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#Post#: 52--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Ket
Date: December 15, 2012, 3:53 am
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Going very quick and looking good there, you guys got anywhere
you're discussing this stuff?
ye gonna make a skype account soon
#Post#: 54--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 15, 2012, 4:01 am
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Honestly Ket that would be awesome if you'd like to discuss the
features with us.
Right now we've just been going back and forth on Windows
Messenger (which is linked with Skype accounts now), discussing
whatever, whenever we can. All necessary emails are on our forum
profile pages.
Being the scripter, it helps dramatically and builds motivation
when I'm able to sit and bullshit about ideas and where we
should turn development next. So far it's been pretty lonely in
development, I need you guys to either hire some paki's to start
filling the forums or do it yourselves; I need ideas and
optimism stat! ::)
#Post#: 56--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Ket
Date: December 15, 2012, 5:06 am
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I'll add you guys soon, I think I got BA or Sam already, not
sure. ;) Good luck with the script.
#Post#: 60--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Blackandy
Date: December 16, 2012, 3:26 pm
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Np pakis you fgt! We will probably start letting people know
about the forum and they can come discuss these things ;)
#Post#: 61--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 16, 2012, 5:28 pm
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Dec.16 / 2012
-Working on Community Info Center.
--- Quote ---
> The CIC will be the first location that new players receive as
a waypoint. Although it is not mandatory to visit, it will
provide the player with almost all general information and help
available for navigation and feature usages. Upon typing /help,
the CIC will optionally be re-enabled as your waypoint.
>
> May also be used as a polling station for elections.
>
--- End Quote ---
-Added 'Enterable Markers'
--- Quote ---
> Alongside the 'Action Keys' setup, Enterable Markers will
replace the traditional Red Markers or Pickup style of figuring
out which buildings are enterable and which are not.
>
> Simply put, green house icons are placed beside all doors in
the game which are enterable. Approach the door, and press the
cooresponding Action Key to enter.
--- End Quote ---
-Re-implemented Dynamic Vehicles
--- Quote ---
>
> Previously created in another script of mine, the Dynamic
Vehicle system allows for the easy, in-game creation of vehicle
spawns. These vehicle spawns will activate once the server is
restarted, and depending on the category of vehicle which you
have assigned the spawn, a random vehicle of said category, with
a random color and license plate will be spawned. Not only does
this mean that vehicle spawns will be changed upon each server
restart, but further included in the script, is it's ability to
change vehicle ID's upon Vehicle Respawn! Don't ever expect to
find the same vehicle in the same spot you did before in a time
of need ::)
--- End Quote ---
#Post#: 73--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 18, 2012, 4:21 am
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Dec.17-18 / 2012
-Working on Vehicle Theft System.
--- Quote ---
> Being a huge part of the 'Grand Theft Auto' franchise, I aim
to keep it simple and possible, though not completely
unrealistic.
> As it stands, every world-generated vehicle (excludes personal
and org cars) has a 50% chance of being spawned Locked.
> In the case that you come across a locked car and wish to
steal it, your character will smash the glass (working on that)
and unlock the vehicle.
> Depending on what type of vehicle is stolen, determines the %
chance that the alarm is triggered.
> -Poor Cars: 60%.
> -Regular Cars: 70%.
> -Expensive Cars: 80%.
>
> Hot wiring under development.
--- End Quote ---
-Vehicle Theft System: Part 1 - Finished.
--- Quote ---
>
> A follow-up of what was posted earlier, I had to re-write a
'native' SAMP function just to get this to work. Well worth the
experience though.
>
> Upon finding a locked vehicle, Pressing 'F' (enter vehicle)
will prompt the animation of your character struggling to open
the door. Once done, a new 'Action Key' (see previous page) will
trigger, and tell you to 'Push 'G''. So, push 'G'. Your
character will now re-approach the vehicle, and smash the window
(punches the window, couldn't find a glass breaking sound ID, so
I just used the default 'Hit-car' sound), unlocking it.
>
> You may now enter the vehicle with ease. Currently working on
getting the alarms to activate, though this has already been
scripted once before and will be done shortly.
--- End Quote ---
#Post#: 93--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: badblueboyhr
Date: December 19, 2012, 5:13 am
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Nice Updates Tomashi, knew you're a good scripter since that old
ass project you had running over a year ago when I still was in
SkR ;)
#Post#: 106--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 20, 2012, 5:26 am
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Dec. 20 / 2012
-Vehicle Theft System Completed.
--- Quote ---
> Alarms, Locks and Hotwiring are not completely working to
their fullest!
> As it stands:
>
> Upon finding a vehicle:
> -66% chance that the vehicle will be locked.
> If Locked:
> -Pressing 'F' will show the player via animation that the
vehicle is locked. It will then present the player with an
'ActionKey' alert, telling them to 'Push G'.
> -Pressing 'G' will smash out the vehicles window, and forcibly
unlock it.
> If Unlocked:
> -Press F to enter, as regular.
>
> Upon forcing an unlock:
> If vehicle is classified as 'Low Security':
> -50% chance that alarm will immediately activate.
> If vehicle is classified as 'Reg. Security':
> -60% chance that alarm will immediately activate.
> If vehicle is classified as 'High Security':
> -70% chance that alarm will immediately activate.
>
> Upon being seated in vehicle:
> -'ActionKey' message will be prompted, messaging the player to
'Push 2'. This will begin the hotwiring of the vehicle.
>
> Upon hotwiring:
> If vehicle is classified as 'Low Security':
> -60% chance of failure.
> If vehicle is classified as 'Reg. Security':
> -70% chance of failure.
> If vehicle is classified as 'High Security':
> -80% chance of failure.
>
> Upon successful hotwire:
> -Vehicle starts as normal, and hotwiring will not be required
again until vehicle is respawned.
>
> Upon failed hotwire:
> -Hotwiring failure chance of the vehicle is now boosted up to
90%. Police will have plenty of time to respond and nab the
would-be car theif ;)
>
--- End Quote ---
With the way it is currently setup, it leaves room for future
player character upgrades such as advanced alarms for vehicles,
and also tools for thieves to have better chances of successful
thefts.
For players just looking to find a quick transport, they will
either encounter an untouched, fair-chanced vehicle for
hotwiring, a tampered-with and previously failed hotwire attempt
which will make obtaining the vehicle much harder, or a
likely-smashed / well used previously stolen vehicle which will
be able to start and run with ease!
Still to do:
-Add police warnings upon alarm activation's; once police system
is integrated.
-Create and add textdraws for hotwiring.
#Post#: 128--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 23, 2012, 4:01 pm
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Dec.22 / 2012
-Reworked Vehicle Theft System.
--- Quote ---
> Found several inefficiencies and bugs in the script; a major
portion of the script was redone to fix all errors.
> -'Current Status' textdraw added; Displays messages for:
Hotwiring.., Failed, Success, Engine On, Engine Off, Doors
Locked, Doors Unlocked.
>
--- End Quote ---
-Created 'Action Lists'
--- Quote ---
>
> -Push 'Y' on the keyboard to change your current Chatting
mode. Works in / out of vehicles; allows the player to type
freely in Whisper, Local chat, Global chat and more without
using the text commands.
> -Push 'N' on the keyboard to change your current Vehicle
Action mode. Disables when out of vehicles; allows the player to
cycle through available vehicle options, such as: 'Lock / Unlock
doors', 'Engine On / Off', ect.
>
> -Push '2' Submission to activate current action.
>
> I am aware that this may not be the most efficient means of
changing your current actions, though SAMP only allows the use
of a very limited range of Keys; and most of the available ones
also initiate default SA functions (Jump, Horn, ect). Y and N
where the only ones available to do this. Text commands for
every action in the server will also be added for oldschool
players to use.
--- End Quote ---
#Post#: 138--------------------------------------------------
Re: Hi, I'm scripting! [Script Updates]
DIR By: Tomashi
Date: December 25, 2012, 2:02 pm
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Dec.24 / 2012
-Created Registration and Login system.
--- Quote ---
> Saves the usual Passwords, Names, IP's, Weapons & Ammo,
Position, Skin...yadayada.
--- End Quote ---
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