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Topics - Unknownsoldier

Pages: 1 2 3 ... 6
1
Bully Modding Archives / [MOD PLAN] KING OF THE HILL
« on: April 02, 2016, 03:22:21 PM »
note HillSetOwner is gonna be a legit func.

so my idea was, teleport to the test area and on something there uze it az da hil.

or use ur mum pussy

2
Modding Questions/Help Archives / Not running through the full loop
« on: March 06, 2016, 02:13:06 AM »
Code: [Select]
local areas = {
{name = "The Hole", camLookA = 8, camLookX = -772, camLookY = -134, camLook = 6, camSetX = -778, camSetY = -778, camSetZ = 13, music = "MS_RussellInTheHole"},
{name = "Main Building", camLookA = 2, camLookX = -628, camLookY = -312, camLookZ = -0, camSetX = -629, camSetY = -318, camSetZ = 10, music = "MS_FinalShowdown03High"},
{name = "Football Field", camLookA = 0, camLookX = -27, camLookY = -73, camLookZ = 2, camSetX = -12, camSetY = -109, camSetZ = 5, "MS_JockBossBattle"},
{name = "Old Observatory", camLookA = 0, camLookX = 34, camLookY = -134, camLookZ = 9, camSetX = 19, camSetY = -122, camSetZ = 10, "MS_EpicConfrontationHigh"},
{name = "THE WHOLE CAMPUS (GATES CLOSED!)", camLookA = 0, camLookX = 215, camLookY = -73, camLookZ = 9, camSetX = 271, camSetY = 73, camSetZ = 7, music = "MS_BikeActionHigh"},
}
local areaSelectionIndex = 1
local shouldStartInit = 1

function MissionSetup()
AreaTransitionXYZ(0, 270, -110, 6)
PlayerSetHealth(PedGetMaxHealth(gPlayer))
PlayerSetControl(0)
TextPrintString("test version", 3, 1)
Wait(3000)
PedSetFlag(gPlayer, 113, true)
PedSetFlag(gPlayer, 87, true)
PedSetFlag(gPlayer, 9, true)
PedSetFlag(gPlayer, 21, true)
shouldStart = true
end

function MissionCleanup()
collectgarbage()
end

function main()
while shouldStart do
if shouldStartInit == 1 then
PedSetEffectedByGravity(gPlayer, false)
AreaTransitionXYZ(areas[areaSelectionIndex].camLookA, areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
CameraSetXYZ(areas[areaSelectionIndex].camSetX, areas[areaSelectionIndex].camSetY, areas[areaSelectionIndex].camSetZ)
CameraLookAtXYZ(areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
SoundPlayStream(areas[areaSelectionIndex].music..".rsm", 0.5)
shouldStartInit = nil
end
F_SelectFightingArena()
Wait(0)
end
end

function F_SelectFightingArena()
if IsButtonPressed(0, 0) then
Wait(100)
areaSelectionIndex = areaSelectionIndex - 1
if areaSelectionIndex < 1 then
areaSelectionIndex = table.getn(areas)
end
AreaTransitionXYZ(areas[areaSelectionIndex].camLookA, areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
CameraSetXYZ(areas[areaSelectionIndex].camSetX, areas[areaSelectionIndex].camSetY, areas[areaSelectionIndex].camSetZ)
CameraLookAtXYZ(areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
SoundPlayStream(areas[areaSelectionIndex].music..".rsm", 0.5)
elseif IsButtonPressed(1, 0) then
Wait(100)
areaSelectionIndex = areaSelectionIndex + 1
if areaSelectionIndex > table.getn(areas) then
areaSelectionIndex = 1
end
AreaTransitionXYZ(areas[areaSelectionIndex].camLookA, areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
CameraSetXYZ(areas[areaSelectionIndex].camSetX, areas[areaSelectionIndex].camSetY, areas[areaSelectionIndex].camSetZ)
CameraLookAtXYZ(areas[areaSelectionIndex].camLookX, areas[areaSelectionIndex].camLookY, areas[areaSelectionIndex].camLookZ)
SoundPlayStream(areas[areaSelectionIndex].music..".rsm", 0.5)
end
TextPrintString("SELECT ARENA\n<"..areas[areaSelectionIndex]..">", 0, 1)
TextPrintString("~dleft~/~dright~ - Navigate Menu (L/R)\n~SPRINT~ - Select Arena", 0, 2)
end

Everything's working. But when the loop in the main() function starts, it DOES do the stuff i made it do(the test thing) but it wont launch the function I called in it.

If that's hard to understand maybe try the mod. see what i mean.

The table isn't messed up, because in the first part of the loop, that works, and it calls everything on that table. But it seems that the function I called in the loop isn't being executed.

3
Mod Showroom / Unknown's Stu'
« on: March 05, 2016, 09:16:25 PM »
AYO. Didn't know what to name this thread, and I was just gonna post 1 thing. But since I have so many things to show, instead of making multiple threads, i'll just show my shit here.
so ye...
I've gotta get my life in order...

this happened. i'm making peds able to go into interiors randomly when they are just freeroaming outside, and they are even able to walk around inside. and some will just be spawned inside there already.

It's random who, and where the peds spawn. I MAY have messed up one of the coords, or maybe i used one too close to that shelf, causing Leon to spawn in there.

YES I have the freeroam working in there, where peds can walk around, exit, enter, and act like normal AI's.

btw, most of the things i'll post here ARE in freeroam, and at the same time, so it's not like i use different mods for every showcase.





This is the Auditorium with the decorations from the Nutcrackin' mission in chapter 3.



SURVIVAL MOD V5
i mentioned that i wanted to make this "mlg revolooshinarry" mod in mid 2015 and late 2014, but i just gave up. NOW that i have much more knowledge in LUA, and a lot of time, i just began work on a new project. Starting it off, i'm already calling it the beta. BECAUSE, I wanna start off small. I PLANNED to bring up some camera moving shit, when you selecting an arena, BUT holding that off for now.

what I'm trying to do NOW is just a preview of the interior, but at the moment, no moving cameras: just 1 cam position. And selecting... this is gonna be a pain.

4
Modding Questions/Help Archives / Stuck on Winter
« on: March 05, 2016, 01:11:13 PM »
Last night I was making a christmas mod, where all the decorations and everything were there, even the auditorium. It worked, but when I removed the mod, my game is still on winter. I've used the original scripts.img and it's STILL on winter since that first time i changed it. WHY?

5
Bully 1 Discussion / Lower settings
« on: February 29, 2016, 07:15:24 PM »
is it just me or does bully actually look kinda cool in lowest settings?

Keep in mind, i'm the type of person to get a windows 7 OS computer and change the resolution to a lower one, get a windows XP theme, and play games at the lowest settings just for the old school feel.

6
Modding Questions/Help Archives / Codes not even working anymore
« on: February 28, 2016, 02:19:47 AM »
I'm making a mod, and I have 7 blips. One of them was in the test area, so I immediately thought that it was just the test area doing that. Then I spawned one inside the Music room, and it's not there either.

I also had a code in here that prompts you with something when you were at that point, it worked for all the other areas but it's not working here. It's the exact same code as the others, but it's not working.

This is the part that concerns me most. This is my blip function:
(I had to put spaces between the 8's and )'s because BB puts it as a 8) )
function F_Blips()
   BlipAddXYZ(-710, 313, 33, 1, 0, 8 )
   BlipAddXYZ(-537, 377, 14, 1, 0, 8 )
   BlipAddXYZ(-493, 315, 31, 1, 0, 10)
   BlipAddXYZ(-633, -289, 6, 1, 0, 10)
   BlipAddXYZ(-26, -22, 3, 1, 0, 8 )
   BlipAddXYZ(7, -1, 16, 1, 0, 8 )
   BlipAddXYZ(-563, 381, -1, 1, 0, 8 )
   testareaexit = VehicleCreateXYZ(286, 7, -1, 15)
end


they ALL work except the last 2. Ignore the testareaexit thing.

In case it's needed to see background things that MAY be causing this, here's the full STimeCycle script:
Code: [Select]
isTimeFrozen = "freeze clock"
isPunishmentEnabled = "disable trouble meter"

function main()
Wait(500)
F_LoadAllAnimations()
SoundPlayInteractiveStream("MS_TenementsLow.rsm", 0.5)
SoundSetHighIntensityStream("MS_TenementsMid.rsm", 0.5)
AreaRegisterAreaScript(31, "AreaScripts/TestArea.lua")
PedOverrideStat(gPlayer, 20, 200)
F_UnlockDoors()
F_Blips()
while true do
TEST_STAGES_CoordinateViewer()
--TEST_STAGES_FastRun()
F_BlipUsage()
Wait(0)
end
end

function F_Blips()
BlipAddXYZ(-710, 313, 33, 1, 0, 8)
BlipAddXYZ(-537, 377, 14, 1, 0, 8)
BlipAddXYZ(-493, 315, 31, 1, 0, 10)
BlipAddXYZ(-633, -289, 6, 1, 0, 10)
BlipAddXYZ(-26, -22, 3, 1, 0, 8)
BlipAddXYZ(7, -1, 16, 1, 0, 8)
BlipAddXYZ(-563, 381, -1, 1, 0, 8)
testareaexit = VehicleCreateXYZ(286, 7, -1, 15)
end

function F_BlipUsage()
if PedIsInAreaXYZ(gPlayer, -710, 313, 34, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -649, -294, 6)
PedFaceXYZ(gPlayer, -649, -296, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -493, 315, 32, 1) then
TextPrintString("Press ~GRAPPLE~ to "..isTimeFrozen, 0, 2)
if IsButtonBeingPressed(9, 0) then
PedFaceXYZ(gPlayer, -493, 316, 33)
if isTimeFrozen == "freeze clock" then
isTimeFrozen = "unfreeze clock"
PauseGameClock()
else
isTimeFrozen = "freeze clock"
UnpauseGameClock()
end
end
elseif PedIsInAreaXYZ(gPlayer, -537, 377, 15, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -670, -292, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -633, -289, 6, 2) then
TextPrintString("Press ~GRAPPLE~ to "..isPunishmentEnabled, 0, 2)
if IsButtonBeingPressed(9, 0) then
if isPunishmentEnabled == "disable trouble meter" then
DisablePunishmentSystem(true)
isPunishmentEnabled = "enable trouble meter"
else
DisablePunishmentSystem(false)
isPunishmentEnabled = "disable trouble meter"
end
end
elseif PedIsInAreaXYZ(gPlayer, -26, -22, 3, 1) then
TextPrintString("Press ~GRAPPLE~ to enter test area!", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(31, 14, -2, 15)
PedFaceXYZ(gPlayer, 7, -1, 15)
if VehicleIsValid(testareabike) then
VehicleDelete(testareabike)
end
testareabike = VehicleCreateXYZ(273, 13, -5, 15)
end
elseif PedIsInAreaXYZ(gPlayer, 7, -1, 15, 2) then
TextPrintString("Press ~GRAPPLE~ to exit test area", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(0, -26, -22, 3)
PedFaceXYZ(gPlayer, -26, -26, 2)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -563, 381, -1, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -665, -301, 6)
PedFaceXYZ(gPlayer, -670, -299, 6)
CameraReturnToPlayer()
end
end
end

function F_UnlockDoors()
AreaSetDoorLocked("DT_tschool_AutoShopL", false)
AreaSetDoorLocked("DT_ischool_Door01", false)
AreaSetDoorLocked("DT_ischool_Classroom", false)
AreaSetDoorLocked("DT_ischool_Art", false)
AreaSetDoorLocked("DT_ISCHOOL_BIO", false)
AreaSetDoorLocked("DT_ischool_Staff", false)
AreaSetDoorLocked("DT_ischool_AuditorBalc", false)
AreaSetDoorLocked("DT_ischool_AuditorDoorL", false)
AreaSetDoorLocked("DT_ischool_RoofDoor", false)
AreaSetDoorLocked("DT_tschool_RoofDoor", false)
AreaSetDoorLocked("tschool_FrontGate", false)
AreaSetDoorLocked("tschool_AutoShopFGate", false)
AreaSetDoorLocked("1_07_Gate_T", false)
AreaSetDoorLocked("3_05_3NortonsDoor", false)
AreaSetDoorLocked("4_02_ObsDoor", false)
AreaSetDoorLocked("tschool_ParkingGate", false)
AreaSetDoorLocked("DormExitDoorR", false)
AreaSetDoorLocked("BdrDoorDownstairs1", false)
AreaSetDoorLocked("BdrDoorDownstairs2", false)
AreaSetDoorLocked("BdrDoorDownstairs4", false)
AreaSetDoorLocked("BdrDoorDownstairs8", false)
AreaSetDoorLocked("BdrDoorDownstairs7", false)
AreaSetDoorLocked("BdrDoorDownstairs6", false)
AreaSetDoorLocked("BdrDoorDownstairs5", false)
AreaSetDoorLocked("gdorm_DoorR", false)
AreaSetDoorLocked("JanDoors01", false)
AreaSetDoorLocked("JanDoors00", false)
AreaSetDoorLocked("JanDoors02", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_01", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_02", false)
AreaSetDoorLocked("TINDUST_REDSTAR_GATE_01", false)
AreaSetDoorLocked("TINDUST_SHDOOR_03", false)
AreaSetDoorLocked("TINDUST_SHDOOR_04", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_01", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_02", false)
AreaSetDoorLocked("ASYLUM_FRONT_GATE_DOOR", false)
AreaSetDoorLocked("DT_ASYLUM_SIDE_EXIT", false)
end

function TEST_STAGES_FastRun()
if PedIsInAreaXYZ(gPlayer, -497, 310, 32) then
TextPrintString("Press ~GRAPPLE~ to enable testing mode", 0, 2)
if IsButtonBeingPressed(9, 0) then
PedOverrideStat(gPlayer, 20, 200)
end
end
end

function TEST_STAGES_CoordinateViewer()
x, y, z = PlayerGetPosXYZ()
x = math.ceil(x)
y = math.ceil(y)
z = math.ceil(z)
TextPrintString("areacode: "..AreaGetVisible().."\nx: "..x.."\ny: "..y.."\nz: "..z, 0, 1)
end

function F_LoadAllAnimations()
  LoadAnimationGroup("1_02BYourSchool")
  LoadAnimationGroup("1_02_MeetWithGary")
  LoadAnimationGroup("1_03The Setup")
  LoadAnimationGroup("1_04TheSlingshot")
  LoadAnimationGroup("1_06ALittleHelp")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("1_07_Sk8Board")
  LoadAnimationGroup("1_08ThatBitch")
  LoadAnimationGroup("1_08_MandPuke")
  LoadAnimationGroup("1_09_Candidate")
  LoadAnimationGroup("1_10Betrayal")
  LoadAnimationGroup("1_11B_HeBigPrank")
  LoadAnimationGroup("1_G1_TheDiary")
  LoadAnimationGroup("1_S01HatVsGall")
  LoadAnimationGroup("2_01LastMinuteShop")
  LoadAnimationGroup("2_02ComicKlepto")
  LoadAnimationGroup("2_05TadsHouse")
  LoadAnimationGroup("2_06MovieTickets")
  LoadAnimationGroup("2_07BeachRumble")
  LoadAnimationGroup("2_08WeedKiller")
  LoadAnimationGroup("2_4RichAreaRace")
  LoadAnimationGroup("2_G2CarnivalDate")
  LoadAnimationGroup("2_G2_GiftExchange")
  LoadAnimationGroup("2_R03PaperRoute")
  LoadAnimationGroup("2_S02CharSheets")
  LoadAnimationGroup("2_S04CharSheets")
  LoadAnimationGroup("2_S05_CooksCrush")
  LoadAnimationGroup("2_S06PantyRaid")
  LoadAnimationGroup("3_01JealousJohnny")
  LoadAnimationGroup("3_04WrongPtTown")
  LoadAnimationGroup("3_05TheTenements")
  LoadAnimationGroup("3_BFightJohnnyV")
  LoadAnimationGroup("3_G3")
  LoadAnimationGroup("3_R05ChemicalDeliv")
  LoadAnimationGroup("3_R08RaceLeague")
  LoadAnimationGroup("3_S03CheatinTime")
  LoadAnimationGroup("4_01Paparazzi")
  LoadAnimationGroup("4_04_FunhouseFun")
  LoadAnimationGroup("4_06BigGame")
  LoadAnimationGroup("4_B2_JockBossBattle")
  LoadAnimationGroup("5_01Grp")
  LoadAnimationGroup("5_01Rats")
  LoadAnimationGroup("5_02PrVandalized")
  LoadAnimationGroup("5_05Zoe")
  LoadAnimationGroup("5_09MakingAMark")
  LoadAnimationGroup("6B_PARA")
  LoadAnimationGroup("AGymLght")
  LoadAnimationGroup("Ambient")
  LoadAnimationGroup("Ambient2")
  LoadAnimationGroup("Ambient3")
  LoadAnimationGroup("ANIBBALL")
  LoadAnimationGroup("AniBroom")
  LoadAnimationGroup("AniDice")
  LoadAnimationGroup("AniFooty")
  LoadAnimationGroup("AniGlobe")
  LoadAnimationGroup("AnimSave")
  LoadAnimationGroup("AniPillo")
  LoadAnimationGroup("ARC3D")
  LoadAnimationGroup("Area_Asylum")
  LoadAnimationGroup("Area_Funhouse")
  LoadAnimationGroup("Area_GirlsDorm")
  LoadAnimationGroup("Area_Infirmary")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Area_Tenements")
  LoadAnimationGroup("Armor")
  LoadAnimationGroup("AsyBars")
  LoadAnimationGroup("AsyDoorB")
  LoadAnimationGroup("AsyDoors")
  LoadAnimationGroup("AsyGate")
  LoadAnimationGroup("AsyLever")
  LoadAnimationGroup("AsySwtch")
  LoadAnimationGroup("AtcPlank")
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("BANANA")
  LoadAnimationGroup("barelLad")
  LoadAnimationGroup("BarrGate")
  LoadAnimationGroup("BATON")
  LoadAnimationGroup("BBALL_21")
  LoadAnimationGroup("bbgun")
  LoadAnimationGroup("BCatcher")
  LoadAnimationGroup("BdrDoorL")
  LoadAnimationGroup("BeardLady")
  LoadAnimationGroup("Bike")
  LoadAnimationGroup("BikeGar")
  LoadAnimationGroup("BoldRoll")
  LoadAnimationGroup("BoltCutt")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("BoxRopes")
  LoadAnimationGroup("BRDoor")
  LoadAnimationGroup("BrkSwtch")
  LoadAnimationGroup("BROCKETL")
  LoadAnimationGroup("BRSwitch")
  LoadAnimationGroup("BusDoors")
  LoadAnimationGroup("Butcher")
  LoadAnimationGroup("BXPBag")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CarnCurt")
  LoadAnimationGroup("CARNI01")
  LoadAnimationGroup("carnies")
  LoadAnimationGroup("Car_Ham")
  LoadAnimationGroup("Cavalier")
  LoadAnimationGroup("Cheer_Cool1")
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("Cheer_Cool3")
  LoadAnimationGroup("Cheer_Gen1")
  LoadAnimationGroup("Cheer_Gen2")
  LoadAnimationGroup("Cheer_Gen3")
  LoadAnimationGroup("Cheer_Girl1")
  LoadAnimationGroup("Cheer_Girl2")
  LoadAnimationGroup("Cheer_Girl3")
  LoadAnimationGroup("Cheer_Girl4")
  LoadAnimationGroup("Cheer_Nerd1")
  LoadAnimationGroup("Cheer_Nerd2")
  LoadAnimationGroup("Cheer_Nerd3")
  LoadAnimationGroup("Cheer_Posh1")
  LoadAnimationGroup("Cheer_Posh2")
  LoadAnimationGroup("Cheer_Posh3")
  LoadAnimationGroup("Chem_Set")
  LoadAnimationGroup("ChLead_Idle")
  LoadAnimationGroup("CLadderA")
  LoadAnimationGroup("CnGate")
  LoadAnimationGroup("Coaster")
  LoadAnimationGroup("COPBIKE")
  LoadAnimationGroup("Cop_Frisk")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("C_Wrestling")
  LoadAnimationGroup("DartBrd")
  LoadAnimationGroup("DartCab")
  LoadAnimationGroup("DodgeBall")
  LoadAnimationGroup("DodgeBall2")
  LoadAnimationGroup("DoorStr1")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("DRBrace")
  LoadAnimationGroup("Drumming")
  LoadAnimationGroup("DuffBag")
  LoadAnimationGroup("DunkBttn")
  LoadAnimationGroup("DunkSeat")
  LoadAnimationGroup("Earnest")
  LoadAnimationGroup("EnglishClass")
  LoadAnimationGroup("ErrandCrab")
  LoadAnimationGroup("Errand_BUS")
  LoadAnimationGroup("Errand_IND")
  LoadAnimationGroup("Errand_RIC")
  LoadAnimationGroup("Errand_SCH")
  LoadAnimationGroup("ESCDoorL")
  LoadAnimationGroup("ESCDoorR")
  LoadAnimationGroup("ExtWind")
  LoadAnimationGroup("FDoor")
  LoadAnimationGroup("FDoorB")
  LoadAnimationGroup("FDoorC")
  LoadAnimationGroup("Ferris")
  LoadAnimationGroup("FGhost")
  LoadAnimationGroup("FGoblin")
  LoadAnimationGroup("FlagA")
  LoadAnimationGroup("FLbBook")
  LoadAnimationGroup("FlbLader")
  LoadAnimationGroup("FLbPaint")
  LoadAnimationGroup("FLbTable")
  LoadAnimationGroup("FMCntrl")
  LoadAnimationGroup("FMDoor")
  LoadAnimationGroup("FMTrapDr")
  LoadAnimationGroup("FMTrapSw")
  LoadAnimationGroup("FortTell")
  LoadAnimationGroup("funCart")
  LoadAnimationGroup("funCurtn")
  LoadAnimationGroup("funMiner")
  LoadAnimationGroup("funRocks")
  LoadAnimationGroup("FunTeeth")
  LoadAnimationGroup("FXTestG")
  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("GarbCanA")
  LoadAnimationGroup("GatCool")
  LoadAnimationGroup("GEN_SOCIAL")
  LoadAnimationGroup("Gfight")
  LoadAnimationGroup("GhostDrs")
  LoadAnimationGroup("Gift")
  LoadAnimationGroup("Go_Cart")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("GymHoop")
  LoadAnimationGroup("GymWLad")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Halloween")
  LoadAnimationGroup("HallWind")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("Hang_Moshing")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("Hang_Workout")
  LoadAnimationGroup("Hobos")
  LoadAnimationGroup("Hobo_Cheer")
  LoadAnimationGroup("HSdinger")
  LoadAnimationGroup("HUMIL_4-10_B")
  LoadAnimationGroup("HUMIL_4-10_C")
  LoadAnimationGroup("HUMIL_5-8F_A")
  LoadAnimationGroup("HUMIL_5-8F_B")
  LoadAnimationGroup("HUMIL_5-8V4-10")
  LoadAnimationGroup("HUMIL_5-8V6-1")
  LoadAnimationGroup("HUMIL_5-8VPLY")
  LoadAnimationGroup("HUMIL_5-8_A")
  LoadAnimationGroup("HUMIL_5-8_B")
  LoadAnimationGroup("HUMIL_5-8_C")
  LoadAnimationGroup("HUMIL_6-1V4-10")
  LoadAnimationGroup("HUMIL_6-1V6-1")
  LoadAnimationGroup("HUMIL_6-1VPLY")
  LoadAnimationGroup("HUMIL_6-1_A")
  LoadAnimationGroup("HUMIL_6-1_B")
  LoadAnimationGroup("HUMIL_6-1_C")
  LoadAnimationGroup("HUMIL_6-5V4-10")
  LoadAnimationGroup("HUMIL_6-5V6-1")
  LoadAnimationGroup("HUMIL_6-5VPLY")
  LoadAnimationGroup("HUMIL_6-5_A")
  LoadAnimationGroup("HUMIL_6-5_B")
  LoadAnimationGroup("HUMIL_6-5_C")
  LoadAnimationGroup("IDLE_AUTH_A")
  LoadAnimationGroup("IDLE_AUTH_B")
  LoadAnimationGroup("IDLE_AUTH_C")
  LoadAnimationGroup("IDLE_AUTH_D")
  LoadAnimationGroup("IDLE_BULLY_A")
  LoadAnimationGroup("IDLE_BULLY_B")
  LoadAnimationGroup("IDLE_BULLY_C")
  LoadAnimationGroup("IDLE_BULLY_D")
  LoadAnimationGroup("IDLE_CIVF_A")
  LoadAnimationGroup("IDLE_CIVF_B")
  LoadAnimationGroup("IDLE_CIVF_C")
  LoadAnimationGroup("IDLE_CIVM_A")
  LoadAnimationGroup("IDLE_CIVM_B")
  LoadAnimationGroup("IDLE_CIVM_C")
  LoadAnimationGroup("IDLE_DOUT_A")
  LoadAnimationGroup("IDLE_DOUT_B")
  LoadAnimationGroup("IDLE_DOUT_C")
  LoadAnimationGroup("IDLE_DOUT_D")
  LoadAnimationGroup("IDLE_FATG_A")
  LoadAnimationGroup("IDLE_FATG_B")
  LoadAnimationGroup("IDLE_FATG_C")
  LoadAnimationGroup("IDLE_FAT_A")
  LoadAnimationGroup("IDLE_FAT_B")
  LoadAnimationGroup("IDLE_FAT_C")
  LoadAnimationGroup("IDLE_GREAS_A")
  LoadAnimationGroup("IDLE_GREAS_B")
  LoadAnimationGroup("IDLE_GREAS_C")
  LoadAnimationGroup("IDLE_GREAS_D")
  LoadAnimationGroup("IDLE_GSF_A")
  LoadAnimationGroup("IDLE_GSF_B")
  LoadAnimationGroup("IDLE_GSF_C")
  LoadAnimationGroup("IDLE_GSM_A")
  LoadAnimationGroup("IDLE_GSM_B")
  LoadAnimationGroup("IDLE_GSM_C")
  LoadAnimationGroup("IDLE_JOCK_A")
  LoadAnimationGroup("IDLE_JOCK_B")
  LoadAnimationGroup("IDLE_JOCK_C")
  LoadAnimationGroup("IDLE_JOCK_D")
  LoadAnimationGroup("IDLE_NERD_A")
  LoadAnimationGroup("IDLE_NERD_B")
  LoadAnimationGroup("IDLE_NERD_C")
  LoadAnimationGroup("IDLE_NERD_D")
  LoadAnimationGroup("IDLE_NGIRL")
  LoadAnimationGroup("IDLE_PREP_A")
  LoadAnimationGroup("IDLE_PREP_B")
  LoadAnimationGroup("IDLE_PREP_C")
  LoadAnimationGroup("IDLE_PREP_D")
  LoadAnimationGroup("IDLE_SEXY_A")
  LoadAnimationGroup("IDLE_SEXY_B")
  LoadAnimationGroup("IDLE_SEXY_C")
  LoadAnimationGroup("INDgateC")
  LoadAnimationGroup("JPhoto")
  LoadAnimationGroup("JunkCarA")
  LoadAnimationGroup("JV_Asylum")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("KISS1")
  LoadAnimationGroup("KISS2")
  LoadAnimationGroup("KISS3")
  LoadAnimationGroup("KISS4")
  LoadAnimationGroup("KissAdult")
  LoadAnimationGroup("KISSB")
  LoadAnimationGroup("KISSF")
  LoadAnimationGroup("LckrGymA")
  LoadAnimationGroup("LE_Officer")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Mermaid")
  LoadAnimationGroup("MG_Craps")
  LoadAnimationGroup("MINIBIKE")
  LoadAnimationGroup("MINICHEM")
  LoadAnimationGroup("MINIDARTS")
  LoadAnimationGroup("MINIDunk")
  LoadAnimationGroup("MINIGraf")
  LoadAnimationGroup("MINIHACKY")
  LoadAnimationGroup("MINI_Arm")
  LoadAnimationGroup("MINI_BallToss")
  LoadAnimationGroup("MINI_Lock")
  LoadAnimationGroup("MINI_React")
  LoadAnimationGroup("Miracle")
  LoadAnimationGroup("MOWER")
  LoadAnimationGroup("MPostA")
  LoadAnimationGroup("N2B Dishonerable")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("nerdBar1")
  LoadAnimationGroup("NIS_0_00A")
  LoadAnimationGroup("NIS_1_02")
  LoadAnimationGroup("NIS_1_02B")
  LoadAnimationGroup("NIS_1_03")
  LoadAnimationGroup("NIS_1_04")
  LoadAnimationGroup("NIS_1_05")
  LoadAnimationGroup("NIS_1_07")
  LoadAnimationGroup("NIS_1_08_1")
  LoadAnimationGroup("NIS_1_09")
  LoadAnimationGroup("NIS_1_11")
  LoadAnimationGroup("NIS_2_01")
  LoadAnimationGroup("NIS_2_03")
  LoadAnimationGroup("NIS_2_04")
  LoadAnimationGroup("NIS_2_06_1")
  LoadAnimationGroup("NIS_2_B")
  LoadAnimationGroup("NIS_2_S04")
  LoadAnimationGroup("NIS_3_01")
  LoadAnimationGroup("NIS_3_02")
  LoadAnimationGroup("NIS_3_04")
  LoadAnimationGroup("NIS_3_05")
  LoadAnimationGroup("NIS_3_06")
  LoadAnimationGroup("NIS_3_08")
  LoadAnimationGroup("NIS_3_11")
  LoadAnimationGroup("NIS_3_B")
  LoadAnimationGroup("NIS_3_G3")
  LoadAnimationGroup("NIS_3_R09_D")
  LoadAnimationGroup("NIS_3_R09_G")
  LoadAnimationGroup("NIS_3_R09_J")
  LoadAnimationGroup("NIS_3_R09_N")
  LoadAnimationGroup("NIS_3_R09_P")
  LoadAnimationGroup("NIS_3_S03")
  LoadAnimationGroup("NIS_3_S03_B")
  LoadAnimationGroup("NIS_3_S11")
  LoadAnimationGroup("NIS_4_01")
  LoadAnimationGroup("NIS_4_05")
  LoadAnimationGroup("NIS_4_06")
  LoadAnimationGroup("NIS_4_B2")
  LoadAnimationGroup("NIS_5_01")
  LoadAnimationGroup("NIS_5_02")
  LoadAnimationGroup("NIS_5_03")
  LoadAnimationGroup("NIS_5_04")
  LoadAnimationGroup("NIS_5_05")
  LoadAnimationGroup("NIS_5_07")
  LoadAnimationGroup("NIS_5_G5")
  LoadAnimationGroup("NIS_6_02")
  LoadAnimationGroup("NIS_6_03")
  LoadAnimationGroup("NLock01A")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("NPC_Chat_1")
  LoadAnimationGroup("NPC_Chat_2")
  LoadAnimationGroup("NPC_Chat_F")
  LoadAnimationGroup("NPC_Cheering")
  LoadAnimationGroup("NPC_Love")
  LoadAnimationGroup("NPC_Mascot")
  LoadAnimationGroup("NPC_NeedsResolving")
  LoadAnimationGroup("NPC_Principal")
  LoadAnimationGroup("NPC_Shopping")
  LoadAnimationGroup("NPC_Spectator")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("ObsDoor")
  LoadAnimationGroup("OBSMotor")
  LoadAnimationGroup("ObsPtf_1")
  LoadAnimationGroup("ObsPtf_2")
  LoadAnimationGroup("Pageant")
  LoadAnimationGroup("PedCoaster")
  LoadAnimationGroup("Player_Tired")
  LoadAnimationGroup("Player_VTired")
  LoadAnimationGroup("POI_Booktease")
  LoadAnimationGroup("POI_Cafeteria")
  LoadAnimationGroup("POI_ChLead")
  LoadAnimationGroup("POI_Gen")
  LoadAnimationGroup("POI_Smoking")
  LoadAnimationGroup("POI_Telloff")
  LoadAnimationGroup("POI_WarmHands")
  LoadAnimationGroup("POI_Worker")
  LoadAnimationGroup("PortaPoo")
  LoadAnimationGroup("PrepDoor")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("pxHoop")
  LoadAnimationGroup("pxLad10M")
  LoadAnimationGroup("Px_Arcade")
  LoadAnimationGroup("Px_Bed")
  LoadAnimationGroup("Px_Fountain")
  LoadAnimationGroup("Px_Garb")
  LoadAnimationGroup("Px_Gen")
  LoadAnimationGroup("Px_Ladr")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("Px_RedButton")
  LoadAnimationGroup("Px_Sink")
  LoadAnimationGroup("Px_Tlet")
  LoadAnimationGroup("Px_Tree")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("QPed")
  LoadAnimationGroup("RAT_PED")
  LoadAnimationGroup("Reeper")
  LoadAnimationGroup("RMailbox")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_PBomb")
  LoadAnimationGroup("Santa_Lap")
  LoadAnimationGroup("SAUTH_A")
  LoadAnimationGroup("SAUTH_F")
  LoadAnimationGroup("SAUTH_U")
  LoadAnimationGroup("SAUTH_X")
  LoadAnimationGroup("SBarels1")
  LoadAnimationGroup("SBULL_A")
  LoadAnimationGroup("SBULL_F")
  LoadAnimationGroup("SBULL_S")
  LoadAnimationGroup("SBULL_U")
  LoadAnimationGroup("SBULL_X")
  LoadAnimationGroup("Scaffold")
  LoadAnimationGroup("SCbanpil")
  LoadAnimationGroup("SCBell")
  LoadAnimationGroup("SCDoor")
  LoadAnimationGroup("ScGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("scObsDr")
  LoadAnimationGroup("ScoolBus")
  LoadAnimationGroup("SCOOTER")
  LoadAnimationGroup("SecDoorL")
  LoadAnimationGroup("SecDoorR")
  LoadAnimationGroup("Sedan")
  LoadAnimationGroup("SFAT_A")
  LoadAnimationGroup("SFAT_F")
  LoadAnimationGroup("SFAT_I")
  LoadAnimationGroup("SFAT_S")
  LoadAnimationGroup("SGEN_A")
  LoadAnimationGroup("SGEN_F")
  LoadAnimationGroup("SGEN_I")
  LoadAnimationGroup("SGEN_S")
  LoadAnimationGroup("SGIRLS")
  LoadAnimationGroup("SGIRL_A")
  LoadAnimationGroup("SGIRL_D")
  LoadAnimationGroup("SGIRL_F")
  LoadAnimationGroup("SGIRL_S")
  LoadAnimationGroup("SGTargB")
  LoadAnimationGroup("ShopBike")
  LoadAnimationGroup("SHUMIL_01")
  LoadAnimationGroup("SHWR")
  LoadAnimationGroup("SIAMESE")
  LoadAnimationGroup("Siamese2")
  LoadAnimationGroup("Sitting_Boys")
  LoadAnimationGroup("SK8Board")
  LoadAnimationGroup("Skateboard")
  LoadAnimationGroup("SkeltonMan")
  LoadAnimationGroup("Slingsh")
  LoadAnimationGroup("SNERD_A")
  LoadAnimationGroup("SNERD_F")
  LoadAnimationGroup("SNERD_I")
  LoadAnimationGroup("SNERD_S")
  LoadAnimationGroup("SNGIRLS")
  LoadAnimationGroup("SNGIRL_D")
  LoadAnimationGroup("SNGIRL_F")
  LoadAnimationGroup("SnowBlob")
  LoadAnimationGroup("SnowMND")
  LoadAnimationGroup("SnowWall")
  LoadAnimationGroup("SOLD_A")
  LoadAnimationGroup("SOLD_F")
  LoadAnimationGroup("SOLD_I")
  LoadAnimationGroup("SOLD_S")
  LoadAnimationGroup("SPLAY_A")
  LoadAnimationGroup("SPLAY_B")
  LoadAnimationGroup("SprayCan")
  LoadAnimationGroup("SpudG")
  LoadAnimationGroup("Squid")
  LoadAnimationGroup("StalDoor")
  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("SUV")
  LoadAnimationGroup("TadGates")
  LoadAnimationGroup("TadShud")
  LoadAnimationGroup("TE_Female")
  LoadAnimationGroup("TGKFlag")
  LoadAnimationGroup("ToolBox")
  LoadAnimationGroup("TrackSW")
  LoadAnimationGroup("TreeFall")
  LoadAnimationGroup("Truck")
  LoadAnimationGroup("Try_Clothes")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("UBO")
  LoadAnimationGroup("Umbrella")
  LoadAnimationGroup("VDMilo")
  LoadAnimationGroup("VFlytrap")
  LoadAnimationGroup("V_Bike")
  LoadAnimationGroup("V_Bike_Races")
  LoadAnimationGroup("V_COPBIKE")
  LoadAnimationGroup("V_SCOOTER")
  LoadAnimationGroup("WBalloon")
  LoadAnimationGroup("WeaponUnlock")
  LoadAnimationGroup("Ween_Fem")
  LoadAnimationGroup("WHCrane")
  LoadAnimationGroup("WheelBrl")
  LoadAnimationGroup("WPCannon")
  LoadAnimationGroup("WPSheldB")
  LoadAnimationGroup("WPShield")
  LoadAnimationGroup("WPTurret")
  LoadAnimationGroup("W_BBall")
  LoadAnimationGroup("W_BBallBat")
  LoadAnimationGroup("W_BRocket")
  LoadAnimationGroup("W_Camera")
  LoadAnimationGroup("W_CherryBomb")
  LoadAnimationGroup("W_CHShield")
  LoadAnimationGroup("W_FlashLight")
  LoadAnimationGroup("W_Fountain")
  LoadAnimationGroup("W_Itchpowder")
  LoadAnimationGroup("W_JBroom")
  LoadAnimationGroup("W_Lid")
  LoadAnimationGroup("W_PooBag")
  LoadAnimationGroup("W_PRANK")
  LoadAnimationGroup("W_Slingshot")
  LoadAnimationGroup("W_Snowball")
  LoadAnimationGroup("W_snowshwl")
  LoadAnimationGroup("W_SprayCan")
  LoadAnimationGroup("W_SpudGun")
  LoadAnimationGroup("W_Stick")
  LoadAnimationGroup("W_Thrown")
  LoadAnimationGroup("W_wtrpipe")
  LoadAnimationGroup("x_cas1")
  LoadAnimationGroup("x_cas2")
  LoadAnimationGroup("x_cas3")
  LoadAnimationGroup("x_ccane")
  LoadAnimationGroup("X_Chair")
  LoadAnimationGroup("x_cndl")
  LoadAnimationGroup("x_sleigh")
  LoadAnimationGroup("x_tedy")
end

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

In the F_BlipUsage() function, all the code work except this part:

   elseif PedIsInAreaXYZ(gPlayer, -563, 381, -1, 1) then
      TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
      if IsButtonBeingPressed(9, 0) then
         AreaTransitionXYZ(2, -665, -301, 6)
         PedFaceXYZ(gPlayer, -670, -299, 6)
         CameraReturnToPlayer()
      end
   end


Ironically, this part of the code is referencing one of the blips I said didn't work.

Unless it's just steam being a dick again, and not replacing scripts even when the game is closed.



EDIT: I noticed something else. EVERYTIME I edit that file, it doesn't seem to be making any change in game anymore. and I KNOW the thread and script is running BECAUSE in that mod, I have a coordinate viewer in it for testing purposes, and the viewer is still fully functional. And I can still use things I've already implemented in there.

The only possibility I could think of is that thing C00l was talking about a long ass time ago, with the levels of destruction or some shit. where like ur lua files could be fucked up. and IDK HOW that could be. some members said it could be his foreign keyboard, but mine is a US keyboard.

7
I noticed something. It was confusing the SHIT out of me at first, but when I restarted the game, my edited mod was finally changed.

Pretty much what I was doing, is I was making a mod, and for testing stages, I added a coordinate grabber.

The way I've always made script mods is, test it in game, no work? ALT+TAB the game, fix the script, compile, blah blah, and put it back in the IMG archive, and go back in the game, main menu, and story. The changes would be there without fully restarting the game: just going to the main menu and back.

I got the steam version, and I found that you cannot quite do that. Or at least not me. I have to completely restart the game.

It's not really bothering me, cause Bully's load time is really short.(but if it was gta... rip)


yeah

But just a reminder incase anyone else wondered, or whatever. Felt like posting this.

8
Forum Questions/Help / Why was Larry banned?
« on: February 26, 2016, 04:11:10 PM »
Larry made 1 post in the Introduce Yourself board. The thread was locked for no reason. Why was he banned?

Was he an alt account? Or was he just banned for no reason?

9
Bully 1 Discussion / Shawn Lee Replies
« on: February 25, 2016, 04:53:36 PM »
You can message him on facebook. he replies a few minutes late, but he does reply. and you can have a full conversation with him, he's pretty cool. AM & Shawn Lee but i dont wanna be a dick making people bother him or nottin.

But its cool to be able to say u spoke to the creator of an awesome videogame soundtrack.

10
Forum Questions/Help / Anyone else ever notice this loading bar?
« on: February 20, 2016, 12:09:04 AM »
Have you ever seen this?



I just noticed this.

It happens when I click the Quick Reply, then press Quote on someone's post. It lasts really quick. It's not a bother at all, but just wondering if anyone else seen it.

11
Bully 1 Discussion / Speculations of Bully's time setting
« on: February 13, 2016, 05:58:24 PM »
By time setting, I mean what year it could have taken place. There are numerous different clues, that point to different eras in time which makes it even harder to fully declare. I've included titles of each speculation, and some of them will connect with each other.



INTERNET
In the mission Hattrick vs. Galloway, there is a cutscene in the beginning which shows Mr. Galloway arguing with Mr. Hattrick, then Jimmy walking in, then Jimmy and Galloway have a conversation.

Bully Scholarship Edition: Hattrick vs Galloway

I noticed this part just now as I was replaying all the missions. At 1:21 in the video, you'll hear him say:
"I've tried any number of things to dull the pain; yoga, meditation, needle point, looking at dubious sites on the internet."
Now as human beings, who lived through most, if not all of the 2000's, we should all know internet wasn't really released to the public too long ago.

I've done some research on the internet earlier, as there is no solid answer on Google when you search "when was the internet released to the public". According to my research, the World Wide Web became publicly available on August 6th, 1991.



VEHICLES



This is a screenshot taken from someone on Youtube who replaced the gokart with one of the in-game vehicles. Now we know, CARS in this game can strictly only be driven by NPC's, but with simple modding you can easily allow the player to drive any car.

Back on topic, tell me. When have you last seen people COMMONLY driving cars like this? Down your block, highway etc. And I don't mean those people doing it because they like classic cars, I mean people driving them because it's the only cars we have? Not really that common(or at least not in the USA).



Not to mention, the filename of this car is actually "70wagon".




BULLWORTH ACADEMY FOOTBALL TEAM PHOTO



We've all seen this photo hanging on the wall in the boy's dorm. I believe this can even be seen on the PS2 version. If you look closer at it, you'll notice it says "Bullworth Academy Football Team 1976."

So, let's use these previous 2 things, and see what we can come up with:
A reference to the internet, internet being released to the public in 1991.
Old looking cars.
And a picture referring to the year 1976.

We know internet probably existed in 1976, but was it publicly released? It was released in 1991 as said above. But the cars? The cars and the photo, point right to evidence being that the game may have taken place in the 70's or 80's.

Then again, we can put that all aside, and just call this photo "old". Think about it: we still have PHYSICAL photos from the 80's and before.



CAMERAS

In Bully, you can obviously unlock a camera early in the game. Sure it's black and white, but it's still a camera. Black and white cameras still exist today, but no longer what we'd consider "commonly cheap". Commonly cheap being something basic. Like today, if you had a kid, you wanted to give him/her a basic camera, it would most likely still have color, just lower quality and/or small, possibly for a lower price.

But in this game, commonly cheap would be a black and white camera. Later in the game, you'd also unlock a COLORED camera. And it seems to have really nice image as well. Don't forget, colored cameras DID exist in the 80's. right?  :confused:

But in the pause menu, your photo album actually shows a camera ROLL. It wasn't that long ago camera rolls lowered in public usage. And keep in mind, even on the Scholarship Edition(2008), this game was still created in 2005-06. This is a tough piece of evidence to point to, as camera rolls are still used in some places.



Clearing up all that, most of the evidence I listed points to somewhere around the 1970's.

As for the internet speculation, there really are no computers in the game as far as I can remember. The TV in the Boy's Dorm looks pretty modern, or 2006-ish. And in the mission "A Little Help", the TV DOES in fact show color, however it is really low quality. Then again, even today, any TV can show low quality image.

Feel free to post other speculations.

12
Suggestions & Feedback / Profile Backgrounds
« on: December 26, 2015, 03:48:35 AM »
I thought like putting an image as a background for your bb profile. Here's a photoshopped example of what I mean(we'll make fun of my shitty photoshopping later):


And probably an option for how you want the image(eg. Tile, Stretch, etc.)

13
Suggestions & Feedback / SNOW
« on: December 19, 2015, 11:50:37 PM »
w8 when is snow getting enabled again? i dont remember when it was enabled last year, but wasn't it a few days before christmas? christmas is in a few days tho

14
Bully Modding Archives / y dis happen...
« on: December 19, 2015, 03:07:16 AM »
y modz slow down now?

dont moov dis to general discussion it belong here in modz section.

remember when we used to have people asking for help every other day, then <insert names here> accusing and bashing them for "leeching"?

then uhh... some really talented (( ͡ ͜ʖ ͡)) members (myself, along with the gods, Bail Organa and Miguel Prado who were falsely accused were posting pics of black men each day.

as much shit happened back then, i still miss those days sometimes. most modders had their own little group for modding, and bullymodding was at it's final peak. everyone trying to make the best mods. but nothing EXPLOSIVE ever happened right? just things being cancelled(not accusing any specific person, multiple people such as myself cancelled things). when even I was accused of leeching, and me and josh still had our modding duo thing.  w...... you get the point!

I don't see any good reason to make this post, cause we're all aware of the slow down in modding. The PLUS to this however, is there is less drama (if not any) going on anymore. I know some people might reply here saying this is just the BEGINNING of modding, and there are plenty of mods to come. Don't get me wrong, I love to see new modders come here. But what are they going to learn from when all the experienced modders are gone? sure there are plenty of tutorials here, but what they need is 1 on 1 communication. I think I do have good experience in modding if i do say so myself, I just haven't released or shown off any of my mods because in my mind I think people don't care anymore. But at the same time i don't want to be looked at as someone who doesn't know how to mod, and i've always been hesitant to say that. I learned most of my things from daboss, and even some of my music taste from him. maybe we're not the best of friends anymore, or friends at all anymore, but i'll still be thankful he helped my impatient self in modding last year. im too lazy to type anymore so reply to this and tell unknown how much i succ at typing :D

15
Suggestions & Feedback / upgrade tha fuccin utube embedded playerr
« on: December 16, 2015, 04:29:09 PM »
the one we have now is from before utube was updated, it lookz ugly ficks it.. :ffvsielj3:

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