News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Author Topic: Lur mod tutorial?  (Read 2931 times)

0 Members and 1 Guest are viewing this topic.

Offline |CallMeBob|

  • Jr. Member
  • **
  • Posts: 20
    • View Profile
Lur mod tutorial?
« on: October 31, 2011, 04:44:28 PM »
This goes out to the modders who have made a script mod for Bully. I know Lua coding due to the fact that I am a Garry's Mod player. I just need to know how to make it loadable by bully. If someone would make a tutorial on this topic, it would be greatly appreciated.
« Last Edit: October 31, 2011, 07:13:42 PM by |CallMeBob| »

Offline MadmaN

  • Bully-Board Admin Team
  • Newbie
  • *
  • Posts: 0
  • Gender: Male
  • Biblio-Techa Mods (retired)
    • View Profile
Re: Lur mod tutorial?
« Reply #1 on: October 31, 2011, 07:16:27 PM »
Currently the only one of us that has gotten anywhere regarding the lua scripts would be ntauthority and he sadly is not one that is known to work with anyone regarding any mods. He made a script that changes the price of all the clothing in the school store to $0.01 which due to how bully handles the code for prices translates loosely to free. You would be best either trying to get hold of ntauthority to find out more about how the bully lua scripts are done up since I personally have tried getting hold of him to get his modded decompiler and recompiler due to being extremely well versed in lua scripting...but without a clear template of how the lua scripts are laid out....I have no way to mod any of the scripts save by hex editing since atm there is no fully working decompiler to decompile compiled luap code aside from the one ntauthority has, and I do not expect him to respond anytime soon to any of this or to share any of his work since he has been awol for quite some time now and a lot of ppl have been wondering whats going on with him. There is the chance that I am wrong and he will release things soon and just has a lot going on in real life...but that is hard to say really.

At any rate unless you happen to have a lot of patience or are very experienced in software cracking....I would suggest that you do what everyone else here is doing and just simply wait and be patient to see what ntauthority does and if he ever responds back. I will however take a few cracks at decompiling everything myself once I have my other projects taken care of for bully which atm is still quite a long list.

Offline |CallMeBob|

  • Jr. Member
  • **
  • Posts: 20
    • View Profile
Re: Lur mod tutorial?
« Reply #2 on: October 31, 2011, 07:35:42 PM »
Ok thanks for the response.

What about the vehical spawner? how did you do that?
 
Forgive me if i am asking to much.

Offline MadmaN

  • Bully-Board Admin Team
  • Newbie
  • *
  • Posts: 0
  • Gender: Male
  • Biblio-Techa Mods (retired)
    • View Profile
Re: Lur mod tutorial?
« Reply #3 on: October 31, 2011, 10:14:57 PM »
At this stage in its development I cannot release any info on how it is created but rest assured soon as we get v2 of it released we will be posting info regarding how it works...etc. We are just trying to get it finished and fix the bugs before releasing and explaining how it works.

Offline |CallMeBob|

  • Jr. Member
  • **
  • Posts: 20
    • View Profile
Re: Lur mod tutorial?
« Reply #4 on: October 31, 2011, 10:19:34 PM »

 
I understand why you don't want it relesed yet. Too many bugs and weirdness. Besides i can wait.
 
Thanks again and keep up the good work!
 
 

Offline Prosecute

  • Full Member
  • ***
  • Posts: 244
  • Gender: Male
    • View Profile
    • NewDayStudios
Re: Lur mod tutorial?
« Reply #5 on: November 01, 2011, 05:06:01 AM »
...yea what mads saying basicly about v2 is that we're having errors regarding certain vehicles, we've managed to get the full list of vehicles driveable, working and ingame, collision, sounds, handling the full lot, but the problem lies with this current method disabling certain enjoyments, thus making the entire method unuseable as of now. The only progress we've made for v2 is enabling the police bike.
that said I do have a idea which i'm sure by about 95-100% that will work, but this will require imods expertise for this, as i'm kinda busy with the much needed peds list that me and mad are working on at the moment.