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Zorgman

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Everything posted by Zorgman

  1. Using onPlayerWasted, set a client check variable to true (e.g. playerNeedsParachute = true). When you spawn the player, give the parachute if your variable is true and set it back to false.
  2. Use regex for this, in any text editor that supports it.
  3. Проблема четко описана при отладке. Удалите один из двух ресурсов treemap и перезапустите сервер.
  4. Hello again! Time for a new update: Version 0.74 is live on the server right now! What's new in Dystopia? Fifth faction (CDF) is now joinable, look for their recruitor NPC in the streets around the leaning skyscraper, near their main camp in Los Santos. Join the Free Folk Militia and shove it to the Establishment oppressors! New areas opened up for exploration; I want to mention here Myrfin from our community who contributed quality content, and also @RinkeDiaz from these forums, who kindly allowed us to use some of his work; thanks again guys! 7 new missions added; fight zombies, raiders, discover survivor camps, fetch items; I don't want to make a fuss around them just yet, since their number and scope is still limited, but go to the sewer exit on the beach near Grove Street and you can already start the 'main quest'. Camp building done and is fully playable; objects you build are permanent now, unless you choose to dismantle them. New fuel source points mapped; did it feel silly to refuel your car at the pump in an apocalypse? Well, not anymore, now you will find it in more immersive locations (not counting the movable fuel barrels that you can just transport to your camp for later use). Many other small tweaks, fixes and additions that didn't made it to this list. Join our Discord @ https://discord.gg/Zs5bWSX to stay up to date with news, plans & media. Come share your feedback and ideas!
  5. @DeadthStrock Open editor; load the definition file from the zombies resource; place a couple of spawns; save the map. Open meta.xml of the zombies resource; make sure zombies are set to spawn via spawnpoints. Start your server; start zombies resource; start the spawn placing map.
  6. Dystopia: The Incident este un proiect survival RPG original si 100% romanesc pe care nu ar trebui sa il ratezi! Alpha server: mtasa://151.80.108.109:22195 Discord: https://discord.gg/Zs5bWSX Versiunea curenta: 0.73, detaliile aici (in engleza) CE TREBUIE SA STII: Dystopia: The Incident e mai mult decat un gamemode MTA standard de survival. Ti-a placut DayZ? Uita tot ce ai invatat acolo! Dystopia este o lume complet diferita, in care te asteapta aventuri cum nu ai mai intalnit inca in MTA. Mancarea si apa sunt greu de gasit si trebuie sa stai in miscare ca sa ramai in viata. Capacitatea inventarului e limitata, fortandu-te sa prioritizezi. Vehiculele au nevoie de intretinere permanenta pentru a ramane in stare de functionare. O sa gasesti tabere ale factiunilor, baze si alte zone populate la fiecare pas. Jocul stimuleaza si rasplateste explorarea, nu 'stocarea' de itemuri. Lumea e dens populata si daca nu iti alegi cu atentie dusmanii viata ta va deveni foarte repede dificila. Mediul este aspru si ii pedepseste pe cei slabi si pe cei prosti. Gameplay-ul are un scop final: evadarea din San Andreas-ul aflat in carantina si guvernat de legea martiala. Harta e potrivita pentru roleplay si acesta e incurajat, insa nu este obligatoriu. Gamemode-ul a fost din start gandit pentru a fi accesibil si ca o experienta single-player, dar bineinteles ca nimic nu se compara cu distractia in multiplayer, Co-op sau PVP. CE POTI FACE IN JOC: Exploreaza o harta post-apocaliptica detaliata, plina cu intalniri neprevazute. Peste 2000 de NPC-uri: aliati, inamici, zombie si animale care asteapta sa le vanezi. Cinci factiuni carora te poti alatura si sistem de spawn dinamic. Un inventar detaliat, cu peste 100 de itemuri care asteapta sa fie gasite si folosite. Asigura-ti nevoile primare ca foamea si setea, conserva-ti stamina, evita infectia zombie (in doua stadii), socul, hemoragia, radiatiile, epuizarea si fracturile. Mecanica de loot este inovatoare pentru MTA - gasesti loot-ul spargand cutiile si lazile ramase intacte dupa apocalipsa. Sistem complet nou de damage si reparatii pentru vehicule. Trei tipuri de zombie, cu comportament si caracteristici diferite. Aduna materiale de constructie si ingrediente si foloseste-le pentru crafting sau cooking. Descopera franturi din poveste prin dialogurile personajelor si explorand harta. Experimenteaza umor negru si cateva elemente mai 'dure' de gameplay (de exemplu, canibalismul e o optiune deschisa pentru cei flamanzi). MEDIA: Screenshots: Un videoclip realizat de unul din jucatorii nostri, in care puteti vedea multe elemente de gameplay: Vrei sa afli mai multe? Aici gasesti postarea originala, cu mult mai multe detalii (in engleza). De retinut: serverul este international, si limba oficiala e engleza, atat pe Discord cat si in joc; desi GTA: San Andreas este un joc oldschool, ca sa joci Dystopia la rezolutie buna cu fps decent o sa ai nevoie de un computer modern; gamemode-ul este inca in alpha, versiunea e 0.73; te poti astepta la bug-uri si glitch-uri; apasa F1 in joc pentru un splash-screen cu toate informatiile esentiale; crezi ca ai rabdare sa citesti manualul complet de instructiuni? atunci apasa F9 ; development-ul este activ; comunitatea raporteaza bug-uri si ofera sugestii in timp real pe Discord. Atat deocamdata - mi-ar placea sa vad cat mai multi romani jucand Dystopia, asa ca... ne vedem pe server!
  7. Entra a Dystopia: The Incident, un servidor post-apocaliptico de zombies y accion-RPG original, unico en MTA! Test server: mtasa://46.105.109.59:22008 Join our Discord channel: https://discord.gg/Zs5bWSX Current version: 0.75, check out details here QUE ES? Esto no es un servidor survival estandar de MTA sino uno completamente desarrollado, lleno de encuentros interesantes, la comida es escasa y tienes que moverte para sobrevivir. El tamaño del inventario es limitado, forzandote a priorizar elementos. Los vehiculos requieren un mantenimiento constante. Hay facciones con campamentos y bases dispersados por toda San Andreas. Explorar es recompenzado. El mundo esta densamente habitado y a quien elijes matar importa. El ambiente es duro y castiga a los debiles y tontos. Hay decisiones morales que hacer. Diseñado para poder disfrutarlo como un jugador CARACTERISTICAS Explora un detallado mapa post-apocaliptico. Mas de 2000 NPCs, amigos y enemigos. Sistema de facciones y punto de aparicion dinamicos. Un inventario detallado con mas de 100 objetos para ser encontrados y usados. Necesidades basicas, cansancio, infeccion, otros modificadores varios como dolor, sangrado, etc. Mecanica de Loot. Sistema de dañar/reparar vehiculos. Tres tipos de zombies, con distinto comportamiento. Explora el mundo en busca de materiales, sistema sensillo para fabricar objetos y cocinar. Escapa del caos de San Andreas y gana el juego consiguiendo un vehiculo de escape adecuado. Maneja a traves del desastre en vehiculos viejos y oxidados. Descubre destellos de la historia hablando con los NPCs. Contiene humor negro y temas fuertes: lo califico como +16. Todo esta envuelto en una interfaz y estilo grafico consistente. MEDIA Más de 100 capturas de pantalla de desarrollo aquí Publicación original del foro con más detalles (en inglés)
  8. Yes they do, faction and bot type (civs, guards, quest, services) are factored in for this. Dialogue topics range from hints about the game world to jokes and begging for smokes
  9. Thanks @kieran! They actually say 30+ lines. We do have an #npc-dialogue-lines channel on Dystopia's discord, where people can contribute dialogue suggestions, so the list is only growing
  10. use the control names, bind them, hope this helps
  11. https://wiki.multitheftauto.com/wiki/Control_names
  12. function driverAccelerate (keyPresser, key, keyState) if key == "W" and getPedOccupiedVehicleSeat(keyPresser) and getPedOccupiedVehicleSeat(keyPresser) ~= 0 then local veh = getPedOccupiedVehicle(keyPresser) local driver = getVehicleController(veh) if driver then if keyState == "down" then setControlState (driver,"accelerate",true) else setControlState (driver,"accelerate",false) end else return end end end bindKey ( player, "W", "both", driverAccelerate) Untested
  13. Hunt mode: makes the bot travel pathways untill finding an enemy or teammate; Chase mode: makes the bot attack an enemy bot or player; Following mode: bot follows a friendly player or bot. Check this page for all the details. Cheers
  14. In chasemode the bot is following a target while in hunt mode it is looking for one.
  15. So you just need a static object spawning on some coordinates?
  16. Update 0.73 live on the alpha server What's new: bots recruiting mechanic added: target the bot (with RMB, and if you are unarmed/melee make sure that you are standing very close and facing the bot) and press [8] to make it follow you. Use [9] on a bot that is following you to make it wait in place, afterwards use [8] to have him follow you again. You will spend 50 REP to recruit a bot. Cannot recruit more than one bot at a time. Works only on bots with generic names (i.e. Guard, Scavenger, Bandit, Raider, Wastelander, Militia) and only if you are in the same faction; does not work on civilians new 'stomp' attack for zombie Brutes, that will incapacitate players and peds for 5 seconds pick up various objects (fuel barrels, loot boxes) and carry them around; load them in pickup trucks for long distance hauling; throw them at your enemies with LMB install Miniguns on pickup trucks (still WIP, they won't save and don't consume any ammo for now) buildable structures and objects added to the crafting menu: you can add barbed wire fences, wooden barricades, shelters and beds to the map. Go and build yourself a nice safe camp in the woods! (still WIP, objects you build don't persist between server restarts yet) park vehicles in safe zones to prevent them from respawning; create custom safe zones by building a wooden shelter new stomping & strangle ability for the players: press [F] while aiming a gun and you will kick any NPC in front of you and send them to the ground; do the same while sneaking and you will render them unconscious for a short time some side activities added: fight to earn REP in the Raider Fighting Cage from the bottom of Hunter's Quarry and in the Las Venturas gym or just bet on the fights; play poker with your homies in one of the five locations available most (if not all) interiors are mapped: expect to find loot and NPCs in all Ammunation, pizza and burger shops around the map reduced the density of wrecked cars and overgrown vegetation layers to allow people with potato PCs enjoy the game some more additions to the map missions framework is almost done, I'll start pouring in missions next; suggestions are welcome! Join our Discord channel (https://discord.gg/p58wRy8) to keep updated with news, plans & media and to share feedback and ideas.
  17. Transfagarasan is a real mountain road in Romania, it got notoriety after it was featured in the Top Gear show. It's great to see this here
  18. function spawnBot(x, y, z, rot, skin, interior, dimension, team, weapon, mode, modesubject) Check this ^ against your code, I guess it will be easy to spot the error you made.
  19. Add the team before the weapon, right now you pass 29 as your team. The slothbot resource already exports the function, so no need to worry about that.
  20. I kinda disagree. A good original game is about atmosphere, story and overall feel. Has little to do with the code base behind it. You can bend existing code to serve your purpose and create a whole new experience. You just use the tools at your disposal. If you do it properly, players will never know that you're using e.g. same underlying algorythm for counting xp as some older server did, and it won't matter to them. The purpose of _all_ of this is still keeping players entertained, right?
  21. Hello community! Update 0.72 landed on the live server: an NPC overhaul that I had in the works for quite a while. Below I'll highlight some of the features that you can expect to find: Bots will react to what happens around them: gunshots will aggro armed bots and make them go search for you. Civilians will panic if other peds are hurt around them or if shots are fired. All NPCs have dialogue lines, according to their faction and role. Press [1] when you are near a ped to trigger dialogue. With quest NPCs you can reply to what they say using a simple yes/no system (keys [2] and [3]). Quests are not yet implemented, but you can get a taste of what it will be like to pick up missions. Sneaking became a viable option. FOV (field of view) was implemented for the NPCs, so stay behind them to go unnoticed. Crouch to keep a low noise profile, and also take weather into account - during a sand or thunderstorm you will be able to get fairly close to your targets even from the front side. Night will also be factored in in the near future. Bots will realistically react to being hit: they will fall down, roll to evade your shots, cringe in pain etc. This makes fights with NPCs much more interesting and varied; you can time your shots, switch targets and generally have a fighting chance. No more bots with inhuman reflexes that shoot you in a split second - now they will taunt and call to their allies when they aquire a target, giving you a small interval of time to decide if you fight or flee. A damage indicator was added, showing the damage values above the head of peds and players you hit. Damage values are different, according to the body area you hit. Vehicles will also display hp lost above them. ...and some more changes that don't fall into the NPC category: - radiation added around the LV nuke crater - LODs fixed for the most part - many bugs fixed, many things tweaked - new graphics for the survivor and military maps etc. Join our Discord channel (https://discord.gg/p58wRy8) to keep updated with news, plans & media and to share feedback and ideas.
  22. I disable fire when ammo is 1 and re-enable it when above. You also need a custom hud to hide that one bullet and display it as 0.
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