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Author Topic: More characters?  (Read 3178 times)

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Offline SpyWhale

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More characters?
« on: March 05, 2019, 11:31:28 PM »
Can someone pls make an ide where there are more characters and prefects are still there
For some reason when i try to edit the ide.img with hxd hex editor, my game crashes
Here are the characters i want without alternate outfits
.Johnny Vincent FULL STYLE
.Darby Harrington FULL STYLE
.Ted Thompson FULL STYLE
.Earnest Jones FULL STYLE With spud gun if possible
.Gary Smith FULL STYLE
.Pete Kowalski FULL STYLE???

NOTE:Pls dont put russels full style

Thanks a bunch
Spywhale


Offline Altamurenza

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Re: More characters?
« Reply #1 on: March 09, 2019, 01:36:23 AM »
I can't help you with Ide.img, but through the script will be easier for me to help you. First the all, Peter does not have a boss style. Secondly, i don't figure out how to trigger BOSS_Darby to attack without my custom made script which got lost a couple months ago and i don't have a plan to make it, so i will not include the darby boss style in here. Download the script in the attachments, and here's the source if anybody interested to develop:

Code: [Select]
function main()
while not SystemIsReady() or AreaIsLoading() do
Wait(0)
end

F_AnimationGroup(true)

local SetupPed = {
{23,"GRlead_Johnny","GRlead_Johnny_W",0,"Large","GREASER","STAT_G_JOHNNY","F_Greas","G_Johnny","null","null","/Global/G_Johnny","Act/Anim/G_Johnny.act"},
{10,"NDLead_Earnest","NDlead_Earnest_W",0,"Medium","NERD","STAT_N_EARNEST","F_Nerds","N_Striker","N_Ranged","Straf_Nerd","/Global/N_Earnest","Act/Anim/N_Earnest.act"},
{130,"Nemesis_Gary","Nemesis_Gary_W",0,"Medium","STUDENT","STAT_GS_GARY","Straf_Male","F_BULLY","null","null","/Global/Nemesis","Act/Anim/Nemesis.act"},
{19,"JKlead_Ted","JKlead_Ted_W",0,"Large","JOCK","STAT_J_TED","F_Jocks","J_Striker","null","null","/Global/J_Ted","Act/Anim/J_Ted.act"}
}

for Number = 1,table.getn(SetupPed) do
local Data,Texture = SetupPed[Number],function()
if ChapterGet() == 2 then return SetupPed[Number][3] else return SetupPed[Number][2] end
end
SetupPedObject(
Data[1],Data[2],Texture(),Data[4],Data[5],Data[6],
Data[7],Data[8],Data[9],Data[10],Data[11],1,Data[12],
Data[13],"/Global/AI","Act/AI/AI.act"
)
end

while true do
for i,Ped in {PedFindInAreaXYZ(0,0,0,999999)} do
if PedIsValid(Ped) and Ped ~= gPlayer then

-- Earnest does nothing without script, so here the script is
if (PedIsModel(Ped,10) or PedIsModel(Ped,215)) and not MissionActiveSpecific("4_B1") then
if PedIsInCombat(Ped) and PedIsValid(PedGetTargetPed(Ped)) then
if math.random(1,30) == 5 then
local Action,Random = {
{"/Global/N_Earnest/Offense/FireSpudGun","Act/Anim/N_Earnest.act",{305,50}},
{"/Global/N_Earnest/Offense/ThrowBombs","Act/Anim/N_Earnest.act",{417,8}},
},math.random(1,2)

if PedMePlaying(Ped,"DEFAULT_KEY") then
PedSetWeaponNow(Ped,unpack(Action[Random][3]))
PedSetActionNode(Ped,Action[Random][1],Action[Random][2])
end
end
end
end
end
end

-- Spawn all peds
for PedIndex = 1,258 do
if PedGetUniqueModelStatus(PedIndex) ~= 1 then
PedSetUniqueModelStatus(PedIndex,1)
end
end

Wait(0)
end
end

function F_AnimationGroup(Load)
local AnimationGroup = {
"Authority","Boxing","Russell","Nemesis","B_Striker","CV_Female","CV_Male","DO_Edgar","DO_Grap","DO_StrikeCombo",
"DO_Striker","F_Adult","F_BULLY","F_Douts","F_Girls","F_Greas","F_Jocks","F_Nerds","F_OldPeds","F_Pref","F_Preps",
"G_Grappler","G_Johnny","G_Striker","Grap","J_Damon","J_Grappler","J_Melee","J_Ranged","J_Striker","LE_Orderly","N_Ranged",
"N_Striker","N_Striker_A","N_Striker_B","P_Grappler","P_Striker","PunchBag","Qped","Rat_Ped","Russell_Pbomb","Straf_Dout",
"Straf_Fat","Straf_Female","Straf_Male","Straf_Nerd","Straf_Prep","Straf_Savage","Straf_Wrest","TE_Female","MINI_React",

"Earnest",
}

for _animoption,Anim in ipairs(AnimationGroup) do
if type(Load) == "boolean" and Load == true then
if HasAnimGroupLoaded(Anim) == false then LoadAnimationGroup(Anim) end
elseif type(Load) == "boolean" and Load == false then
if HasAnimGroupLoaded(Anim) == true then UnLoadAnimationGroup(Anim) end
end
end
end

--[[
STimeCycle.lur
]]

function F_AttendedClass()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
    SetSkippedClass(false)
    PlayerSetPunishmentPoints(0)
end
function F_MissedClass()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
    SetSkippedClass(true)
    StatAddToInt(166)
end
function F_AttendedCurfew()
    if not PedInConversation(gPlayer) and not MissionActive() then
        TextPrintString("You got home in time for curfew", 4)
    end
end
function F_MissedCurfew()
    if not PedInConversation(gPlayer) and not MissionActive() then
        TextPrint("TM_TIRED5", 4, 2)
    end
end
function F_StartClass()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
end
function F_EndClass()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
end
function F_StartMorning()
    F_UpdateTimeCycle()
end
function F_EndMorning()
    F_UpdateTimeCycle()
end
function F_StartLunch()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        F_UpdateTimeCycle()
        return
    end
    F_UpdateTimeCycle()
end
function F_EndLunch()
    F_UpdateTimeCycle()
end
function F_StartAfternoon()
    F_UpdateTimeCycle()
end
function F_EndAfternoon()
    F_UpdateTimeCycle()
end
function F_StartEvening()
    F_UpdateTimeCycle()
end
function F_EndEvening()
    F_UpdateTimeCycle()
end
function F_StartCurfew_SlightlyTired()
    F_UpdateTimeCycle()
end
function F_StartCurfew_Tired()
    F_UpdateTimeCycle()
end
function F_StartCurfew_MoreTired()
    F_UpdateTimeCycle()
end
function F_StartCurfew_TooTired()
    F_UpdateTimeCycle()
end
function F_EndCurfew_TooTired()
    F_UpdateTimeCycle()
end
function F_EndTired()
    F_UpdateTimeCycle()
end
function F_Nothing()
end
function F_ClassWarning()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
    local l_23_0 = math.random(1, 2)
end
function F_UpdateTimeCycle()
    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
function F_UpdateCurfew()
    local l_25_0 = shared.gCurfewRules
    if not l_25_0 then
        l_25_0 = F_CurfewDefaultRules
    end
    l_25_0()
end
function F_CurfewDefaultRules()
    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 SpyWhale

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Re: More characters?
« Reply #2 on: March 09, 2019, 04:25:01 AM »
Thank you soooo much!!!!!!
Ths source code will be very helpful
Thanks again

Offline SpyWhale

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Re: More characters?
« Reply #3 on: March 09, 2019, 05:06:34 AM »
For the ide.img aho could just add the boss styles to this

This isnt my mod
This is one of the ides on bb downloads