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Author Topic: Tornado Kick  (Read 3592 times)

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FaZe

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Tornado Kick
« on: November 06, 2013, 08:39:02 AM »
Can anyone tell me How to make Johnny Do his tornado Kick in LUA, Problem is, I can do this in real life, I just don't know the code to make it happen. To prove it is possible to make this happen. http://www.bully-board.com/index.php?topic=19960.msg338594;boardseen#new


Offline SWEGTA

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Re: Tornado Kick
« Reply #1 on: November 06, 2013, 10:01:59 AM »
The fact that you can do a tornado kick in real life is fucking awesome.

But what are you trying to achieve here?

FaZe

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Re: Tornado Kick
« Reply #2 on: November 06, 2013, 10:33:17 AM »
Nothing Much, just to see if I can make a Combo of something.

Offline SWEGTA

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Re: Tornado Kick
« Reply #3 on: November 06, 2013, 10:58:19 AM »
You could make Jimmy change his fighting style to Johnny's boss style for like 1 second, then go back to the player style.

Offline Unknownsoldier

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Re: Tornado Kick
« Reply #4 on: June 08, 2014, 12:14:55 AM »
I think it's called "haymaker" or "axe kick".

u need to import 2_B.lua script for it work

I was messing around in LUA with some fighting styles, and discovered a few codes that give the player Johnny's haymaker when the left shift/melee button is pressed. here's 3 things you need to make sure you have:

1.

[size=20]You need to load Johnny's animation group like I showed in the picture.[/size]

2. You must ONLY set his action tree on Jimmy and set the player action tree exactly 1 second after the action tree code for johnny:


3. You need to make the "main" function repeat the Johnny haymaker function like I did:


To get a better understanding of this, you can just take a look at this haymaker mod I made a while back:
Code: [Select]
ImportScript("\\Library\\LibTable.lua") -- imports the LibTable library
ImportScript("\\Library\\LibPed.lua") -- imports the LibPed library
ImportScript("2_B.lua")

MissionSetup = function()
l_0_0 = 1
PlayerSetHealth(100)
AreaTransitionXYZ(0, 270,-110 ,7)

end

F_LoadAnimGroup = function()
LoadAnimationGroup("G_Johnny")
end

F_Haymaker = function()
if IsButtonPressed(6,0) then
PedSetActionTree(gplayer, "/Global/G_Johnny", "Act/Anim/G_Grappler_A.act")
Wait(1000)
PedSetActionTree(gplayer, "/Global/Player", "Act/Player.act")
end
end

main = function()
repeat
F_Haymaker()
Wait(0)
until not Alive
 end

Or you can look at this:


EDIT: If you want to bind a different button for this move you can look at the list below:

Code: [Select]
0 -- Objective Left
1 -- Objective Right
2 -- Zoom In
3 -- Zoom Out
4 -- Select
5 -- Start
6 -- Jimmys Punches
7 -- Running Button
8 -- Jump button
9 -- Jimmys Grab
10 -- Lock on/ Block
11 -- Weapon Selection (Left)
12 -- Fire
13 -- Weapon Selection (Right)
14 -- Camera (Look Back)
15 -- Crouch

List provided by: DaBOSS.
« Last Edit: January 04, 2015, 06:17:36 PM by Unknownsoldier »

Offline WhenLifeGivesYouLemons

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Re: Tornado Kick
« Reply #5 on: June 09, 2014, 03:00:15 PM »
Cool example ^

Offline Unknownsoldier

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Re: Tornado Kick
« Reply #6 on: June 11, 2014, 08:59:21 PM »