Watch Dogs LUA scripts DECOMPILING

Discussion in 'Game Tweaks and Modifications' started by Ellcz, Jun 17, 2014.

  1. Marduk

    Marduk Guest

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    Problem is /are the missing files.

    ive testet the e3_2012_brand week with injector, but game crashes... but there are Most files wich has the existing inks of luas and qseq....


    ive checked now the most of the files wich be used by the Demo/E3

    the big part of files ( most sequences and some neccessary lua files) are lost, and coulndt be found in the unpacked files

    (theres only one illegal way,and even than its not clear if its be working.
    but i wouldnt have any trojan/malware/virus be using the 7,25GB s...row WD demo release of 2013 )

    but if somebody will tes to play debug

    just copy the *filename*_debug.lua
    to your unpacked patch rename it without _debug
    and repack

    but dont checked all

    maybe this is an little Info...
    Code:
    Functions are variables that are doing something when they are called. We will be often engaged in using functions later on.
    
    Functions will be started either with
    
    ****Calculate*=*function()
    ****-- or with
    ****function*Calculate()
    ****
    
    and they will be finished with
    ****
    ****end
    ****
    
    As shown above, we see that there are two possibilites existing to assign a value to the type of variable "function". Both are equivalent.
    
    Between the beginning and the end of a function there is the block which describes what has to be done.
    
    Now, we will come to the exception of local.
    
    Assumption: we do have a block which is a global function. Inside this block we do have a local variable, that will be used of this function. After executing this block the (local) variable is still existing inside the function but only inside this function.
    
    Example:
    ****
    ****do*****************-- Beginning of block
    ******local*cnt*=*1****-- assigned for this block
    ******function*inc*()**-- creating a function
    ********cnt*=*cnt*+*1**-- variable cnt will be used
    ********return*cnt*****-- returning the value for checking
    ******end**************-- End of function
    ****end****************-- End of block
    ****
    ****print(inc())*******--> Output 2
    ****print(cnt)*********--> Output nil
    ****
    
    This variable is not only a copy that will be transfered to the function. Apperently it is the variable itself, that lives in the twilightzone between global and local.
    
    (My) proof, that it is not a copy but the original variable:
    
    ****
    ****do*****************
    ******local*cnt*=*1****
    ******function*inc*()**
    ********cnt*=*cnt*+*1**
    ********return*cnt*****
    ******end**************
    ******cnt*=*5**********-- Value will be changed after creating the function
    ****end****************
    
    
     
    Last edited: Sep 2, 2014
  2. xiaoxiao921

    xiaoxiao921 Guest

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    [​IMG]

    Here we go Ambrose Theater soon always open at night hehehehhe
     
  3. Marduk

    Marduk Guest

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    great work :)
     
  4. DimitriTech

    DimitriTech Guest

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    Agreed! This is terrific work! Haven't been on the forums for a while but glad to see people still making awesome progress! :)
     

  5. Nicistarful

    Nicistarful Guest

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    Well, so we just have to add a call function into the scripts, so they actually will be activated. E.g. The camerashakecontroller.lua You will have to call a function to make it work?

    EDIT: I edited some luas, packed them into the patch file and NOTHING changes. Camera's still shaking like a earthquake when a train passes and I tried it with a if function, which is supposed to shut it down (The camera shaking) so how can we make the game use or read the lua scripts?
     
    Last edited: Sep 11, 2014
  6. xiaoxiao921

    xiaoxiao921 Guest

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    For making the game sure to load a .lua script i used a01_m03.a01_m03_activation.lua
    script which will always start when you launch the game after you completed the tutorial (This script make Nicole Anne Pearce call and activate the third mission map marker + the dialog)
    I then edited it so i could launch the map Layername of act 4 mission 4. (which is the ambrose theater mission [Defalt])
     
  7. Nicistarful

    Nicistarful Guest

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    Question number two, because i'm a truely modding noob, where can i find this lua and do i have to play this certain mission? Plus how can I implement the other lua files?
     
  8. WeiHungLim

    WeiHungLim Guest

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    Thanks for sharing. :banana:
     

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