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Author Topic: School rooftop in freeroam test  (Read 7581 times)

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deadpoolXYZ

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School rooftop in freeroam test
« on: February 23, 2015, 06:28:17 PM »
Personally I think that not many people tried enabling the school rooftop so I decided to give it a try. The method I used to spawn it was pretty lame... if you use LaunchScript("Test6_B.lua") then "Final showndown" will start but it will end like 2 seconds later and the ending credits will be skipped, leaving the roof there. By the way if you enter the school (or any other interior), when you get out the rooftop won't be there anymore.
I have been looking for the school rooftop parts, such as the platforms, ladders and bells, so I can spawn them with CreatePersistentEntity() and avoiding the other method.

www.youtube.com/watch?v=z3D3SQTKLvw

The code I used: (I unlocked the rooftop door but forgot to show it in the video)

Code: [Select]
ImportScript("\\Library\\LibTable.lua") -- imports the LibTable library
ImportScript("\\Library\\LibPed.lua") -- imports the LibPed library
ImportScript("\\Test\\Missions\\RunMissionLib.lua")
ImportScript("6_B.lua")

local l_0_0 = false
local l_0_1 = false

main = function()
 repeat
 F_StartMission()
 
 Wait(0)
 until l_0_0 ~= false
end

F_StartMission = function()

ClockSetTickRate(0.0010000000521541)

if l_0_1 == false then

l_0_1 = true
LaunchScript("Test6_B.lua")

end

while Alive do

AreaSetDoorLocked(TRIGGER._DT_TSCHOOL_ROOFDOOR, false)
AreaSetDoorLocked(TRIGGER._DT_ISCHOOL_ROOFDOOR, false)
AreaSetDoorLocked(TRIGGER._ISCHOOL_DOOR25, false)

Wait(0)
 
end
end

F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

Offline GreenOmnitrix

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Re: School rooftop in freeroam test
« Reply #1 on: February 23, 2015, 06:36:19 PM »
nice one!

Offline BloodChuckZ

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Re: School rooftop in freeroam test
« Reply #2 on: February 23, 2015, 06:43:40 PM »
Wasn't that the door at 37-39 seconds in the video ?

Nice look at the rooftop(s) and bells, though.  Sure is high up when Jimmy looked down.

Offline SWEGTA

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Re: School rooftop in freeroam test
« Reply #3 on: February 23, 2015, 07:57:18 PM »
Great work!
Thanks for sharing this.

deadpoolXYZ

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Re: School rooftop in freeroam test
« Reply #4 on: February 23, 2015, 09:16:49 PM »
Wasn't that the door at 37-39 seconds in the video ?

Nice look at the rooftop(s) and bells, though.  Sure is high up when Jimmy looked down.

Yeah but what I meant was that I wanted to show the interaction. I didn't show the unlocked door inside the school either.

Offline AlphaTech

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Re: School rooftop in freeroam test
« Reply #5 on: February 23, 2015, 09:59:39 PM »
Will test this out and try to find a way of getting the rooftop to spawn all the time. I am trying to spawn The Setup triggers also might try and see what importing these scripts do.

Offline Unknownsoldier

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Re: School rooftop in freeroam test
« Reply #6 on: February 23, 2015, 10:16:03 PM »
Holy shit! I think I heard this song in Tony Hawk's American Wasteland.

Offline AfterLife

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Re: School rooftop in freeroam test
« Reply #7 on: February 24, 2015, 07:41:06 AM »
Good luck! Seems real nice!

Offline DahCobra33

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Re: School rooftop in freeroam test
« Reply #8 on: February 24, 2015, 12:04:41 PM »
Holy shit! I think I heard this song in Tony Hawk's American Wasteland.
Yep,it was AW...
And I done that one time...with the Super Mod
You mount the Final Showdown and fail it(ig you start it with the SM it won't repeat the mission for some reason)and the roof will be there...Of course,it is a more "rustier" way to achieve it rather than Modding

deadpoolXYZ

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Re: School rooftop in freeroam test
« Reply #9 on: February 24, 2015, 01:03:49 PM »
Holy shit! I think I heard this song in Tony Hawk's American Wasteland.

Breakestra - Champ

Yep,it was AW...
And I done that one time...with the Super Mod
You mount the Final Showdown and fail it(ig you start it with the SM it won't repeat the mission for some reason)and the roof will be there...Of course,it is a more "rustier" way to achieve it rather than Modding

The thing is that this is the only way I know at the moment to enable the roof but as I said before, it dissapears as soon as you enter another interior (like the school itself, the dorm, the gym, etc).

So far I found the fixed bell (SCBell), the moving bell (SCBell2), the platform where you fight gary (Scaffold) and the construction beam (SC1b_roofbeams). For some reason the beams spawn ALL the time, even if you didn't mod the game at all. They spawn in midair and have can be interacted.

Offline DahCobra33

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Re: School rooftop in freeroam test
« Reply #10 on: February 24, 2015, 08:18:51 PM »
Holy shit! I think I heard this song in Tony Hawk's American Wasteland.

Breakestra - Champ

Yep,it was AW...
And I done that one time...with the Super Mod
You mount the Final Showdown and fail it(ig you start it with the SM it won't repeat the mission for some reason)and the roof will be there...Of course,it is a more "rustier" way to achieve it rather than Modding

The thing is that this is the only way I know at the moment to enable the roof but as I said before, it dissapears as soon as you enter another interior (like the school itself, the dorm, the gym, etc).

So far I found the fixed bell (SCBell), the moving bell (SCBell2), the platform where you fight gary (Scaffold) and the construction beam (SC1b_roofbeams). For some reason the beams spawn ALL the time, even if you didn't mod the game at all. They spawn in midair and have can be interacted.
Blame R* for the beams lol

Offline AfterLife

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Re: School rooftop in freeroam test
« Reply #11 on: February 26, 2015, 08:05:27 AM »
Holy shit! I think I heard this song in Tony Hawk's American Wasteland.

Breakestra - Champ

Yep,it was AW...
And I done that one time...with the Super Mod
You mount the Final Showdown and fail it(ig you start it with the SM it won't repeat the mission for some reason)and the roof will be there...Of course,it is a more "rustier" way to achieve it rather than Modding

The thing is that this is the only way I know at the moment to enable the roof but as I said before, it dissapears as soon as you enter another interior (like the school itself, the dorm, the gym, etc).

So far I found the fixed bell (SCBell), the moving bell (SCBell2), the platform where you fight gary (Scaffold) and the construction beam (SC1b_roofbeams). For some reason the beams spawn ALL the time, even if you didn't mod the game at all. They spawn in midair and have can be interacted.
Blame R* for the beams lol
ikr

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Re: School rooftop in freeroam test
« Reply #12 on: February 26, 2015, 04:25:13 PM »
Also blame Rockstar for delaying GTA V on PC.

Offline Unknownsoldier

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Re: School rooftop in freeroam test
« Reply #13 on: February 26, 2015, 06:51:14 PM »
Also blame Rockstar for delaying GTA V on PC.
#OffTopic

Offline DahCobra33

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Re: School rooftop in freeroam test
« Reply #14 on: February 28, 2015, 12:36:53 AM »