This is a sub-page of Bully (PlayStation 2)/Unused Actions and Animations/Actions.
Player#
Player.cat#
/Global/Player/Social_Actions/NegativeReaction/Taunts/FuckYOU/FuckYOU_Unarmed
This plays the unused animation C_PLAYER/EXP_FINGER and makes Jimmy play his PLAYER_TAUNT quotes.
/Global/Player/Social_Actions/NegativeReaction/Burn/FuckYOU/FuckYOU_Unarmed
Another version which makes Jimmy play his PLAYER_TAUNT_BURN quotes.
/Global/Player/Attacks/GroundAttacks/BallGroundAttacks/HeavyAttacks/LightGroundKick_OLD
This plays the unused animation C_Player/Light_KICK, targets a nearby soccer ball if present to make it react to the kick, and plays appropriate SFX.
It has conditions to check for False, which is a condition to deliberately disable nodes, and for the X button to be pressed.
BoxingPlayer.cat#
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions
This bank contains several idle animations which, while also present in GlobalLoco.cat, actually have a weighted random that isn't 0.
Thanks to this, when standing around, which can't be done during the boxing minigame, may make Jimmy perform several animations that were zeroed out in his default style.
It's clear this whole style was built on top of an earlier version of the default style.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_1
This plays the unused animation C_PLAYER/AMBIENT_1 and plays the NoseWipe SFX after about 2.66 seconds.
This is the only node in the collection which plays a sound effect.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_2
This plays the unused animation C_PLAYER/AMBIENT_2.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_3
This plays the unused animation C_PLAYER/AMBIENT_3.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_4
This plays the unused animation C_PLAYER/AMBIENT_4.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_5
This plays the unused animation C_PLAYER/AMBIENT_5.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_6
This plays the unused animation C_PLAYER/AMBIENT_6.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_7
This plays the unused animation C_PLAYER/AMBIENT_7.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_8
This plays the unused animation C_PLAYER/AMBIENT_8.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_9
This plays the unused animation C_PLAYER/AMBIENT_9.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_10
This plays the unused animation C_PLAYER/AMBIENT_10.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_11
This plays the unused animation C_PLAYER/AMBIENT_11.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad1/AmbientActions/Ambient_12
This plays the unused animation C_PLAYER/AMBIENT_12.
/Global/BoxingPlayer/Default_KEY/ExecuteNodes/IdleOpps/IdleAnimation/RegularIdleAnimation/AmbientActions/AmbientActions_GroupLoad3/AmbientActions/ARMSFOLD
This plays the unused animation PLAYERIDLES/ARMSFOLD_01.
Bullies#
Russell_102.cat#
This unused fighting style was supposed to be used by Russell in Welcome to Bullworth after defeating Wade.
It consists of the 3 hit combo used by bullies, although with different hit effects, and the chest bump featured in his boss fighting style.
BOSS_Russell.cat#
Uninterruptible mode
At certain points of his boss fight, Russell would have entered an uninterruptible mode that changed his behavior.
During this mode he would use an alternate fighting strafe, his attack pattern changed a bit, and some moves became uninterruptible. He would go back to the calm mode after performing certain moves.
In the final game they made all moves uninterruptible by default.
Unknown attack
After pounding his chest, Russell will run towards his victim and perform either a boston crab or a powerbomb. There's a third, disabled attack where both him and his victim will A-Pose as the animations were deleted. If Russell happens to be touching a wall during its duration, it will transition into his wall-crash headbutt.
Preppies#
P_Grappler_A.cat#
/Global/P_Grappler_A/Default_KEY/Idle/IdleCricket
A node responsible for playing the animation C_PLAYER/BBALL_IDLE2 meant for grappler class preppies, when holding a cricket bat.
Every ped switches to a different style the moment they pick a weapon, leaving this unused.
It can be seen via modding by changing a ped's style after picking a weapon.
Strafe_Preppie_B.cat#
Preppie fight idle
Partially unused Preppie fighting pose.
It can be seen when grappler class preppies strafe around, but in this case it's only animated from the waist up since they are walking. When standing still, no Preppie uses it.
BOSS_Darby.cat#
Bottle throw
Derby has an unused action to throw bottles that he would have used at certain points of his boss fight.
Greasers#
G_Ranged_A.cat#
This unused fighting style was supposed to be used by Lucky and Ricky and recycles moves from other greaser fighting styles.
It consists of a right hook and knee strike combo and a standalone knee strike.
3_05_Norton.cat#
This fighting style was supposed to be used by Norton while holding his sledgehammer for his boss fight.
It became unused as when Norton holds his sledgehammer, the game automatically sets him SledgeHammer.cat instead. It has a few differences like different walking animation, a stomp attack, a taunt, different uninterruptible properties, and a different attack pattern.
G_Johnny.cat#
Animation |
Action |
|---|---|
/Global/G_Johnny/Default_KEY/RisingAttacks/HeavyAttacks/RisingAttacks
This plays G_JOHNNY/RISING_ATTCK. An unused guard-breaking spinning kick that launches away.
It was meant to be used when rising from the floor.
Two unblockable versions exist as well but would have worked only under specific conditions during his boss fight:
/Global/G_Johnny/Offense/Short/Strikes/JohnnyKick
/Global/G_Johnny/Offense/Medium/Strikes/JohnnyKick
/Global/G_Johnny/CombatTaunt/CombatTaunt
This makes Johnny play the unused animation G_JOHNNY/TAUNT where he fixes his hair and say one of his Johnny_3-B_022 quotes.
It never plays due to what seems to be an error the developers made.
Nerds#
N_Striker_B.cat#
Vomit attack
Algernon has an unused vomit attack that can break defense. At a medium distance from an enemy, his AI will pick between a 2 hit combo, an arm flail attack, or the vomit attack. Since the random factor is missing from medium distance attacks, he will never pick the vomit attack. The vomit action was recycled into missions such as The Big Game and random free roam events.
Jocks#
J_Melee_A.cat#
/Global/J_Melee_A/Offense/Medium/Strikes/Unblockable/ShoulderButt_Charge
Melee class jocks have an unused shoulder ram attack that deals massive damage, is unblockable, and knocks down. At a medium distance from an enemy, their AI will pick between a 2 hit combo, a charged punch or the shoulder ram. Since the random factor is missing for medium distance attacks, they will always pick the charged punch, leaving the shoulder ram unused.
/Global/J_Melee_A/Default_KEY/Idle/WeaponIdle
Like P_Grappler_A, this node would make melee class jocks play that same animation, but when holding a bat.
J_Ted.cat#
This is a variation of J_Striker_A.cat, the fighting style used by striker class jocks.
The football tackle is glitched as Ted and his victim don't sync correctly until the end of it, has a unique football throw animation (similar to Jock Boss Fight), can evade almost every projectile in the game, and has a unique blocking style that protects him from Jimmy's unblockable attacks. Said block can glitch in some instances, leaving Ted frozen in blocking position until he's hit again. Both his evade and football throw feature an effect called BodyMotionBlur that is almost never used in the game. It was most likely intended to be used in his boss fight.
Townies#
Strafe_Dout.cat#
This unused fighting strafe was supposed to be used by striker class townies and reflects their savage side when it comes to fighting. Grappler class townies had a similar variation called Straf_Savage that, in the final game, ended up being used by asylum inmates.
DO_Grappler_A.cat#
Bite
Grappler class townies have an unused bite attack that also reflected their savage side, however, asylum inmates use it in the final game. Most attacks in the game fall under the "short range" or "medium range" category and the AI will use the best suitable one depending on the situation. The bite attack in DO_Grappler_A.cat doesn't fall into any of those categories so the AI will never perform it.
DO_Melee_A.cat#
Unused fighting style made for melee class townies. All moves are gone so it's unknown how it was supposed to work.
DO_Edgar.cat#
/Global/DO_Edgar/Defense/Evade/DropAndCounter/Unblockable2/DuckCharge
Edgar will drop to the floor and get up performing a long-range, unblockable knee strike counterattack. If the knee strike hits someone Edgar will bounce away a bit, although this action is glitched and he will most likely face the wrong direction. The evade and counterattack can only be seen by making him drop his pipe during his boss fight, which the game never encourages you to, making it partially unused. He also has a completely unused variation of the evade where he gets up normally without a knee strike.
General#
Ambient.cat#
/Global/Ambient/MissionSpec/WakeUpInf/PlayerAnim
This plays the C_PLAYER/BED_WAKEUP animation at the usual frame of 7.833333, fades in the camera in 500ms, and sets the camera to the unused Wake_Up_Cam_2 type.
It has a condition to check if the Px_Bed animation group is loaded beforehand.
/Global/Ambient/MissionSpec/PeterShouting/PeterShouting
This plays the unused C_PLAYER/PETER_COACH animation in a loop.
It has a condition to check if the 4_B2_JockBossBattle animation group is loaded beforehand, so it must have been for Jock Boss Fight.
BasketBall.cat#
/Global/BasketBall/BasketBall/Actions/BBall_Hoop/Far
This plays the unused BBALL_21/JUMPSHOT animation.
It was meant for when throwing the basketball from a further distance.
Funhouse.cat#
/Global/Funhouse/JockGetReady/DoubleThreatIn
This plays the unused animation F_JOCKS/DOUBLETHREAT_IN. It then moves to the node below.
It has a condition to check if the Area_Funhouse animation group is loaded beforehand.
/Global/Funhouse/JockGetReady/DoubleThreatIn/DoubleThreatLoop
This plays the unused animation F_JOCKS/DOUBLETHREAT_LOOP in a loop.
/Global/Funhouse/JockGetReady/DoubleThreatIn/DoubleThreatLoop/DoubleThreatOut
This plays the unused animation F_JOCKS/DOUBLETHREAT_OUT.
GlobalActions.cat#
There are two banks of "Random" nodes for the reversal QTEs.
/Global/Actions/Reversals/Single/Random
This is the final's reversal always requiring the Triangle button to pass the QTE.
/Global/Actions/Reversals/Single/Random_OLD
This is unused and determines a random face button to press to pass it and prints its icon at the center-bottom of the screen.
Grapples.cat#
/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown
An unknown reversal.
/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown/GIVE
Plays the unused animation C_PLAYER/REVERS_KICK_GV on the giver and the node below on the targeted ped, with appropriate SFX and joint drivers, then transitions the peds to a mount stance.
/Global/Actions/Grapples/GrappleReversals/StandingReversals/KneeReversalTakedown/RCV
Plays the unused animation C_PLAYER/REVERS_KICK_RCV with appropriate SFX.
/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal
A reversal for the melee class greasers' grapple combo.
/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal/GV
Plays the unused animation G_STRIKER/KNEE_GRAB_REV_GV on the giver and the node below on the targeted ped, with appropriate SFX and joint drivers, then transitions the peds to a mount stance.
/Global/Actions/Grapples/GrappleReversals/StandingReversals/GreaserKneeReversal/RCV
Plays the unused animation G_STRIKER/KNEE_GRAB_REV_RCV.
Sometimes both characters will glitch during this move.
HitTree.cat#
/Global/HitTree/SwimmingHits/Swimming/Dead/Sink
This plays the unused animation C_PLAYER/SWIM_SINK and then transitions to the next node below.
It goes unused as the game is scripted to never let Jimmy's health fall to 0 when in water.
/Global/HitTree/SwimmingHits/Swimming/Dead/Sink/Drown
This plays the unused animation C_PLAYER/SWIM_DROWN and knocks Jimmy out.
NLockA.cat#
/Global/NLockA/Unlocked/Scripted/PerfumeMe
This sets the gym locker's action to the following node.
/Global/NLockA/PedPropsActions/Interact/PerfumeLocker/SprayPerfume
This changes the interact subtitle to the unused USE_LOCKERSPRAY, makes the interacting ped play the unused animation C_PLAYER/PERFUME_SPRAY,
attaches the unused SprayPerfume VFX to their right hand, and attempts to play the removed PerfumeSpray SFX, before playing the node below on the prop.
It has a condition to check that the mission 4_06 is running and the non-existing F_GetPerfume() in its script is returning true. It was meant for Beatrice's scrapped task in The Big Game and for an errand.
/Global/NLockA/Unlocked/Scripted/Perfumed
This plays the unused SmellNice VFX on the prop.
NPC_Ambient.cat#
/Global/NPC_Ambient/Cafeteria/Eating_1
This plays the unused animation NPC_GENERIC/CAFE_SIT_1, seen in a pre-release screenshot.
/Global/NPC_Ambient/Cafeteria/Eating_2
This plays the unused animation NPC_GENERIC/CAFE_SIT_2.
Strafe_Default.cat#
Grappler class Greaser fight idle
It portrays grapplers as more aggressive fighters unlike the final game, where they use a wrestling fighting pose.
LocomotionOverride/CombatStrafeIdle/PrefectCombatStrafeIdle
Prefects do not have any strafe whatsoever, leaving this unused.
LocomotionOverride/Combat/CombatBasic/BillyclubCombatBasic
Same as above, but as an upperbody-only for when walking around.
It has a condition to only work if the prefect holds a billy club, which was removed.
Weapons.cat#
/Global/Weapons/PickUpActions/PickupCandy/LookDown
This plays the unused animation C_PLAYER/LOOKDOWN, then moves to the node below.
/Global/Weapons/PickUpActions/PickupCandy/LookDown/PickupCandyAct
This plays the animation C_Player/LID_PICKUP, then moves to the node below.
/Global/Weapons/PickUpActions/PickupCandy/LookDown/PickupCandyAct/PickupCandyEat
This plays the unused animation C_PLAYER/GUM_IN_MOUTH.