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Topics - Unknownsoldier

Pages: 1 [2] 3 4 ... 6
16
Visual Experiences / w0w m8!
« on: November 25, 2015, 12:26:19 AM »

17
TUTORIALS / Tutorial Boxes
« on: November 10, 2015, 10:02:59 PM »
Hello everyone. This is a well requested tutorial, however, many have already figured out how to even make this work. And I looked around the board for a bit, and discovered there is NO full tutorial on how to actually do this.

So here we go...

BEFORE STARTING THE TUTORIAL, make sure you do this:
Go to control panel, then find Folder Options. Now, go to the second tab on the top,(iirc its View) and uncheck "Hide extensions for known file types". This will allow you to view the full extension of files, and you will also be able to change them. Now click OK.

First, you may need the decompiled scripts. I am not sure if I can release those, so I will post the Last Minute Shopping(note it's most likely not going to be able to compile, but we just need 1 line from it):
Code: [Select]
-- Decompiled using luadec 3.2 -- Sun Feb 07 23:28:49 2010
-- File name: 2_01.lur

local l_0_0 = false
local l_0_1, l_0_2, l_0_3, l_0_4, l_0_5, l_0_6, l_0_7 = nil, nil, nil, nil, nil, nil, nil
local l_0_8 = 300
local l_0_9 = nil
local l_0_10 = 209.03199768066
local l_0_11 = -73.281303405762
local l_0_12 = 8.6000003814697
local l_0_13 = false
local l_0_14 = false
local l_0_15 = false
local l_0_16 = true
local l_0_17 = nil
local l_0_18 = {}
local l_0_19, l_0_20, l_0_21 = nil, nil, nil
local l_0_22 = {}
local l_0_23, l_0_24, l_0_25, l_0_26, l_0_27 = nil, nil, nil, nil, nil
local l_0_28 = PedGetUniqueModelStatus(58)
local l_0_29, l_0_30, l_0_31, l_0_32, l_0_33, l_0_34 = nil, nil, nil, nil, nil, nil
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Overwrote pending register. (Assignments::assign)
 -- Confused at declaration of local variable. (Assignments::declareLocals) -- Overwrote pending register. (Assignments::assign)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Overwrote pending register. (Assignments::assign)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Overwrote pending register. (Assignments::assign)
 
F_TableInit = function()
  l_0_18 = nil
end
 
F_CameraDebug = function()
  while 1 do
    if IsButtonPressed(14, 0) then
      F_CameraTweak()
    end
    Wait(0)
  end
  Wait(0)
end
 
F_Debug = function()
  CameraFade(1000, 1)
  AreaTransitionPoint(2, POINTLIST._2_01_PLAYERSTART)
  local l_3_0, l_3_1, l_3_2 = nil, nil, nil
  TextPrint("2_01_OBACKEDNA", 4, 1)
  l_0_2 = nil
  l_0_1 = PedCreatePoint(58, POINTLIST._2_01_EDNAFIN)
  PedSetFlag(l_0_1, 133, false)
  PedSetPosPoint(l_0_1, POINTLIST._2_01_EDNAFIN)
  TextPrintString("Move to Caf Entrance to ready NIS", 4, 1)
  l_0_2 = AddBlipForChar(l_0_1, 12, 0, 4)
  PedSetInvulnerable(l_0_1, true)
  repeat
    Wait(0)
  until PlayerIsInTrigger(TRIGGER._2_01_EDNAFACEPLAYER)
  TextPrintString("NIS ready to fire", 4, 1)
  PedFaceObject(l_0_1, gPlayer, 3, 1)
  repeat
    if PlayerIsInAreaObject(l_0_1, 2, 1, 0) then
      F_CinEnding()
      Wait(500)
      l_0_13 = true
    end
    Wait(0)
  until l_0_13
end
 
MissionSetup = function()
  PlayCutsceneWithLoad("2-01", true, true, true)
  shared.gEdnaOverride = true
  DATLoad("2_01.DAT", 2)
  DATInit()
  F_TableInit()
  SoundPlayInteractiveStream("MS_SearchingLow.rsm", 0.80000001192093)
  SoundSetMidIntensityStream("MS_SearchingMid.rsm", 0.80000001192093)
  SoundSetHighIntensityStream("MS_SearchingHigh.rsm", 0.80000001192093)
  MissionDontFadeIn()
  l_0_30 = MissionObjectiveAdd("2_01_O1")
  PedSetUniqueModelStatus(58, -1)
  LoadAnimationGroup("2_01LastMinuteShop")
  LoadAnimationGroup("NIS_2_01")
  shared.gOverrideSchoolGates = false
  CreateThread("T_BikeMountTut")
end
 
T_BikeMountTut = function()
  repeat
    Wait(0)
  until if not PlayerIsInTrigger(TRIGGER._2_01_TUTPLAY1) or not PlayerIsInAnyVehicle() then
    TutorialShowMessage("TUT_BIKE3", 5000, false)
  end
  collectgarbage()
end
 
main = function()
  LoadModels(l_0_35)
  LoadModels(l_0_36)
  LoadWeaponModels(l_0_36)
  LoadVehicleModels(l_0_37)
  LoadActionTree("Act/Conv/2_01.act")
   -- Overwrote pending register. (Assignments::assign)
  AreaSetDoorLocked("DT_ischool_Janitor", 370)
  shared.gOverrideSchoolGates = false
  AreaSetDoorLocked("DT_ischool_Attic", false)
  local l_6_0 = nil
  if l_0_0 then
    F_Debug()
  end
  CameraFade(500, 0)
  Wait(500)
  AreaTransitionPoint(2, POINTLIST._2_01_PLAYERSTART, nil, true)
  CameraFade(1000, 1)
  TextPrintString("Go Find Edna's Bike.", 6, 1)
  if PedIsValid(shared.gEdnaID) then
    PedDelete(shared.gEdnaID)
  end
  F_CreateMissionCharacters()
  CreateThread("T_FailCond")
  CreateThread("T_Timer")
  CameraFade(1000, 1)
  TextPrint("2_01_OFINDBIKE", 3, 1)
  F_tBikeManager()
  F_StartCounter()
  local l_6_1, l_6_2, l_6_3 = GetPointList(POINTLIST._2_01_RAZORSPAWN)
  l_0_20 = BlipAddXYZ(l_6_1, l_6_2, l_6_3, 0, 4)
  l_6_1, l_6_2, l_6_3 = GetPointList(POINTLIST._2_01_PLAYERSTORE)
  l_0_21 = BlipAddXYZ(l_6_1, l_6_2, l_6_3 + 0.10000000149012, 0, 4)
  l_6_1, l_6_2, l_6_3 = GetPointList(POINTLIST._2_01_PANTYSPAWN)
  blipCloth = BlipAddXYZ(l_6_1, l_6_2, l_6_3, 0, 4)
  l_0_31 = MissionObjectiveAdd("2_01_O2")
  l_0_32 = MissionObjectiveAdd("2_01_O3")
  l_0_33 = MissionObjectiveAdd("2_01_O4")
  F_tIngredientsGet()
  repeat
    Wait(0)
  until AreaGetVisible() == 0
  l_0_34 = MissionObjectiveAdd("2_01_GOTOBUS")
  TextPrint("2_01_GOTOBUS", 4, 1)
  l_0_2 = BlipAddPoint(POINTLIST._2_01_busstoppoint, 0, 1, 2, 0)
  TutorialStart("BUS01")
  F_CheckBackToEdna()
end
 
MissionCleanup = function()
  BlipRemove(l_0_2)
  SoundStopInteractiveStream()
  shared.gEdnaOverride = nil
  F_CleanBlip(l_0_19)
  F_CleanBlip(l_0_21)
  F_CleanBlip(l_0_20)
  ItemSetCurrentNum(528, 0)
  ItemSetCurrentNum(507, 0)
  ItemSetCurrentNum(499, 0)
  PedSetUniqueModelStatus(58, l_0_28)
  if l_0_9 ~= nil then
    BlipRemove(l_0_9)
  end
  if l_0_9 ~= nil then
    BlipRemove(l_0_3)
  end
  CameraAllowChange(true)
  CameraReset()
  CameraReturnToPlayer()
  CameraSetWidescreen(false)
  PlayerSetControl(1)
  PlayerSetPunishmentPoints(0)
  CounterMakeHUDVisible(false)
  UnLoadAnimationGroup("2_01LastMinuteShop")
  UnLoadAnimationGroup("NIS_2_01")
  DATUnload(2)
end
 
F_CleanBlip = function(l_8_0)
  if l_8_0 then
    BlipRemove(l_8_0)
    l_8_0 = nil
  end
end
 
F_tIngredientsGet = function()
  local l_9_0, l_9_1, l_9_2 = nil, nil, nil
  local l_9_3 = false
  local l_9_4 = false
  local l_9_5 = false
  local l_9_6 = -1
  local l_9_7 = -1
  local l_9_8 = -1
  local l_9_9, l_9_10, l_9_11 = nil, nil, nil
  repeat
    if not l_0_39.grocery.got and AreaGetVisible() == 26 then
      repeat
        Wait(0)
      until if not PedIsValid(shared.vendettaClerk) or not l_9_5 then
        l_9_8 = PickupCreatePoint(528, POINTLIST._2_01_PLAYERSTORE, 1, 0, "PermanentButes")
        l_9_5 = true
      end
      if PlayerHasItem(528) then
        BlipRemove(l_0_21)
        l_0_39.grocery.got = true
        CounterIncrementCurrent(1)
        if PedIsValid(shared.vendettaClerk) then
          SoundPlayScriptedSpeechEvent(shared.vendettaClerk, "M_2_01", 6, "SpeechX3")
        end
        MissionObjectiveComplete(l_0_31)
        l_9_0 = true
      end
    end
    if l_9_0 and AreaGetVisible() == 0 then
      if CounterGetCurrent() == CounterGetMax() - 1 then
        TextPrint("2_01_OGETREMAIN1", 2.5, 1)
        l_9_0 = false
      else
        TextPrint("2_01_OGETREMAIN", 2.5, 1)
        l_9_0 = false
      end
    end
    if not l_0_39.barber.got and AreaGetVisible() == 39 then
      if not l_9_4 then
        l_9_7 = PickupCreatePoint(499, POINTLIST._2_01_RAZORSPAWN, 1, 0, "PermanentButes")
        l_9_4 = true
      end
      if PickupIsPickedUp(l_9_7) then
        BlipRemove(l_0_20)
        l_0_39.barber.got = true
        CounterIncrementCurrent(1)
        MissionObjectiveComplete(l_0_32)
        l_9_1 = true
      end
    end
    if l_9_1 then
      if PlayerIsInTrigger(TRIGGER._2_01_TUTOFF2) and IsButtonPressed(9, 0) then
        TutorialRemoveMessage()
      end
      if AreaGetVisible() == 0 then
        if CounterGetCurrent() == CounterGetMax() - 1 then
          TextPrint("2_01_OGETREMAIN1", 2.5, 1)
          l_9_1 = false
        else
          TextPrint("2_01_OGETREMAIN", 2.5, 1)
          l_9_1 = false
        end
      end
    end
    if not l_0_39.clothing.got and AreaGetVisible() == 34 then
      if not l_9_3 then
        l_9_6 = PickupCreatePoint(507, POINTLIST._2_01_PANTYSPAWN, 1, 0, "PermanentButes")
        l_9_3 = true
      end
      if PickupIsPickedUp(l_9_6) then
        BlipRemove(blipCloth)
        l_0_39.clothing.got = true
        CounterIncrementCurrent(1)
        MissionObjectiveComplete(l_0_33)
        l_9_2 = true
      end
    end
    if l_9_2 and AreaGetVisible() == 0 then
      if CounterGetCurrent() == CounterGetMax() - 1 then
        TextPrint("2_01_OGETREMAIN1", 2.5, 1)
        l_9_1 = false
      else
        TextPrint("2_01_OGETREMAIN", 2.5, 1)
        l_9_2 = false
      end
    end
    if CounterGetCurrent() == CounterGetMax() then
      l_0_15 = true
      CounterMakeHUDVisible(false)
    end
    Wait(0)
  until l_0_15
  collectgarbage()
end
 
F_tBike = function()
  local l_10_0, l_10_1, l_10_2, l_10_3, l_10_4, l_10_5 = nil, nil, nil, nil, nil, nil
  local l_10_6 = false
  local l_10_7 = false
  repeat
    if not PlayerIsInVehicle(l_0_23) then
      if not l_0_24 then
        l_0_24 = AddBlipForCar(l_0_23, 0, 4)
      end
    elseif PlayerIsInAnyVehicle() and l_0_24 then
      BlipRemove(l_0_24)
      l_0_24 = nil
    end
    if l_0_15 and PlayerIsInTrigger(TRIGGER._AMB_SCHOOL_AREA) then
      l_10_7 = true
      if l_0_24 then
        BlipRemove(l_0_24)
        l_0_24 = nil
      end
    end
    Wait(0)
  until l_10_7
  collectgarbage()
end
 
T_Timer = function()
  MissionTimerStart(325)
  repeat
    if MissionTimerHasFinished() then
      l_0_29 = "2_01_FAILTIME"
      l_0_14 = true
    end
    Wait(0)
  until l_0_13
end
 
F_CinEnding = function()
  PlayerSetControl(0)
  PedSetPosXYZ(gPlayer, -638.70001220703, -269.5, -1.7000000476837)
  CameraSetWidescreen(true)
  PedFaceObject(l_0_1, gPlayer, 3, 1)
  PedFaceObject(gPlayer, l_0_1, 2, 1)
  CameraSetXYZ(-638.61383056641, -271.38647460938, -0.082731001079082, -638.43994140625, -270.41360473633, -0.23510600626469)
  F_MakePlayerSafeForNIS(true, true, true)
  CameraAllowChange(false)
  PedLockTarget(gPlayer, l_0_1, 3)
  PedLockTarget(l_0_1, gPlayer, 3)
  repeat
    Wait(0)
  until RequestModel(370)
  PedLockTarget(gPlayer, l_0_1, 3)
  PedLockTarget(l_0_1, gPlayer, 3)
  SoundPlayScriptedSpeechEvent(gPlayer, "M_2_01", 19, "SpeechX3")
  repeat
    Wait(100)
    PedSetActionNode(gPlayer, "/Global/2_01/Anim/Give/GiveEdna_2_01", "Act/Conv/2_01.act")
  until PedIsPlaying(gPlayer, "/Global/2_01/Anim/Give/GiveEdna_2_01", true)
  repeat
    Wait(0)
  until not PedIsPlaying(gPlayer, "/Global/2_01/Anim/Give/GiveEdna_2_01", true)
  PedLockTarget(gPlayer, l_0_1, 3)
  PedLockTarget(l_0_1, gPlayer, 3)
  CameraSetXYZ(-638.68316650391, -270.42636108398, -0.35699498653412, -638.39971923828, -269.4704284668, -0.28116899728775)
  F_PlaySpeechWait(l_0_1, 20, "/Global/2_01/Anim/EndingNIS/20")
  shared.gEdnaID = l_0_1
  PedMakeAmbient(shared.gEdnaID)
  PedSetMissionCritical(l_0_1, false)
  PedMoveToXYZ(shared.gEdnaID, 0, -629.4033203125, -264.99234008789, -0.66108798980713)
  Wait(100)
  CameraFade(500, 0)
  Wait(501)
  CameraAllowChange(true)
  PlayerSetPosPoint(POINTLIST._2_01_CAFENDPOS, 1)
  CameraSetWidescreen(true)
  Wait(10)
  CameraReset()
  Wait(1)
  CameraSetXYZ(-639.10656738281, -275.26489257813, -0.46272400021553, -639.08819580078, -274.26519775391, -0.45218300819397)
  Wait(10)
  Wait(500)
  CameraFade(500, 1)
  Wait(501)
  MinigameSetCompletion("M_PASS", true, 1500)
  SoundPlayMissionEndMusic(true, 10)
  repeat
    Wait(0)
  until not MinigameIsShowingCompletion()
  CameraFade(500, 0)
  Wait(501)
  CameraReset()
  CameraReturnToPlayer()
  MissionSucceed(false, false, false)
  CameraSetWidescreen(false)
  F_MakePlayerSafeForNIS(false)
  Wait(500)
  CameraFade(500, 1)
  Wait(101)
  PlayerSetControl(1)
end
 
F_CBPlayerEndPath = function(l_13_0, l_13_1, l_13_2)
  if l_13_2 == PathGetLastNode(l_13_1) then
    l_0_27 = true
  end
end
 
F_KillCars = function()
  local l_14_0 = true
  repeat
    if PlayerIsInTrigger(TRIGGER._AMB_BUSINESS_AREA) then
      l_14_0 = false
    end
  until not l_14_0
end
 
F_tBikeManager = function()
  local l_15_0 = nil
  l_0_23 = VehicleCreatePoint(281, POINTLIST._2_01_BIKESPAWN)
  l_0_24 = AddBlipForCar(l_0_23, 0, 4)
  VehicleSetOwner(l_0_23, gPlayer)
  repeat
    if not l_15_0 and PlayerIsInTrigger(TRIGGER._2_01_MOUNTBIKE) then
      l_15_0 = true
    end
    Wait(0)
  until PlayerIsInAnyVehicle() or PlayerIsInTrigger(TRIGGER._AMB_BUSINESS_AREA)
  MissionObjectiveComplete(l_0_30)
  TextPrint("2_01_OFINDITEMS", 3, 1)
  BlipRemove(l_0_24)
  l_0_24 = nil
end
 
F_CreateMissionCharacters = function()
  l_0_1 = PedCreatePoint(58, POINTLIST._2_01_EDNA)
  PedSetFlag(l_0_1, 133, false)
  PedSetMissionCritical(l_0_1, true, cbFail, true)
  PedIgnoreStimuli(l_0_1, true)
end
 
F_CreatePedTable = function(l_17_0)
  for l_17_4 = l_17_0, nil, nil do
    l_17_4.id = PedCreatePoint(l_17_4.model, l_17_4.point, l_17_4.element)
    if l_17_4.animation then
      Wait(0)
    end
  end
end
 
F_tEdnaWalk = function()
  l_0_25 = true
  local l_18_0 = nil
  local l_18_1 = 1
  local l_18_2 = GetTimer()
  l_0_26 = GetTimer()
  repeat
    if l_0_25 and GetTimer() > l_0_26 + 1000 then
      PedSetActionNode(l_0_1, "/Global/2_01/Anim/EdnaShrug", "Act/Conv/2_01.act")
      l_18_0 = math.random(1, table.getn(l_0_18))
      repeat
        l_18_0 = math.random(1, table.getn(l_0_18))
        Wait(0)
      until l_18_0 ~= l_18_1
      PedFollowPath(l_0_1, l_0_18[l_18_0], 3, 0, F_CBShrug)
      l_0_25 = false
      l_18_1 = l_18_0
    end
    Wait(0)
  until l_0_15
  PedStop(l_0_1)
  PedClearObjectives(l_0_1)
end
 
cbFail = function()
  l_0_29 = "2_01_HITEDNA"
  l_0_14 = true
end
 
T_FailCond = function()
  repeat
    Wait(0)
    if PedIsValid(l_0_1) and PedGetWhoHitMeLast(l_0_1) == gPlayer then
      l_0_29 = "2_01_HITEDNA"
      l_0_14 = true
    end
    if l_0_14 then
      if l_0_1 then
        shared.gEdnaID = l_0_1
        PedMakeAmbient(shared.gEdnaID)
      end
      SoundPlayMissionEndMusic(false, 10)
      MissionFail(false, true, l_0_29)
      Wait(50000)
    end
  until l_0_13
end
 
F_CBShrug = function()
  l_0_25 = true
  l_0_26 = GetTimer()
end
 
F_CheckBackToEdna = function()
  local l_22_0, l_22_1, l_22_2 = nil, nil, nil
  repeat
    Wait(0)
  until until PlayerIsInTrigger(TRIGGER._ZONESCHOOL) and not shared.gBusTransition
MissionObjectiveComplete(l_0_34)
l_0_34 = MissionObjectiveAdd("2_01_OBACKEDNA")
TextPrint("2_01_OBACKEDNA", 4, 1)
BlipRemove(l_0_2)
l_0_2 = nil
PedSetPosPoint(l_0_1, POINTLIST._2_01_EDNAFIN)
l_0_2 = AddBlipForChar(l_0_1, 12, 0, 4)
repeat
  Wait(0)
until PlayerIsInTrigger(TRIGGER._2_01_EDNAFACEPLAYER)
PedFaceObject(l_0_1, gPlayer, 3, 1)
repeat
  if not l_0_14 and PlayerIsInAreaObject(l_0_1, 2, 1, 0) then
    if PedIsValid(l_0_1) then
      PedSetInvulnerable(l_0_1, true)
    end
    MissionTimerStop()
    MissionObjectiveComplete(l_0_34)
    F_CinEnding()
    if PedIsValid(l_0_1) then
      PedAddPedToIgnoreList(l_0_1, gPlayer)
      PedSetInvulnerable(l_0_1, false)
      BlipRemove(l_0_2)
    end
  end
  Wait(0)
until l_0_13
end
 
F_StartCinematic = function(l_23_0, l_23_1, l_23_2)
  CameraSetWidescreen(true)
  PlayerSetControl(0)
  PedStop(l_23_0)
  PedStop(gPlayer)
  PedFaceObject(l_23_0, gPlayer, 2, 0)
  PedFaceObject(gPlayer, l_23_0, 2, 0)
  PedStartConversation(l_23_1, l_23_2, gPlayer, l_23_0)
  repeat
    Wait(100)
  until until not PedInConversation(l_23_0) and not PedInConversation(gPlayer)
CameraSetWidescreen(false)
PlayerSetControl(1)
end
 
F_StartCounter = function()
  CounterSetIcon("caflady", "caflady_x")
  CounterMakeHUDVisible(true)
  CounterSetCurrent(0)
  CounterSetMax(3)
end
 
F_BlipCreateXYZ = function(l_25_0, l_25_1, l_25_2)
  local l_25_3 = nil
  l_25_3 = BlipAddXYZ(l_25_0, l_25_1, l_25_2, 0)
  table.insert(l_0_22, {blip = l_25_3})
  return l_25_3
end
 
F_BlipCleanup = function()
  for l_26_3 = l_0_22, nil, nil do
    if l_26_3.blip ~= nil then
      BlipRemove(l_26_3.blip)
    end
  end
  l_0_22 = nil
end
 
F_FindClosestPed = function()
  local l_27_0 = {}
  local l_27_1, l_27_2, l_27_3 = PlayerGetPosXYZ(), {target = -1}, {target = -1}
   -- Overwrote pending register. (Assignments::assign) -- Overwrote pending register. (Assignments::assign)
  local l_27_4 = {target = -1}
   -- Overwrote pending register. (Assignments::assign)
  local l_27_5 = {target = -1}
   -- Overwrote pending register. (Assignments::assign)
  local l_27_6 = {target = -1}
   -- Overwrote pending register. (Assignments::assign)
  local l_27_7 = {target = -1}
   -- Overwrote pending register. (Assignments::assign)
  local l_27_8 = {target = -1}
   -- Overwrote pending register. (Assignments::assign)
  local l_27_9 = l_27_0[6]
  target = PedFindInAreaXYZ(l_27_1, l_27_2, l_27_3, 19)
   -- Attempted to generate an assignment, but got confused about usage of registers. (Assignments::flushPending)
  l_27_4 = table
  l_27_4 = l_27_4.getn
  l_27_5 = l_27_0
  l_27_4 = l_27_4(l_27_5)
  l_27_5 = 1
  l_27_6 = -1
  l_27_4 = l_27_4 - l_27_6
  l_27_7 = PedIsValid
  l_27_8 = l_27_0[l_27_4]
  l_27_8 = l_27_8.target
  l_27_7 = l_27_7(l_27_8)
  if l_27_7 then
    l_27_7 = l_27_0[l_27_4]
    l_27_7 = l_27_7.target
    return l_27_7
  end
end
 
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals)
 -- Confused at declaration of local variable. (Assignments::declareLocals) -- Overwrote pending register. (Assignments::assign)
 -- Overwrote pending register. (Assignments::assign)
 -- Overwrote pending register. (Assignments::assign)
 -- Overwrote pending register. (Assignments::assign)
 -- Confused at declaration of local variable. (Assignments::declareLocals) -- Overwrote pending register. (Assignments::assign)
F_PlaySpeechWait = function()
end
 
T_NIS_Loop = function()
  while 1 do
    if not l_0_41 and F_IsButtonPressedWithDelayCheck(6, 1) then
      if AreaIsDoorLocked("DT_tbusines_BikeShopDoor") then
        AreaSetDoorLocked("DT_tbusines_BikeShopDoor", false)
        TextPrintString("Unlocking Bikeshopdoor", 4, 1)
      else
        AreaSetDoorLocked("DT_tbusines_BikeShopDoor", true)
        TextPrintString("Locking Bikeshopdoor", 4, 1)
      end
    end
    Wait(0)
  end
end
 
F_Clamp = function(l_38_0, l_38_1)
  if l_38_0 <= 0 then
    l_38_0 = l_38_1
  elseif l_38_1 < l_38_0 then
    l_38_0 = 1
  else
  end
  return l_38_0
end
 
F_NISSelect = function()
  if F_IsButtonPressedWithDelayCheck(11, 1) then
    l_0_40 = l_0_40 - 1
    l_0_40 = F_Clamp(l_0_40, l_0_42)
    TextPrintString("NIS: " .. l_0_40, 3, 1)
  elseif F_IsButtonPressedWithDelayCheck(13, 1) then
    l_0_40 = l_0_40 + 1
    l_0_40 = F_Clamp(l_0_40, l_0_42)
    TextPrintString("NIS: " .. l_0_40, 3, 1)
  elseif F_IsButtonPressedWithDelayCheck(6, 1) then
    TextPrintString("run NIS", 3, 1)
    F_RunNIS = l_0_47[l_0_40]
    F_RunNIS()
    TextPrintString("Finished NIS", 4, 1)
    Wait(1000)
  end
end
 
 -- Confused about usage of registers for local variables. (Assignments::releaseLocals)

On line 95, there is a line of code with TutorialShowMessage("TUT_BIKE3", 5000, false)

As you can see, there is no possible way of using this TutorialShowMessage() function in ONLY the lua script. Thus, we'll have to go even deeper.

We are going to need a tool. You can download it here.

Now that you have that, drag it to the <bully root>\Config\Text folder.

Before we can go any further, you must find out what language of Bully you're using. Don't get the British and American confused. Note that in the British version, favor is actually spelled favour (from the 3_03 beta mission).

Now, drag both the .dir and .img (of the language you're using) over the executable file. (BullyLanguageFilesEditor_en.exe)

Once you've done that, a folder should be created with the same name of the .IMG you dragged.


Now, open Notepad++ again, then press CTRL+F, and click the tab "Find in Files"


You also need to know what the tutorial box shows in that part of the mission.

And I know that it definitely has the word "bike" in it, as that was the only tutorial box in the mission. So type the word "bike" in the first textbox, and adjust the perimeters to match your bully folder.

When you click "Find All" this should appear on the bottom of the notepad window:


We can see there are 2. So what do we do now? Well, instead of pulling a trial and error, we can just edit both of them with whatever you want your textbox to say.

Once you've done that, SAVE the file. Now go back to the Text folder. Drag the folder which was generated earlier, over the executable file once more. Now, you should see 2 new files. They should be with a .gv extension.

Delete the original .img and .dir files you used, then rename the .gv files, without the .gv extension. They should be a .dir and .img now.

Almost done. Now, in your script, you can use TutorialShowMessage("TUT_BIKE3", 5000, false) to display the new text you inserted.



I apologize for not uploading more screenshots, but I will try to edit this soon, and make it more detailed and hopefully easier to understand.

If you have further questions, please add me on steam(unknownsoldier1138), or leave a reply asking what you didn't understand.

18
Bully 1 Discussion / OPPONENT HEALTH BAR
« on: October 05, 2015, 04:33:12 AM »
so if u play bully, u know there is a circle on the ground around ur opponent's feet or something. in another ROckstar game called The Warriors, they have the SAME health bar:


i think that's where they got bully's from.

19
Forum Questions/Help / Music on profile
« on: September 14, 2015, 03:40:27 AM »
I DUNNO WHERE ELSE TO PUT THIS THREAD. so if it doesn't belong here, please move it to where it does.

so idk if there's already a tutorial on this, but some people seem to still not know how to add music to your profile. the thing that will complicate this, is ever since i got a certain amount of posts, I see this at the side of my profile:


So if you have that, click Ultimate Profile.

If you don't, go to the top and hover over "Profile", then click "Ultimate Profile".

Scroll down to the Customization area, and paste this code in:

<object width="0" height="0"><param value="http://www.youtube.com/v/LAST_LINK_LETTERS_HERE&amp;showsearch=0&amp;rel=0&amp;fs=1&amp;autoplay=1&amp;ap=&fmt=18" name="movie" /><param value="window" name="wmode" /><param value="true" name="allowFullScreen" /><embed width="0" height="0" wmode="window" type="application/x-shockwave-flash" src="http://www.youtube.com/v/LAST_LINK_LETTERS_HERE&amp;showsearch=0&amp;fs=1&amp;rel=0&amp;autoplay=1&amp;ap=&fmt=18" /></object>

Replace the 2 parts where it says "LAST_LINK_LETTERS_HERE" with the last part of the youtube video's link.

For example:
  The video I want which has the music I want on my profile is: https://www.youtube.com/watch?v=fzMJk8nGpoc
  fzMJk8nGpoc are the last letters.

Then replace the LAST_LINK_LETTERS_HERE part with the fzMJk8nGpoc.

If you ever want to change it again, do the same thing, just replacing the "fzMJk8nGpoc" or new letters you put in.



The autoplay=1 part shows how many times to autoplay. I don't know if putting any number over 1 will make it repeat that many times, as I have never tried it.

20
Mod Showroom / 213 T-Shirt
« on: August 23, 2015, 05:20:29 PM »
Front:


Back:


I feel like only me and DaBOSS would know what the "g" really means rofl. But if you do know, then you earn 100 e-cookies.  :laugh:

21
Script Modding / TextPrintString Symbols
« on: August 12, 2015, 12:07:07 PM »
Code: [Select]
-- string symbols
-- from unkn0wnsoldier1138

\n - create new line
~n~ - create new line
~RUN~ - sprint button
\a - sprint button
~ACCELERATE~ - sprint button
~TAG_START~ - sprint
~GRAPPLE - grapple button
\b - grapple button
~TAG_COMBO3~ - grapple button
~ACTION~ - grapple button (buggy)
~JUMP~ - jump button
\t - jump button
~CANCEL~ - jump
~o~ - jump
~ATTACK~ - melee attack button
\f - melee attack button
~SHOVEL~ - melee attack button
~BRAKE~ - melee attack button
~TAG_COMBO1~ - melee attack button
~ATTACK_R~ - weapon wheel right
~SCROLL_WEAPR~ - weapon wheel right
~ATTACK_L~ - weapon wheel left
~SCROLL_WEAPL~ - weapon wheel left
~FIRE_WEAPON~ - weapon fire
~lstick~ - move controls (?)
~rstick~ - camera controls (?)
~bullet~ - bullet
~blipup~ - triangle blip
~blipdown~ - upside down triangle blip(floors)
~MANUAL_LOCK~ - lockon
\r - lockon
\16 - camera down
\22 - bullworth logo
~BULLY_CREST~ - bullworth logo
~dup~ - zoom in button
\14 - zoom in button
~ddown~ - zoom out button
\15 - zoom out button
~dleft~ - left task button
~dright~ - right task button
~LOOK_BACK~ - look back button
Ä - save book
~save~ - save book

Use it like you would use a regular text.

TextPrintString("right dpad: ~dright~", 5, 2) -- example

22
TUTORIALS / Unlocking Doors [LUA]
« on: July 10, 2015, 11:29:08 PM »
I know this has been done many times via Trigger. But I discovered a long time ago that it's also possible in Lua, and decided to share it because it was part of an old mod of mine which I never really told people about(just a small mod for fun).

So open Trigger.img which is in the DAT folder, all in the Bully folder. Open it in Notepad++ which can be downloaded here: https://notepad-plus-plus.org/download/v6.7.9.2.html

now that you have it open, press CTRL + F, and search either islocked true or "dt_.
either one works, but I use "dt_ more.

then should be some more information, then you should see the triggername strings (eg. TRIGGERNAME "DT_tschool_RoofDoor").

In your LUA script, somewhere that will only run once, such as MissionSetup, Main etc. put AreaSetDoorLocked(triggerName, false)

replace triggerName with the triggername you chose from Trigger.img.

For example. if I wanted to use this one:
Code: [Select]
TRIGGERNAME "DT_ischool_Art"
AREACODE 2
POSITION -671.481995, -291.666992, 5.480890
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW 0.000037
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED TRUE
AMBIENT 255, 255, 255
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE

 i would do: AreaSetDoorLocked("DT_ischool_Art", false)

to lock them up again, change the false to true.

interior names(From Rambo7):
AreaSetDoorLocked("DT_tschool_AutoShopL", false) --Autoshop
AreaSetDoorLocked("DT_ischool_Door01", false) --Chemistry Class
AreaSetDoorLocked("DT_ischool_Classroom", false) --English/Maths/Geology Class
AreaSetDoorLocked("DT_ischool_Art", false) --Art Class
AreaSetDoorLocked("DT_ISCHOOL_BIO", false) --Biology Class
AreaSetDoorLocked("DT_ischool_Staff", false) --Staff Room
AreaSetDoorLocked("DT_ischool_AuditorBalc", false) -- Auditorium Balcony 2nd floor
AreaSetDoorLocked("DT_ischool_AuditorDoorL", false) -- Auditorium 1st floor

23
Mod Showroom / POSSIBLY other text colors
« on: July 10, 2015, 01:49:39 AM »


wow so close

24
TUTORIALS / Spawning circle blips on ground
« on: July 09, 2015, 10:39:57 PM »
I know MadmaN made a similar tutorial for this, but that was for radar blips. Also, it was an old topic, meaning a reply on that thread would be a bump. So here are the blips:

Code: [Select]
BlipAddXYZ(X, Y, Z, 1, 0, Blip Type)

Blip types:
1 - Yellow Circle
2 - Blue Bouncing arrow
3 - Blue bouncing arrow
5 - Large Boucning Arrow Blue
6 - Hanger/Wardrobe Blip
7 - Yellow Circle
8 - Blue Circle
9 - Orange Circle
10 - Red Circle
11 - Yellow Circle
12 - Green Circle

The "1, 0" perimeters I have no idea what they do. I tried to see if it was just rotation, but I dunno right now.

And I think the green/blue door arrows are not just in scripts. MAYBE there is another argument, or possibly only trigger.

If you have any more, you can add onto this.



Here is DeadpoolXYZ's notes on them:
Code: [Select]
BlipAddXYZ(X, Y, Z, BLIPTYPE, BLIPRADAR+ARROWCOMBINATION, BLIPGROUNDCIRCLECOLOR, ????)

BLIPTYPE:

1. Blue cross
2. Prefect dot (only peds)
3. Big yellow cross
4. Dollar
5. Orange/Grey bell
6. Grey bell
7. -
8. Save book
9. Garage
10. Grocery store
11. Bike store
12. -
13. Haircut
14. Clothing store
15. Totem? (unused)
16. Parked bike
17. Yellow arrow
18. Sleep zzZZZ
19. Errand
20. Race
21. -
22. Tattoo
23. Hobo
24. Red star
25. Yellow star
26. Red cross
27. Ally dot (only peds)
28. Bus stop
29. Yellow cross
30. Blue cross
31. Big yellow cross
32. Yellow star
33. Red star
34. Red cross
35. Transitor
36. Rubberband
37. G&G Card
38. Gnome
39. -
40. -
41. Crash game
...

BLIPRADAR+ARROWCOMBINATION: (Color depends on blip type)

1. Radar blip only
2. Color arrow only
3. Radar blip only
4. Radar blip and color arrow
5. Radar blip and color arrow

BLIPGROUNDCIRCLECOLOR:

1. Yellow circle
2. Blue arrow
3. Blue arrow
4. -
5. Big blue arrow
6. Clothing circle
7. Yellow circle
8. Blue circle
9. Orange circle
10. Red circle
11. Yellow circle
12. Green circle
13. -
14. -
15. -
16. -
17. Haircut circle
18. Big blue arrow




AddBlipForChar(PED, ????, BLIPTYPE, BLIPRADAR+ARROWCOMBINATION)

BLIPRADAR+ARROWCOMBINATION: (Color depends on blip type)

1. Radar blip only
2. Color arrow only
3. Radar blip and vision range
4. Radar blip and color arrow
5. Radar blip, vision range and color arrow




25
Alpha / Beta Bully / Jaclalope or Jackalope?
« on: July 09, 2015, 02:09:30 AM »
I saw a beta photo of the lawn mower, and it says "Jackalope" on side. But on the one in the released game, it says "Jaclalope".

26
Bully 1 Discussion / Bully's Setting
« on: July 07, 2015, 12:59:54 AM »
I believe the setting takes place somewhere in Connecticut. I've heard one of the preps or greasers talking about it, and the game DOES say it takes place in a New England boarding school. After all, the state of Connecticut is indeed located in the U.S. New England region.

27
In early versions of the game, the mission "Complete Mayhem" was originally supposed to be not just where Jimmy and Russell leave the areas right after the fights. At the end of the fight in the girl's dorm with Johnny and the greasers, Johnny(and POSSIBLY the greasers) helps Jimmy fight the other cliques.

Jimmy: What the hell are you doing Johnny? Why are you taking orders from Gary?
Johnny: Shut up Jimmy! You left us and everything went down the toilet.
Jimmy: I beat you once, I'll beat you again.
*fight takes place here*
Johnny: Alright Jimmy, you're the boss. Sorry, I forgot.
Jimmy: It's alright, Johnny. Now help me get this under control.
Jimmy: On one condition. You get your crew to stop fighting.
Johnny: No sweat Jimmy, I got it.


I discovered this listening to some of the speech files. That's not all however. The fight with the Jocks had some unused lines as well:

Jimmy: Ted.  I need you to help me.
Ted: Get lost Jimmy!  You ain't nothing!
Jimmy: You're just asking for it.
Jimmy(during fight): Had enough Ted?
Ted: Alright Jimmy.
Jimmy: Good. I need you to calm your boys down.

^ That is some more dialogue.

There is also another speech file from Ted in that same mission, which I don't believe was used. "You better let him in!" it sounds like.

There is some more unused dialogue. Keep in mind not EVERY line is unused, but some that go together with it is. Here is  the one from the fight with Darby and the preps:

Chad: Hey Derby, someone's here to see you.
Derby: Oh...  it's the thug.  Don't worry boys, I'll deal with him.
Jimmy: Hey Derby. Would you please tell your boys to stop fighting?
Derby: Oh I suppose. Since you asked so nicely.
Jimmy: Stop your boys or I'll smash your face!
Derby: Alright Jimmy. Alright.
Jimmy: You're getting really tiresome Derby.  Cut it out.
Derby: Yes sir.*dramatic tone*
Jimmy: I trust you remember who you're working for, Derby.

I'm guessing Jimmy didn't have to fight Derby in that one. Also something that still has me scratching my head, is Derby's name. Is it Darby? or Derby? Or did they just change it in later releases?

Anyways, here's the Earnest fight. It's not really that detailed:
Jimmy: Earnest you nerd. What were you thinking?!
Earnest: You fool!  You don't see it.  Gary's got a plan.  A great plan.
Jimmy: You idiot.  Gary's plans are all a load of crap. I should know.
Earnest: You don't get it. With my brains and his lack of morals nothing can stop us.
Jimmy: Whatever.  I'm going to stop you both.
*at this point I'm guessing they had the fight here*
Jimmy: I trust I've cured you of your megalomania Earnest.
Earnest: Completely. But why didn't you get Gary?
Jimmy: I'll get to him. But you've gotta get your clique back in line.

There is also a line(which I believe is unused) where Edgar says "We'll get that weasel!"

Here is the fun part. Gary. During the part of the mission where Jimmy is in the building, and Gary speaks on the intercom, he only speaks 1 line. But according to the speech files, he had more:

"Your attention please, Jimmy is complete human trash."(used)
"Jimmy. You know your mother never loved you, don't you?"
"Why do you try, Jimmy? You think you have a chance?"
"It's too late, Jimmy. Everyone hates you."
"Give it up, Jimmy. You're pathetic!"
"Jimmy. Beating up people doesn't make anyone like you."
"It was laughably easy to manipulate you. Does that bother you, Jimmy?"
"I'd tell you what people say about you Jimmy  but I wouldn't want to hurt your feelings.  Hahaha."
"So is it true what they say Jimmy?  About you and those animals?"
"You're sick in the head Jimmy, and everybody knows it."

Those are all the intercoms I could find from Gary. Here's the rest of the dialogue from that part:

Jimmy: Gary you little bitch!  Come out!
Gary: James, I've been waiting.  Let the games begin!
*during this part in the beta, it's believed you had to chase Gary to the Rooftop Access door, which of course led to the school roof*
Gary: Slow as always, eh Jimmy?
*later on*
Gary: Pinky told me you were a horrific kisser, Jimmy.
Jimmy: That's not how I remember it.
Gary: Awh, did I hurt your feelings Jimmy?
Jimmy: Do you think you're manipulating me right now?
Gary: How does it feel to be expelled for the last time Jimmy?
Jimmy: You really are full of yourself.
Gary: I told you I had a plan Jimmy.

Then you just have to obviously chase him up ladders. During that chase, I don't think I've ever heard this one from gary:
"Does it hurt? Looking back at all the time you wasted over the last year? All the time you were working for me."

Once you got to the edge of the rooftop, I'm guessing this took place:
Jimmy: No where to run now, eh Gary?
Gary: After you're expelled from here for your antics over the last few weeks, you wont have anywhere left to go.
Gary: No school would take a child with your history. No prospects. You'll end up begging for money on the streets if you're lucky.
Jimmy: You're an idiot, Gary! A power hungry idiot. You went about this all the wrong way. Look where your plans have put you.

The rest of Gary's quotes from that mission I think are just the usual ones he uses during a fight and chase. But some were still unused. Feel free to explore for yourself too.

and POSSIBLY later I'll upload a video of all the dialogue together, so you can hear it for yourself.
the fight with Gary probably had the most interesting dialogue out of all of these.

28
Mod Releases / Cutscene Viewer [BETA]
« on: July 02, 2015, 12:02:14 PM »
All the cutscenes in this mod are working and tested. There are some beta ones left in there.


Here is the source:
Code: [Select]
  ---------------------------------
    -- Cutscene Viewer Menu BETA --
  ---------------------------------
 
  ------------------------------------------------------------
    -- Created by: unkn0wnsoldier1138 aka rockstarfanatic --
  ------------------------------------------------------------
 
  ----------------------------------------------------
    -- Based on work by: DaBOSS54320, DeadPoolXYZ --
  ----------------------------------------------------
 
local cuts = {
"1-01", -- BETA/UNUSED
--"1-02",
"1-02B",
--"1-02C",
--"1-02D",
--"1-02E",
"1-03",
"1-04",
"1-05",
"1-06",
"1-06B",
"1-07",
"1-08",
--"1-08B",
"1-09",
--"1-09B",
--"1-1",
"1-10",
--"1-1-02",
"1-1-1",
"1-11",
"1-1-2",
"1-B",
"1-BB",
"1-BC",
"1-G1",
"1-S01",
"2-0",
"2-01",
"2-02",
"2-03",
--"2-03B",
-- testing delayed
"2-04",
--"2-04B",
"2-05",
"2-06",
"2-07",
"2-08",
"2-09",
--"2-09A",
"2-09B",
"2-B",
"2-BB",
"2-G2",
"2-S02",
"2-S04",
"2-S05",
"2-S05",
--"2-S0B",
--"2-S0C",
"2-S06",
"2-S07",
"3-0",
"3-01",
"3-01AA",
"3-01AB",
"3-01BA",
--"3-01BB",
"3-01CA",
"3-01CB",
"3-01DA",
"3-01DB",
"3-01DC",
"3-02",
"3-03",
"3-04",
"3-04B",
"3-05",
"3-06",
"3-B",
"3-BB",
"3-BC", -- BETA/UNUSED
"3-BD",
"3-G3",
--"3-R05",
"3-R05A",
"3-R05B",
"3-R07",
"3-S03",
"3-S08",
"3-S10",
"3-S11",
"3-S11C",
"4-0",
"4-01",
"4-02",
"4-03",
"4-04",
"4-05",
"4-06",
"4-B1",
"4-B1B", -- BETA/UNUSED
"4-B1C", -- BETA/UNUSED
--"4-B1C2",
"4-B1D",
"4-B2",
"4-B2B",
"4-G4",
--"4-S11",
"4-S12",
"4-S12B",
"5-0",
"5-01",
"5-02",
"5-02B",
"5-03",
"5-04",
"5-05",
"5-05B",
"5-06",
"5-07",
"5-09",
"5-09B",
"5-B", -- BETA/UNUSED
"5-BC",
"5-G5",
"6-0",
"6-02",
"6-02B", -- BETA/UNUSED
"6-B",
--"6-B2",
"6-BB",
"6-BC",
}
local i = 1

function MissionSetup()
  AreaTransitionXYZ(0, 270, -110, 7)
  PlayerSetHealth(1000)
  TextPrintString("Cutscene View Menu BETA\nBy: Unkn0wnsoldier1138", 3, 1)
  gMissionRunning = true
end

function F_MissionSetup()
  --ClockSetTickRate(0.0010000000521541)
  PedSetActionTree(gPlayer, "/Global/Player", "Act/Player.act")
  PedSetAITree(gPlayer, "/Global/PlayerAI", "Act/PlayerAI.act")
  ClockSet(9, 30)
end

function MissionCleanup()
  gMissionRunning = false
  WeatherRelease()
  collectgarbage()
end

function main()
  F_MissionSetup()
  F_LoadAllAnimations()
  PlayerSetControl(1)
  --CreateThread("F_CutsceneMenuNavigator")
  while gMissionRunning do
    F_CutsceneMenuNavigator()
    Wait(0)
  end
end

function F_CutsceneMenuNavigator()
  if IsButtonBeingPressed(0, 0) then
i = i - 1
if i < 1 then
  i = table.getn(cuts)
end
  elseif IsButtonBeingPressed(1, 0) then
i = i + 1
if i > table.getn(cuts) then
  i = 1
end
  elseif IsButtonBeingPressed(3, 0) then
PlayCutsceneWithLoad(cuts[i])
  elseif PedIsPlaying(gPlayer, "/Global/Player", true) then
    TextPrintString("<" .. cuts[i] .. ">\n___\n(" .. i .. "/" .. table.getn(cuts) .. ")", 1, 2)
  else
    TextPrintString('', 1, 2)
  end
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

DOWNLOAD: http://www.mediafire.com/download/8yp94xsmc2hcgds/cutscene_viewer_BETA.rar

29
TUTORIALS / Using Action Nodes(FOR NEWBIES)
« on: June 30, 2015, 11:48:50 PM »
This tutorial is for people/newbies who don't know how to use action nodes. I have received a lot of messages lately from new modders asking how to use action nodes, and where to put it. If you already know how this works, then this is stuff you all already know. This is mainly for the new modders who need help or don't know where the codes go.

There are 2 ways to set action nodes. There's PedSetActionNode, and there is ExecuteActionNode. For styles, I prefer ExecuteActionNode. But for ambient(etc) PedSetActionNode may be better. ExecuteActionNode can't be stopped with other action nodes. For example, if you have 1 button to EXECUTE an action node and you press it, it cannot be interrupted if you press another node button. But pedsetactionnode can. If you are just experimenting with the node or testing it, you should probably use PedSetActionNode because it won't crash the game, and it can be interrupted at any time by another binded button for a different node.

First, you need this node binding part to be repeated. It may seem like it takes longer, or is more difficult, but it is a lot easier, and in some cases decreases confusion. For new modders, keep in mind if you're modding ArcRace1(which you SHOULD if you're new because it can be a clean script), you NEED the 2 main functions. MissionCleanup is not needed. It's only needed if you want to unload animation groups, collectgarbage(), delete tables, peds, delete entities etc. If you want a clean script that's ready to be modded, just use this example:
Code: [Select]
function MissionSetup()
  AreaTranisitionXYZ(0, 270, -110, 7)
  PlayerSetHealth(1000)
end

function MissionCleanup()
  gMissionRunning = false
  collectgarbage()
end

function main()
  gMissionRunning = true
  while gMissionRunning do
    TL_Buttons()
    Wait(0)
  end
end

function TL_Buttons()

end

TL_Buttons is where the button statements will be placed. You can also place them under the "while" loop, but it's easier this way.

Choose from the list of buttons below which one you want to bind for a node:
0   Show Secondary Tasks (Left)
1   Show Tasks/Objectives (Right)
2   Zoom in
3   Zoom out
4   Map Menu
5   Pause Menu
6   Melee Attack
7   Sprint
8   Jump
9   Grapple
10   Lock On
11   Previous Weapon
12   Weapon Fire
13   Next Weapon
14   Look Back
15   Crouch


I will pick 3 the zoom out button. Here we go.
In the TL_Buttons function, type: if IsButtonBeingPressed(button_id_here, 0) then

Now that you have your first "if" statement in, you will need to add a second "end"

Now the fun part. Starting the action node. Just use PedSetActionNode for now. Once you know it works you can change it however you want.
We will use the running attack most characters in-game use. To avoid confusion thus far, here is a quick explanation on what everything in the script does:


Hopefully this will resolve most confusion for newbies regarding how to use and where to put action nodes. If you do not understand something, please leave another comment. Either me or someone else will reply with an answer that could help.

30
Mod Releases / Double Ollie(Small Mod)
« on: June 28, 2015, 05:42:25 PM »
This is a small useless mod that lets you ollie twice. Once from the ground, then once in the air by double tapping the jump button. It can be buggy at times, but should work fine.
I included the source just in case you were playing with other mods, you could add onto this. No credit required if reproduced.


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