems.
I tried studying the lua files for bdorm and etc to try to understand how it spawns npcs but for now it's too complicated ... I can't manage to understand how the Spawnlocation and docklocation works.
So I did a simple lua script.
The problem is, If I get the script to run without a loop in the function or above the main loop, the game will only read my script once so If I don't load the game in the interior the ped is gone and it will not spawn again if I exit the interior. And if I put the script in a loop, the game will spawn too many npcs until the game crashes.

I tried to study Altamurenza's public sources and learn a way to do that but those scripts are something else xD I can't make sense of them. He made a mod with a public source exactly with the functionality I am looking for, he spawned preps in the prephouse, i'm trying to make a mod to make the hideouts populated.

How would you guys do it?

Code: [Select]
Populatedhideout_mod = function()
if AreaGetVisible() == 59 then
local x,y,z = GetPlayerPosXYZ()
local ped = PedCreateXYZ(ID,x,y,z)
PedMakeAmbient(ped)
end
end

7
Thank you brother!
It works.
But Jimmy still doesn't do some nodes. I think it's because I need to change player act tree, cause I remember reading in daBOSS posts that he heard that some nodes are not able to be executed while player being in Player.act.
So I will have to test one by one to see, unless there's no need and the answer is already out there  :innocent:

Btw, your tutorials in your channel are awesome!
I have a question.
https://www.youtube.com/watch?v=0vcg8K3xGr0
To make those moves work you didn't have to change player AI or Act Tree, and the nodes still worked out without any problems, even tho some of them where boss nodes. Why is that?

8
Mod Showroom / Re: Counter Attack mod
« on: August 01, 2022, 05:53:20 PM »
Awesome mod !
Congratz maan

9
Hey guys!
I found a youtube tutorial of how to script a basic attack mod, and the code is the following:

Code: [Select]
function main()
    -- Waiting for the game's appearing:
    while not SystemIsReady() or AreaIsLoading() do
        Wait(0)
    end
    LoadAnim()
    CreateThread("Basic_Attack")
    while true do
        Wait(0)
    end
end

function Basic_Attack()
while true do
Wait(0)
if PedIsPlaying(gPlayer, "/Global/Player/Attacks/Strikes/LightAttacks", "act/anim/Player.act") and PedHasWeapon(gPlayer, -1) then
PedLockTarget(gPlayer, -1)
PedSetAITree(gPlayer, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
PedSetActionNode(gPlayer, "/Global/G_Johnny/Offense/Short/Strikes/LightAttacks", "Act/Anim/G_Johnny.act")
repeat
Wait(0)
until not PedIsPlaying(gPlayer, "/Global/G_Johnny", true)
PedSetAITree(gPlayer, "/Global/PlayerAI", "Act/PlayerAI.act")
end
end
end

Ok, good. So, I wanted to make a mix style so, i adapted the script to apply random nodes from a table I created using daBOSS tutorial on a post about how to spawn peds random locations, and so my script is as follows:

Code: [Select]
function main()
    -- Waiting for the game's appearing:
    while not SystemIsReady() or AreaIsLoading() do
        Wait(0)
    end
    LoadAnim()
    CreateThread("Basic_Attack")
    while true do
        Wait(0)
    end
end

function Basic_Attack()
local basicnodes = {
{"/Global/G_Johnny/Offense/Short/Strikes/LightAttacks", "Act/Anim/G_Johnny.act", "/Global/G_Johnny"}, --1 and 2 for pedsetaction, 3 for pedmeplaying
{"/Global/Nemesis/Offense/Short/Strikes/LightAttacks/LeftHook/RightCross/HeavyAttacks/HeavyPunch2", "act/anim/Nemesis.act", "/Global/Nemesis"},
{"/Global/P_Striker_B/Offense/Short/Strikes/HeavyAttacks/Hook2", "act/anim/P_Striker_B.act", "/Global/P_Striker_B"},
{"/Global/P_Grappler_A/Offense/Short/Strikes/HeavyAttacks/RightCross/LeftDown", "act/anim/P_Grappler_A.act", "/Global/P_Grappler_A"},
{"/Global/P_Bif/Offense/Short/HeavyAttacks/RightHook", "act/anim/P_Bif.act", "/Global/P_Bif"},
{"/Global/G_Melee_A/Offense/Short/Strikes/LightAttacks/RightHook/LeftHook/RightStomach", "act/anim/G_Melee_A.act", "/Global/G_Melee_A"},
{"/Global/G_Grappler_A/Offense/Short/Strikes/HeavyAttacks/RightHook/Uppercut", "act/anim/G_Grappler_A.act", "/Global/G_Grappler_A"},
{"/Global/G_Melee_A/Offense/Short/Strikes/HeavyAttacks", "act/anim/G_Melee_A.act", "/Global/G_Melee_A"}
}
local tableSize = table.getn(basicnodes)
local i = math.random(1,tableSize)
local node = basicnodes[i]
while true do
Wait(0)
if PedIsPlaying(gPlayer, "/Global/Player/Attacks/Strikes/LightAttacks", "act/anim/Player.act") and PedHasWeapon(gPlayer, -1) then
PedLockTarget(gPlayer, -1)
PedSetAITree(gPlayer, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
PedSetActionNode(gPlayer, node[1], node[2])
repeat
Wait(0)
until not PedIsPlaying(gPlayer, node[3], true)
PedSetAITree(gPlayer, "/Global/PlayerAI", "Act/PlayerAI.act")
end
end
end

But my player only does the regular jimmy punch and Sloppy kick (G_Melee_A).
Why is that happening??? I don't understand why it happens.
Anybody can help me?

10
Modding Questions/Help / Re: [Help] How to change theme songs ?
« on: July 31, 2022, 01:36:38 AM »
Well, made it work!
Just had to put those 3 commands before the repeat line in the main function.
And being chased by prefects/cops plays their respective song normally!

Thanks for your help.

11
Modding Questions/Help / Re: [Help] How to change theme songs ?
« on: July 30, 2022, 05:40:24 PM »
Thanks for your response!

I tried these 3 commands but my game is silent. Doesn't trigger or play any song whatsoever.
Any advice?

I tried in this fuction purely, and in the main function loop.

12
Modding Questions/Help / Re: [Help] How to change theme songs ?
« on: July 30, 2022, 02:50:14 PM »
I managed to add Free roam and bike theme songs with the following code, however, when getting chased by authority, it keeps playing my added song... When in fighting too. Any help?

Code: [Select]
function musicmod()
    while true do
Wait(0)
if PlayerIsInAnyVehicle() then
SoundPlayStream("MS_TenementsMid.rsm", 1)
elseif not PlayerIsInAnyVehicle() then
SoundPlayStream("MS_TenementsLow.rsm", 1)
end
    end
end

13
Modding Questions/Help / [Help] How to change theme songs ?
« on: July 30, 2022, 11:13:35 AM »
Hey Guys!
I'm a newbie trying to make some simple mods.
Searching in the forum I managed to get a lot of lists of IDs and functions from the DaBOSS tutorial and the list of the songs that d0c posted.

I want to change the theme songs from fighting cliques, and the normal running song when it's free roam.

I know this command in lua: SoundPlayStream("song.rsm", volume)
But how do I code to identify i'm in a fight with a certain clique and change the song? And how to code to make the game understand i'm in free roam and change the song?

Thank you!

Edit: Found this post https://bully-board.com/index.php?topic=22578.0 and use the recommended command but the game is completely silent.. I'm modding STimecycle btw

14
Modding Questions/Help Archives / change ped fighting style
« on: April 19, 2015, 11:33:58 AM »
How to change a ped fighting style?
It's possible to change just the fighting style without change the faction just in ide.img?

15
it is possible to spawn kids, I've seen this a long time but I don't know how to do it, what about girls?
How to do it?How to spawn both of them?

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