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Author Topic: Bully SE: Interiors Mod v1.  (Read 10086 times)

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Offline UltimateGamer9

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Bully SE: Interiors Mod v1.
« on: September 27, 2015, 11:39:55 AM »
This is Interiors Mod. It allows you to enter unenterable places like:-
  Principal's office
  Enter/Exit the boys dorm to/from the back
  Observatory
  Tenements
  Classes
  Auditorium
  Chem Plant
  Open the asylum door from the front
  Staff Room
  Roof door(which isn't accessible)
 

  So here is the link:- http://www.mediafire.com/download/5435k25ajhrfhe7/Interiors+Mod.zip

  Source: 
Code: [Select]
function main()
  BoysDormInsideBlip = BlipAddXYZ(-502.8657837,329.8096619,31,7,2,12)
  BoysDormOutsideBlip = BlipAddXYZ(276.4747925,-137.654892,6,7,2,12)
  ObservatoryInsideBlip = BlipAddXYZ(-696.3,67.0,20.3,7,2,12)
  ObservatoryOutsideBlip = BlipAddXYZ(48.0,-134.1,3.0,7,2,12)
  TenementsOutsideBlip = BlipAddXYZ(583.6,-472.0,4.5,7,2,12)
  OfficeOutsideBlip = BlipAddXYZ(-629.5171509,-280.8648682,5,7,2,12)
  OfficeInsideBlip = BlipAddXYZ(-701.2000122,216.6999969,31,7,2,12)
   repeat
   Doors()
   Interiors()
    Wait(0)
  until not Alive
end

function Doors()
AreaSetDoorLocked(TRIGGER._DT_ischool_AuditorDoorL, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_AuditorDoorL, false)
AreaSetDoorLocked(TRIGGER._DT_iSafeDrop_DoorL, false)
AreaSetDoorLocked(TRIGGER._5_03_Control_Room_Door, false)
AreaSetDoorLocked(TRIGGER._DT_TINDUST_CHEMEX_DOOR, false)
AreaSetDoorLocked(TRIGGER._DT_Observatory, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_FRONT_DOOR, false)
AreaSetDoorLocked(TRIGGER._DT_classr_doorL, false)
AreaSetDoorLocked(TRIGGER._DT_classr_doorL, false)
AreaSetDoorLocked(TRIGGER._DT_classr2_doorL, false)
AreaSetDoorLocked(TRIGGER._DT_ChemPlant_DoorL, false)
AreaSetDoorLocked(TRIGGER._3_S11_Path1_Door1, false)
AreaSetDoorLocked(TRIGGER._3_S11_Path1_Door3, false)
AreaSetDoorLocked(TRIGGER._3_S11_Path2_Door1, false)
AreaSetDoorLocked(TRIGGER._3_S11_Path2_Door2, false)
AreaSetDoorLocked(TRIGGER._5_03_Rec_Room, false)
AreaSetDoorLocked(TRIGGER._5_03_Patient_Room1, false)
AreaSetDoorLocked(TRIGGER._5_03_Patient_Room2, false)
AreaSetDoorLocked(TRIGGER._5_03_Patient_Room3, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_BACK_EXIT, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_FRONT_DOOR, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_SIDE_EXIT, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_RoofDoor, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_RoofDoor, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Staff, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Staff, false)
AreaSetDoorLocked(TRIGGER._DT_ISCHOOL_BIO, false)
AreaSetDoorLocked(TRIGGER._DT_ISCHOOL_BIO, false)
AreaSetDoorLocked(TRIGGER._DT_iSafeDrop_DoorL, false)
AreaSetDoorLocked(TRIGGER._DT_tind_SafeDrop, false)
AreaSetDoorLocked(TRIGGER._DT_tschool_SafeJock, false)
AreaSetDoorLocked(TRIGGER._DT_iSafeGrsr_DoorL, false)
AreaSetDoorLocked(TRIGGER._DT_tpoor_SafeGreaser, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Art, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Art, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_AuditorBalc, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Classroom, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Classroom, false)
AreaSetDoorLocked(TRIGGER._DT_tschool_SchoolSideDoorL, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Door01, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Door01, false)
AreaSetDoorLocked(TRIGGER._DT_Janitor_SchoolExit, false)
AreaSetDoorLocked(TRIGGER._DT_Janitor_MainExit, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_FRONT_DOOR, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_SIDE_EXIT, false)
AreaSetDoorLocked(TRIGGER._DT_classr_doorL, false)
AreaSetDoorLocked(TRIGGER._DT_classr_doorL, false)
AreaSetDoorLocked(TRIGGER._DT_ChemPlant_DoorL, false)
AreaSetDoorLocked(TRIGGER._DT_ChemPlant_DoorL, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Classroom, false)
AreaSetDoorLocked(TRIGGER._DT_ISCHOOL_CHEM, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Janitor, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_PrincipalDoorL, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Classroom, false)
AreaSetDoorLocked(TRIGGER._DT_ischool_Art, false)
AreaSetDoorLocked(TRIGGER._DT_Tenement_Window, false)
AreaSetDoorLocked(TRIGGER._DT_Tenement_Window, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_BACK_EXIT, false)
AreaSetDoorLocked(TRIGGER._DT_ASYLUM_BACK_EXIT, false)
AreaSetDoorLocked(TRIGGER._DT_iSafeNerd_DoorL, false)
AreaSetDoorLocked(TRIGGER._DT_iSafeNerd_DoorL, false)
AreaSetDoorLocked(TRIGGER._5_03_Control_Orderly_Path, false)
AreaSetDoorLocked(TRIGGER._3_S11_Asylum_Gate_Warning, false)
AreaSetDoorLocked(TRIGGER._3_S11_Asylum_Gate_Warning2, false)
AreaSetDoorLocked(TRIGGER._ASYLUM_FRONT_GATE_DOOR, false)
AreaSetDoorLocked(TRIGGER._ASYLUM_FRONT_DOOR_R, false)
AreaSetDoorLocked(TRIGGER._DT_tschool_SchoolSideDoorL, false)
AreaSetDoorLocked(TRIGGER._DT_tschool_SchoolSideDoorL, false)
AreaSetDoorLocked(TRIGGER._5_B_DEBUG_STAGE4, false)
AreaSetDoorLocked(TRIGGER._5_B_EDGARMOVETO, false)
AreaSetDoorLocked(TRIGGER._ChemPlantLower, false)
AreaSetDoorLocked(TRIGGER._ChemPlantStairTunnel, false)
AreaSetDoorLocked(TRIGGER._DT_TSCHOOL_ROOFDOOR, false)
AreaSetDoorLocked(TRIGGER._DT_ISCHOOL_ROOFDOOR, false)
AreaSetDoorLocked(TRIGGER._ISCHOOL_DOOR25, false)
AreaSetDoorLocked(TRIGGER._DT_gym_doorL,false)
end

function Interiors()
  while true do
  local x,y = 276.4747925,-137.654892
  local r1 = x + 1
  local r2 = y + 1
  local r3 = x - 1
  local r4 = y - 1
  local one,two = -502.8657837,329.8096619
  local r5 = one + 1
  local r6 = two + 1
  local r7 = one - 1
  local r8 = two - 1
  local three,four = -696.3,67.0
  local r9 = three + 1
  local r10 = four + 1
  local r11 = three - 1
  local r12 = four - 1
  local five,six = 48.0,-134.1
  local r13 = five + 1
  local r14 = six + 1
  local r15 = five - 1
  local r16 = six - 1
  local seven,eight = 583.6,-472.0
  local r17 = seven + 1
  local r18 = eight + 1
  local r19 = seven - 1
  local r20 = eight - 1
  local nine,ten = -629.5171509,-280.8648682
  local r21 = nine + 1
  local r22 = ten + 1
  local r23 = nine - 1
  local r24 = ten - 1
  local eleven,twelve = -701.2000122,216.6999969
  local r25 = eleven + 1
  local r26 = twelve + 1
  local r27 = eleven - 1
  local r28 = twelve - 1
  if PedInRectangle(gPlayer,r1,r2,r3,r4) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to enter the boys dorm from the back",1,2)
  elseif PedInRectangle(gPlayer,r1,r2,r3,r4) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(14,-502.8657837,329.8096619,31)
  elseif PedInRectangle(gPlayer,r5,r6,r7,r8) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to exit the boys dorm to the back",1,2)
  elseif PedInRectangle(gPlayer,r5,r6,r7,r8) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(0,276.4747925,-137.654892,6)
  elseif PedInRectangle(gPlayer,r9,r10,r11,r12) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to exit the observatory",1,2)
  elseif PedInRectangle(gPlayer,r9,r10,r11,r12) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(0,48.0,-134.1,3.0)
  elseif PedInRectangle(gPlayer,r13,r14,r15,r16) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to enter the observatory",1,2)
  elseif PedInRectangle(gPlayer,r13,r14,r15,r16) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(40,-696.3,67.0,20.3)
  elseif PedInRectangle(gPlayer,r17,r18,r19,r20) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to enter the tenements",1,2)
  elseif PedInRectangle(gPlayer,r17,r18,r19,r20) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(36,-544.4,-49.6,31.0)
  elseif PedInRectangle(gPlayer,r21,r22,r23,r24) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to enter the principal's office",1,2)
  elseif PedInRectangle(gPlayer,r21,r22,r23,r24) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(5,-701.2000122,216.6999969,31)
  elseif PedInRectangle(gPlayer,r25,r26,r27,r28) and not IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  TextPrintString("Press ~TAG_COMBO3~ to exit the principal's office",1,2)
  elseif PedInRectangle(gPlayer,r25,r26,r27,r28) and IsButtonBeingPressed(9,0) and not PedIsInAnyVehicle(gPlayer) then
  AreaTransitionXYZ(2,-629.5171509,-280.8648682,5)
end
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

                                                                        UPDATE
                                                                        This is just a v1. V2 will be the final
« Last Edit: September 27, 2015, 10:42:47 PM by UltimateGamer9 »

Offline Unknownsoldier

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Re: Bully SE: Interiors Mod.
« Reply #1 on: September 27, 2015, 03:34:17 PM »
Nice. I had an idea like this a while ago, and unlocked a few doors. But I only had 1 blip because i was too lazy to do all of them. xD

Offline AlphaTech

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Re: Bully SE: Interiors Mod.
« Reply #2 on: September 27, 2015, 08:09:16 PM »
Yeah was goingbto do something similiar great job. Yes lazyness gets the best of us.

Offline Unknownsoldier

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Re: Bully SE: Interiors Mod.
« Reply #3 on: October 06, 2015, 12:32:47 AM »
Yeah was goingbto do something similiar great job. Yes lazyness gets the best of us.
yeah sure everyone was.