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1
Requests / Attacking on Sight
« Last post by DrNefarious97 on Today at 06:57:47 PM »
In use of Altamurenza's Selectpr mod, I can have it so that members of all factions either taunt or shove the player due to the respect percentage being at zero - but seldom am I assailed by NPCs doing running attacks against me unprovoked. Of course without mods, Damon ''I'mma bust yo gut up and watch you bleed'' (muh fugga) is an exception to that when near the gymnasium, or the Greasers in New Coventry when you organically have 0% respect from them, but all factions don't hate the player simultaneously but at different stages.

I suppose that the phrasing of my question would be: is it possible that vendetta fight music could be initiated by NPCs of any one of the factions at any one time? Because of course, other than after the mission ''Making a Mark'', there's never a time in which faction respect percentages are universally low enough to where everyone attacks the player on sight.

And in case you mention it, I am aware of the chaos mod that causes the whole school to brawl, but they only fight amongst themselves. 
2
Modding Questions/Help / Re: Damage multiplier script
« Last post by Micha on April 16, 2021, 05:57:43 AM »
Now it finally worked, thank you for everything. You've helped a ton.
3
Modding Questions/Help / Re: Damage multiplier script
« Last post by SimonBestia on April 16, 2021, 02:36:02 AM »
PedIsDead() checks for Ped instead of ped, so the script will get stuck there.
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Modding Questions/Help / Re: Damage multiplier script
« Last post by Micha on April 15, 2021, 05:05:15 PM »
Would this be the right approach to how you introduced the script or am I still getting it wrong?
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Suggestions & Feedback / Re: How did you find Bully-Board.com?
« Last post by Antiverbic on April 15, 2021, 04:25:54 PM »
when I was googling bully mods
also since the last reply was in 2016 I wonder when the next one will be
6
Modding Questions/Help / Re: Damage multiplier script
« Last post by Micha on April 15, 2021, 09:34:07 AM »
Yeah, I'm aware. I have ADHD so my attention span is not exactly good, I easily overlook this stuff if I don't specifically pay attention to it because else I assume I wrote it differently. It's an absolute pain in the arse   :blank: .

Anyways, I was also able to make the multiplier work for individual characters using Derpy's difficulty mod to apply this stuff. Unlike at the beginning, where I had no idea about what I was doing, this time I was able to identify which functions and parts of the main function were important to make the multiplier work because of what you already have shown to me.

I'll try to use your method again while paying more specific attention to case sensitivity. I know I can be difficult to deal with, but still thanks for showing me all this stuff.
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Modding Questions/Help / Re: Damage multiplier script
« Last post by SimonBestia on April 15, 2021, 08:13:31 AM »
Because in both files you still have both "ped" and "Ped" in different places.
Looks like you hate that P, huh? lol
It's either "Ped" or "ped". You can't mix them.

Paste this commented line on top of your scripts so you don't forget:
Code: [Select]
--"Dear me: Remember code is case-sensitive."(Commented lines are ignored by the compiler, so you can have notes in your scripts and stuff)
8
Modding Questions/Help / Re: Damage multiplier script
« Last post by Micha on April 15, 2021, 05:28:56 AM »
I tried this with two different methods but the multiplier didn't seem to have an effect on either of them.
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Modding Questions/Help / Re: Damage multiplier script
« Last post by SimonBestia on April 15, 2021, 02:32:17 AM »
It doesn't work because:
  • You changed PedSetDamageGivenMultiplier() to PedGetDamageGivenMultiplier().
    PedGetDamageGivenMultiplier() returns the value of the ped's current damage multiplier value. Don't think you need that.
  • The game is trying to find "ped" and not "Ped". Code is case-sensitive.
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Modding Questions/Help / Re: Damage multiplier script
« Last post by Micha on April 14, 2021, 05:42:53 PM »
You were a hundred percent right, it works this way. The only thing I'm not sure about is the actual damage multiplier as I did not notice any significant difference in the damage Jimmy took and I can't see how much damage is being done exactly.
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