Here is how Darby's boss style is called via the lua scripts:
F_CreateDarby = function()
idDarby = PedCreatePoint(37, POINTLIST._2_B_DARBY_START)
PedSetFlag(idDarby, 58, true)
PedSetAITree(idDarby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act")
PedSetActionTree(idDarby, "/Global/BOSS_Darby", "Act/Anim/BOSS_Darby.act")
PedSetMaxHealth(idDarby, l_0_13)
PedSetHealth(idDarby, l_0_13)
PedOverrideStat(idDarby, 38, 50)
PedOverrideStat(idDarby, 39, 50)
PedSetInfiniteSprint(idDarby, true)
PedSetDamageTakenMultiplier(idDarby, 0, 0.20000000298023)
PedSetDamageTakenMultiplier(idDarby, 3, 0.20000000298023)
end
Keep in mind that this is exactly how the boss styles are called and what makes them so hard to get working using the hex editing method. PedOverrideStat(idDarby, 38, 50) and PedOverrideStat(idDarby, 39, 50) are the two lines that call his boss stats and override the normal fighting stat. PedSetAITree(idDarby, "/Global/DarbyAI", "Act/AI/AI_DARBY_2_B.act") is what calls the main part of the boss fighting style and I have confirmed this myself via small tests by generating Boss Darby in freeroam just by using the scripts without editing ide period.
Figured this example will give you a better understanding on how boss styles actually get called since ide is not used for this. This same method is used for russell and the other bosses you fight in the game and you can override the normal fighting styles of the peds by adding a section just like this to a specific script.
I will try to get one of the scripts finished up and release just that script alone with some modified fighting styles for freeroam peds and let you guys play with it all.
Figured I would post this here rather then make a new topic for the time being and once I have somthing concrete for everyone to play with...I will make a proper topic for that then.