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Messages - AlphaTech

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1
Mod Releases / Pete's Missing
« on: August 19, 2018, 12:05:38 AM »
Pete's Missing

http://www.bully-board.com/index.php?action=downloads;sa=view;down=216

This is a mission I have created where you have to rescue Pete from the bullies in the Tenements. The story - Davis is looking for a way to gain power in bullworth and does so by going against Jimmy and kidnapping Pete. You have to rescue Pete and defeat the bullies. There are a couple mini boss fights and a main boss fight with Davis. Winrar is needed to open the the file.
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiS2qmu8ObLAhXqsIMKHRs7DmcQFggcMAA&url=http%3A%2F%2Fwww.rarlab.com%2Fdownload.htm&usg=AFQjCNHp6P1ntW4pNclz24egZlckzTpOvA&sig2=pCvBx6UGOYa9YSTFqBqaGg&bvm=bv.117868183,bs.1,d.dmo

3
Bully Modding Archives / Re: Bully Lua Files
« on: September 22, 2016, 07:17:37 PM »
Yeah so stop bitching about foolishness who honestly gives a fuck. These are Reath's script files also but I decided to release them publicly so everyone can learn and mod. What is the point of hoarding and bitching when something like this is done? Honestly we're not payed for modding so when does it matter when something is released if someone released some mods I made I wouldn't care I would just be like good job now everyone can learn. The community has been down as of lately and I wanted to put a big release out so everyone can learn how to mod. It also has every dat file. I managed to get the dat files myself they show all spawn points and locations in missions. So using PedInTrigger can work with them.

4
Bully Modding Archives / Bully Lua Files
« on: September 22, 2016, 02:56:28 AM »
A release of every lua file ingame to figure out what in the actual fuck is going on during all those missions and what helped me create my missions.

http://www.mediafire.com/download/963ww38wmt26z4z/Bully+Lua+Files.rar

This contains every lua file and when I say all files all of them. Download winrar and check it out.  ;D ;D  :a-cheer:  :a-cheer:  :cheernutz:  :cheernutz:

5
Modding Questions/Help Archives / Re: Loading
« on: September 22, 2016, 02:42:00 AM »
Hey dude welcome to the board and here's a bit of info on how to mod and make a mission. I haven't been around in a while busy working but I have my f_cking files this time  >:(. So i'll give you a post I made on mission modding. One is a test mission script and the other a tutorial. 

http://bully-board.com/index.php?topic=22996.msg394002#msg394002

http://bully-board.com/index.php?topic=22975.msg393727#msg393727

To correct this blip tutorial here is a stealth script

Code: [Select]
local l_0_0 = {}
local l_0_1 = false
local l_0_2 = true
local l_0_3 = true
 
MissionSetup = function()
  DATLoad("SpawnTest.DAT", 2)
  DATInit()
  AreaTransitionPoint(22, POINTLIST._ST_PLAYER)
  AreaOverridePopulation(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
  {id = nil, point = POINTLIST._ST_COP, model = 83}.path = PATH._ST_COP
  {id = nil, point = POINTLIST._ST_COP, model = 83}.path2 = PATH._ST_COP2
  {id = nil, point = POINTLIST._ST_COP, model = 83}.path3 = PATH._ST_COP3
  l_0_0 = AreaOverridePopulation
  ItemSetCurrentNum(370, 10)
end
 
MissionCleanup = function()
  DATUnload(2)
  AreaRevertToDefaultPopulation()
end
 
main = function()
  local l_3_0 = nil
  local l_3_1 = BlipAddXYZ(-100, 56, 26, 0, 1)
  RadarSetIndoorRange(20)
  for l_3_5 = l_0_0, nil, nil do
    l_3_5.id = PedCreatePoint(l_3_5.model, l_3_5.point)
    PedSetStealthBehavior(l_3_5.id, 1, F_OnSightCallback, F_OnHearCallback)
    PedSetStealthVisionHeight(l_3_5.id, 0.5)
    l_3_0 = l_3_5.id
  end
  while 1 do
    if l_0_1 then
      TextPrintString("Press ~x~ to make cop stop.", 0.10000000149012, 2)
    else
      TextPrintString("Press ~x~ to make cop patrol, ~t~ to reset props, ~o~ to return to start.", 0.10000000149012, 2)
    end
    if IsButtonPressed(7, 0) then
      PedAttack(l_3_0, gPlayer, 3)
      Wait(500)
    elseif IsButtonPressed(6, 0) then
      if l_0_1 then
        F_StopPeds()
      else
        F_MovePeds(0)
      end
      Wait(500)
    elseif IsButtonPressed(8, 0) then
      Wait(500)
    elseif IsButtonPressed(9, 0) then
      Wait(500)
    end
    Wait(0)
  end
end
 
F_OnHearCallback = function(l_4_0)
end
 
F_OnSightCallback = function(l_5_0)
end
 
F_MovePeds = function(l_6_0)
  for l_6_4 = l_0_0, nil, nil do
    if l_6_4.id ~= nil then
      PedFollowPath(l_6_4.id, l_6_4.path, 2, l_6_0, F_T1, 0, F_T2, F_T3)
    end
  end
  l_0_1 = true
end
 
F_T1 = function(l_7_0, l_7_1, l_7_2)
end
 
F_T2 = function(l_8_0, l_8_1, l_8_2)
end
 
F_T3 = function(l_9_0, l_9_1, l_9_2, l_9_3)
end
 
F_StopPeds = function()
  for l_10_3 = l_0_0, nil, nil do
    if l_10_3.id ~= nil then
      PedStop(l_10_3.id)
    end
  end
  l_0_1 = false
end
 
F_ReturnToStart = function()
  for l_11_3 = l_0_0, nil, nil do
    if l_11_3.id ~= nil then
      PedMoveToPoint(l_11_3.id, 0, l_11_3.point)
    end
  end
  l_0_1 = false
end
 
F_RestoreProps = function()
  if PAnimIsDestroyed(TRIGGER._ST_CRATE_01) then
    PAnimCreate(TRIGGER._ST_CRATE_01)
  end
  if PAnimIsDestroyed(TRIGGER._ST_CRATE_02) then
    PAnimCreate(TRIGGER._ST_CRATE_02)
  end
  if PAnimIsDestroyed(TRIGGER._ST_CRATE_03) then
    PAnimCreate(TRIGGER._ST_CRATE_03)
  end
end

6
Mod Showroom / Bully SE : King Of The Hill Mod Beta
« on: July 30, 2016, 02:09:43 PM »
Yes it finally can be shown  :innocent: I just finished the beta today more will be released as soon as I add stuff to it. So I do have my scripts bitchez =D. Anyway expect a fun mod where you can duke it out between any faction member you want and anywhere you want. I will add deadpool's area selector to the scripts so you can fight wherever but enjoy the video.

The menu's were created by me and Daboss.

https://www.youtube.com/watch?v=m9ON-7wpmjU

7
Mod Releases / Re: Zombie Mod Beta Release
« on: June 26, 2016, 07:59:52 AM »
Sorry I went to sleep but now I released the mod enjoy people it is pretty fun when it doesn't crash. I have to fix the population file. When I fix the population file I will reupload the files again with some updates.

8
Mod Releases / Zombie Mod Beta Release
« on: June 25, 2016, 10:20:17 PM »
Well I released the zombie mod finally got some stuff done and changed some things. Daboss did the ally menu and made the peds use the crazy style. There is an unknown error that causes the mod to crash but all in all its pretty good. I'll release every file in a rar. so you have to download rar lab and get the files.

http://www.mediafire.com/download/7ubr7of7zttcdjd/Zombie+Mod.rar

9
Code: [Select]
@Shrimp Can I actually finish scripting the mission Jesus Fucking Christ.

@AWiseMelson Fixed your spawn point the other one didn't show the first time.

[codeMissionSetup = function()
-- (0) is the area code for the main map, all area codes are placed here.
    PlayerSetHealth(800)
    AreaTransitionXYZ(0, 477.5798, -107.3748, 16.6911)

PedSetUniqueModelStatus(29, -1)

SoundPlayInteractiveStream("MS_BikeFunLow.rsm", 0.5)
SoundSetMidIntensityStream("MS_BikeFunMid.rsm", 0.60000002384186)
SoundSetHighIntensityStream("MS_BikeFunHigh.rsm", 0.60000002384186)

Norton = PedCreateXYZ(29,503.7057,-112.5930,5.1166)

TestBlip = BlipAddXYZ(503.7057,-112.5930,5.1166,0) --(0 is the small Yellow X appearing on the map) (The blip's location should always be the same as the objective location not any wear else. If you script the blip in another location you may mess up player's in finding certain things.)
TextPrintString("Follow the X on the map to go to the location!",4,1)
Wait(3000)

MissionObjective()

end

MissionObjective = function()
  local x,y = 503,-112 --(Created by Daboss, can be used to make a certain instance.)
  local r1 = x + 3.5
  local r2 = y + 3.5
  local r3 = x - 3.5
  local r4 = y - 3.5
  repeat
    Wait(0)
  until PedInRectangle(gPlayer,r1,r2,r3,r4)

BlipRemove(TestBlip)

TextPrintString("Jimmy: Norton! Where's that punk Johnny!?", 4, 1)
TextPrintString("Norton: Sorry, Hopkins, Johnny couldn't make it",4.5, 1)
TextPrintString("Jimmy: Well then I guess there'll be one more grease ball hurting after this!", 5, 1)
PedSetPedToTypeAttitude(Norton, 13, 0)
PlayerSetControl(1)
TextPrintString("Beat up Norton.", 3, 1)
IsNortonDead = false
end

MissionObjectiveFinal = function()
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)
SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)
SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
end

F_PlayerFail = function()
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
end

F_LoadAnim = function()
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("Sbarels1")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("1_07_Sk8Board")
  Load("Act/Conv/1_07.act")
  LoadActionTree("Act/Props/SBarels1.act")
  LoadActionTree("Act/Props/barrelLad.act")
  LoadActionTree("Act/Conv/1_03.act")
  LoadActionTree("Act/Anim/1_03_Davis.act")
end

F_CleanUpAnim = function() --(Not necessary to use the mission will work either way.)
  UnLoadAnimationGroup("Cheer_Cool2")
  UnLoadAnimationGroup("NPC_Adult")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("SCgrdoor")
  UnLoadAnimationGroup("Sbarels1")
  UnLoadAnimationGroup("Area_School")
  UnLoadAnimationGroup("Px_Rail")
  UnLoadAnimationGroup("DO_Grap")
  UnLoadAnimationGroup("1_07_SaveBucky")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("F_Nerds")
  UnLoadAnimationGroup("Hang_Jock")
  UnLoadAnimationGroup("NPC_AggroTaunt")
  UnLoadAnimationGroup("Hang_Talking")
  UnLoadAnimationGroup("1_07_Sk8Board")
  collectgarbage()
end

main = function()
F_LoadAnim()
repeat
F_PlayerFail()
MissionObjectiveFinal()
Wait(0)
until not Alive
end]

10
Check my tutorials for how to use certain functions and anything you want to do. http://www.bully-board.com/index.php?topic=22996.msg394002#msg394002

Code: [Select]
MissionSetup = function()
-- (0) is the area code for the main map, all area codes are placed here.
    PlayerSetHealth(800)
    AreaTransitionXYZ(0, 477.5798, -107.3748, 16.6911)

PedSetUniqueModelStatus(29, -1)

SoundPlayInteractiveStream("MS_BikeFunLow.rsm", 0.5)
SoundSetMidIntensityStream("MS_BikeFunMid.rsm", 0.60000002384186)
SoundSetHighIntensityStream("MS_BikeFunHigh.rsm", 0.60000002384186)

Norton = PedCreateXYZ(29,120,46,98,)

PedSetAmbiet(Norton,true)

TestBlip = BlipAddXYZ(120,46,98,0) (0 is the small Yellow X appearing on the map) (The blip's location should always be the same as the objective location not any wear else. If you script the blip in another location you may mess up player's in finding certain things.)
TextPrintString("Follow the X on the map to go to the location!",4,1)
Wait(3000)

MissionObjective()

end

MissionObjective = function()
  local x,y = 120,46 (Created by Daboss, can be used to make a certain instance.)
  local r1 = x + 3.5
  local r2 = y + 3.5
  local r3 = x - 3.5
  local r4 = y - 3.5
  repeat
    Wait(0)
  until PedInRectangle(gPlayer,r1,r2,r3,r4)

BlipRemove(TestBlip)

TextPrintString("Jimmy: Norton! Where's that punk Johnny!?", 4, 1)
TextPrintString("Norton: Sorry, Hopkins, Johnny couldn't make it",4.5, 1)
TextPrintString("Jimmy: Well then I guess there'll be one more grease ball hurting after this!", 5, 1)
PedSetPedToTypeAttitude(Norton, 13, 0)
PlayerSetControl(1)
TextPrintString("Beat up Norton.", 3, 1)
IsNortonDead = false
end

MissionObjectiveFinal = function()
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)

SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end

F_PlayerFail = function()
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end

F_LoadAnim = function()
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("Sbarels1")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("1_07_Sk8Board")
  Load("Act/Conv/1_07.act")
  LoadActionTree("Act/Props/SBarels1.act")
  LoadActionTree("Act/Props/barrelLad.act")
  LoadActionTree("Act/Conv/1_03.act")
  LoadActionTree("Act/Anim/1_03_Davis.act")
end

F_CleanUpAnim = function() (Not necessary to use the mission will work either way.)
  UnLoadAnimationGroup("Cheer_Cool2")
  UnLoadAnimationGroup("NPC_Adult")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("SCgrdoor")
  UnLoadAnimationGroup("Sbarels1")
  UnLoadAnimationGroup("Area_School")
  UnLoadAnimationGroup("Px_Rail")
  UnLoadAnimationGroup("DO_Grap")
  UnLoadAnimationGroup("1_07_SaveBucky")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("F_Nerds")
  UnLoadAnimationGroup("Hang_Jock")
  UnLoadAnimationGroup("NPC_AggroTaunt")
  UnLoadAnimationGroup("Hang_Talking")
  UnLoadAnimationGroup("1_07_Sk8Board")
  collectgarbage()
end

main = function()
F_LoadAnim()
F_PlayerFail()
MissionObjectiveFinal()
repeat
Wait(0)
until not Alive

11
Modding Questions/Help Archives / Re: Ped Conversations
« on: April 05, 2016, 01:25:46 PM »
You must be at scripts and conversations with yourself
Then you'll find the truth of truths.

12
Mod Showroom / Bully SE : Pete's Missing v1 Custom Mission
« on: March 30, 2016, 02:38:08 PM »
This is the complete mission with everything working I tried uploading the rar file to bully-board but they aren't working. Try going to the download section and downloading it. All in all the mission came out pretty good.

http://www.mediafire.com/download/kp7iqbeihm3uq57/Pete%27s+Missing.rar
Bully SE : Petes Missing Custom Mission

13
Mod Releases / Re: Pete's Missing
« on: March 30, 2016, 09:01:14 AM »
Okay I'll upload it their and US shut up please  :P.

14
Mod Releases / Pete's Missing
« on: March 29, 2016, 06:02:49 PM »
Well the moment you've all been waiting for the Pete's Missing Mod is finally fully done. I just need my mod approved is all. I don't know if you can see the link or download the file yet. http://www.bully-board.com/index.php?action=downloads;sa=view;down=216

http://www.mediafire.com/download/kp7iqbeihm3uq57/Pete%27s+Missing.rar

15
Bully 1 Discussion / Bully SE : Playthrough
« on: March 24, 2016, 10:04:17 AM »
So I decided to create my very first Bully Playthrough. Of course the game is modded though so expect to see some pretty interesting stuff in the gameplay. One of the first things you notice is the difficulty. I beefed up the difficulty to make the game much harder of course. The greasers are still in their normal default speed settings but when that chapter comes I'll enhance how fast they move. I am just using Sony Vegas again so I have to wait like 4 hours to render my first playthrough its like 32 minutes long way longer then Gay Swegta's lol.

Bully Scholarship Edition Playthrough : With Mods!

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