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Author Topic: Darby and Johnny BOSS BETA betas source codes  (Read 8080 times)

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Offline SHAPADO1245

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Darby and Johnny BOSS BETA betas source codes
« on: February 22, 2021, 09:18:50 PM »
I have working in a mission in this topic:  https://bully-board.com/index.php?topic=25723
And here I gonna upload each test source code.

Just go to the most current link that I sent on this topic and download the source code. And if you have any tips, you can send here on this topic.

The oldest source codes i gonna delete. So you will not gonna able to download.


Current Source Code: http://www.mediafire.com/file/9pdvbm1tj84pkc1/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED
« Last Edit: February 22, 2021, 09:57:49 PM by SHAPADO1245 »

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #1 on: February 23, 2021, 04:36:44 AM »
I saw a problem when you lose in the mission, which would be when you are knocked down, it is impossible to lose the mission because even if you have 0 life "You Passed" will appear in the end. If anyone has a solution for this you can give me a reply.
You pass the mission because you included "MissionSucceed()" in MissionCleanup.
Remember that MissionCleanup runs after you beat/fail a mission.

I also looked into Johnny's A-pose issue, you need to lo load "G_Striker".
Code: [Select]
LoadAnimationGroup("G_Striker")Darby works as is, so this is pretty much the only animation group you need to load for your script.
No need to touch ide.img, if you messed with it just to load his animations.

Also, question:
What are the Attitude.dat and PedPop.dat for?
They do stuff that has nothing to do with your mission. Not sure why you included them.

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #2 on: February 23, 2021, 11:17:03 AM »
I saw a problem when you lose in the mission, which would be when you are knocked down, it is impossible to lose the mission because even if you have 0 life "You Passed" will appear in the end. If anyone has a solution for this you can give me a reply.
You pass the mission because you included "MissionSucceed()" in MissionCleanup.
Remember that MissionCleanup runs after you beat/fail a mission.

I also looked into Johnny's A-pose issue, you need to lo load "G_Striker".
Code: [Select]
LoadAnimationGroup("G_Striker")Darby works as is, so this is pretty much the only animation group you need to load for your script.
No need to touch ide.img, if you messed with it just to load his animations.

Also, question:
What are the Attitude.dat and PedPop.dat for?
They do stuff that has nothing to do with your mission. Not sure why you included them.

Thank you SimonBestia
All issues have been fixed.

Current Source Code: http://www.mediafire.com/file/1ok297pkjyzqhzx/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #3 on: February 23, 2021, 12:55:46 PM »
Current Source Code: http://www.mediafire.com/file/qrdfphislmmkm41/Current_Source_Code.lua/file

IF THE LINK DOESN'T WORK, PROBABLY THERE IS ANOTHER ONE MORE UPDATED

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #4 on: February 23, 2021, 04:39:08 PM »
If someone know a code to change the jimmy's model like: a jimmy with Bif Taylor model. Like "Bif's Revenge".

Please send me a reply here.
« Last Edit: February 23, 2021, 04:40:41 PM by SHAPADO1245 »

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #5 on: February 23, 2021, 04:48:26 PM »
Code: [Select]
PlayerSwapModel("NAMEOFPEDMODELINIDE")Keep in mind that'll change the fighting style as well, so you should manually change Jimmy's style after you swap the model.

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #6 on: February 23, 2021, 11:43:46 PM »
Look, I have some ideas, One of them would be to recreate the "Fighting Johnny Vincent" and the "Dishonorable Fight" using LUA Script, but one of the things I don't know is for example: Making that animation when johnny loses his bike (In Fighting Johnny Vincent). I don't know how to use this animation on the mission. If anyone knows please teach me on reply. Thanks  :D

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #7 on: February 24, 2021, 02:20:14 AM »
Check 3_B.lur.
The code is there.

I took some from there when recreating the mission for my Recreated missions series.

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #8 on: February 24, 2021, 10:47:43 AM »
Check 3_B.lur.
The code is there.

I took some from there when recreating the mission for my Recreated missions series.

But if I just load a 3_B.lur in the ArcRace1.lur it's not gonna be so good, because i want to change the johnny and jimmy health. And I can't do that if I load the mission 3_B.lur. Is there any way to get an animation from 3_B.lur and put it in ArcRace1.lur?

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #9 on: February 24, 2021, 11:36:07 AM »
I meant to check its source.
Can't really get into Bully modding without even checking how the R* did their stuff.
https://bully-board.com/index.php?topic=25703.0

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #10 on: February 24, 2021, 04:57:43 PM »
I meant to check its source.
Can't really get into Bully modding without even checking how the R* did their stuff.
https://bully-board.com/index.php?topic=25703.0

Ok man thanks, after 3 hours I have done what I need. Thanks :laugh:

I need to repair some things, but I use this command:

Code: [Select]
UnpauseGameClock()
But don't work, like the clock still pause. If you know how to fix this, please send me a reply.
And if you see something wrong in this code please let me know. thanks for everything.

Test Source Code: http://www.mediafire.com/file/b2da134yqux10rl/Test_Source_Code.lua/file
(this source code is diferent of the others, because this is a test source code)

EDIT: I don't know how to use this command:
Code: [Select]
PedSetDamageTakenMultiplier()I search and I have found nothing if you know something please let me know.
« Last Edit: February 24, 2021, 05:18:29 PM by SHAPADO1245 »

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #11 on: February 24, 2021, 05:51:46 PM »
Not sure why UnpauseGameClock isn't working.
Never really had an issue with it.

PedSetDamageTakenMultiplier works like this:
Code: [Select]
PedSetDamageTakenMultiplier(TypeOfDamage, MultiplierAmount)Type of damage can be a number between 0 and 3, and it's the type of damage (melee, ranged, etc). I don't actually know which number is which.
Multiplier amount is self-explanatory.
Just look up functions you don't recognise in the decompiled scripts.

Script-wise, there are several issues I'm noticing.
You added several things that don't do anything. Don't put anything you don't know what does.
Look at the decompiled scripts carefully, and don't just copy-paste, especially since not everything is decompiled properly.
For example:
Code: [Select]
l_0_19 =
l_0_18 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)
This is wrong because the decompiler got confused. It's supposed to be:
Code: [Select]
l_0_18, l_0_19 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #12 on: February 24, 2021, 07:19:00 PM »
Not sure why UnpauseGameClock isn't working.
Never really had an issue with it.

PedSetDamageTakenMultiplier works like this:
Code: [Select]
PedSetDamageTakenMultiplier(TypeOfDamage, MultiplierAmount)Type of damage can be a number between 0 and 3, and it's the type of damage (melee, ranged, etc). I don't actually know which number is which.
Multiplier amount is self-explanatory.
Just look up functions you don't recognise in the decompiled scripts.

Script-wise, there are several issues I'm noticing.
You added several things that don't do anything. Don't put anything you don't know what does.
Look at the decompiled scripts carefully, and don't just copy-paste, especially since not everything is decompiled properly.
For example:
Code: [Select]
l_0_19 =
l_0_18 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)
This is wrong because the decompiler got confused. It's supposed to be:
Code: [Select]
l_0_18, l_0_19 == CreatePersistentEntity(418, -745.6669921875, -611.57397460938, 3.996789932251, 0, 43, 90)

Ok thanks to the decompiler thing its gonna be very useful, and about the PedSetDamageTakenMultiplier I have searched about his brother "PedSetDamageGivenMultiplier" and I figured out how to change the melee damage if you put:

Code: [Select]
PedSetDamageTakenMultiplier(2, 1)
It's gonna change the melee damage.

Offline SHAPADO1245

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #13 on: February 25, 2021, 12:12:36 PM »
When I use the:

Code: [Select]
CameraMagnetizing = CameraSetXYZ(-746.11, -606.71, 4.66, -745.8, -608.80, 5.44)
But after this the camera frozen in this place.
How I put camera back to normal?

Offline SimonBestia

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Re: Darby and Johnny BOSS BETA betas source codes
« Reply #14 on: February 25, 2021, 03:07:16 PM »
Not sure why you would give that a name, but anyway, you use CameraReturnToPlayer().