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Zorgman

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Everything posted by Zorgman

  1. Hello guys! Some more updates today: some scoreboard changes - added a 'kills' tab and icons instead of text for faction display tweaked the Establishment joining sequence (go to the military base south entrance and enter the ambulance there to subject yourself to the medical exam in order to join) tweaked the hunger and thirst depletion values (they were a bit too punishing) added Body Armor on more loot spawn lists added the Sparrow to the storage lists, I somehow missed it until now; please report any vehicles that seem to not have functioning storage, same for vehicles that don't output a name when you get close (they just say 'Vehicle' instead of the actual name) tweaked item pickup: item col is smaller with 30%, so clusters of items are easier to work with; tooltip now displays for as long as you are inside the item colshape; 'Inventory full' warning moved in the status messages area, to the right of the character 'Press M3 to fire Stomper' message spam fixed. Now it will only appear when you switch to the assault rifle IF you have the stomper equipped and ammo for it zombies fixed and tweaked: now they properly drop loot on death (30% chance); Runners have 60% chance to infect you when they hit, all other zombies 20% chance; all types of zombies will grab and infect you if allowed to get behind you - so careful when you're surrounded
  2. Hello community! Update 0.7 is live on the server right now. Lots of things were added, some were changed and I'll list the most important below. But first, I want to detail something that turned out to be less intuitive than I hoped: in order to find loot you need to break the destructible boxes scattered on the map. You will find these boxes in all places where loot would be in other survival gamemodes. Just look around you when you spawn. Breaking other types of destructible objects may yeld metal, wire or wood depending on the object type. Use the RMB + F combo to break any loot box in one hit. Hold F1 in game for a reminder of this and to see all other default keys. Another common issue: the map is very dense (60k objects) and unless you have a good spec computer I highly suggest to lower your video settings, otherwise you'll get FPS drops and stuttering in heavily mapped areas. Your character has three lives. Each time you're wasted you lose one life and your inventory and current xp reset, but you get to keep the level you achieved. When you are wasted and have no more lives left you are dead for good: your "alive time" counter and character progress reset and you are presented again with the class selection screen. It's game over, man! However, you can avoid the "character death" by sleeping in safe camp beds for 2 minutes to regain one life, with a 10 minutes cooldown between sleep cycles. So, while you can lose your character, this should only happen if you are reckless - or misfortunate. To get to the big news: there is a persistent storage system in place, finally! Containers are split into three types: strongbox, stockpiles and vehicles. The strongbox is your personal 100 slots container, accessible only to you from multiple safe camps in the game world, just like a bank account. Stockpiles are 10 slots containers that you can craft and place anywhere in the game world; they can be picked up and carried around, loaded in pickup trucks and moved to a different location etc. Stockpiles can be used (and stolen) by anybody that can find them. And last, all vehicles now have a variable amount of item slots available (2 to 30, depending on their model). Zombie infection now works in two phases: a 'silent' first stage with no symptoms and a second one that deals hp damage every couple of seconds until you are dead. There's an experimental cure for it, a drug named ZomboKleen™. It may give unexpected side-effects or even not work at all - this is not a bug, it's intended. Loot and dose it freely, no prescription required User interaction improved: most of the interface converted to DX, a new Survivor Map with useful survival information, a progress bar for all time-consuming actions, various interaction sounds. Improved compatibility with lower resolutions; the lowest supported screen resolution is 800X600. Most of Dystopia's keys are now bindable through the MTA settings menu. You can also use Ctrl + LMB as an alternative for MMB. 'Play as guest' option discontinued; you'll need to make an account to play, but it's a one-time process that takes less than 10 seconds. Four of the five factions are joinable by various means. You can jump from Scavs to Bandits and back by killing your own faction members, become a Raider by eating your fellow men or voluntarily join the Establishment by taking the medical exam at the military base South Gate. CDF will become joinable later, with a further update. These arrangements are temporary, until I deploy the karma-based faction join system. (planned) The map is almost completed. Some important missing parts were added: South Las Venturas is a proper wasteland now, with a huge nuke crater, collapsed buildings, mounts of ash and sand dunes. The Bayview Enclave is the new home of the rich elite, trying to maintain their high life standards under military protection. Area 69 is an impenetrable fortress with heavy NPC defences and the lively Refugee Camp near it is patrolled by nightstick wielding Peacekeepers. There are literally hundreds of detailed roleplay friendly locations on the map. Every place in the world was changed by and for the apocalypse. From overgrown corners of nature to the urban jungle of Los Santos, you have the whole San Andreas to explore. Be ready to put up a fight, there are over 2000 NPCs waiting to kill you, not counting zombies, bears and traps. You can roam the map, explore, survive, loot and fight your way through just like you would in a single player game, only that with MTA is better since you can... umm... stop playing with yourself I want to give props to @Karim02 (who contributed to Dystopia since I made the project public and also moderates the alpha server) and @Noah_Antilles (who built awesome custom models and provided ideas for the project) and also all other people that gave feedback, suggestions or just played the gamemode. Thanks for reading and see ya all out there! Join our Discord channel (https://discord.gg/p58wRy8) to keep updated with news, plans & media and to share feedback and ideas.
  3. hey man, paste here the first line of Zombies-C.lua
  4. I found out that the required line is actually: <removeWorldObject id="removedWorldObject1" radius="1000" interior="0" model=" " lodModel="0" posX=" " posY=" " posZ=" " rotX="0" rotY="0" rotZ="0"></removeWorldObject> You'll need to add in it your own model id, x, y and z values, I left blanks there. thanks @Moha|M|
  5. Had this happen to me more than once, I lost many hours of work this way. The solution for me was to always back up my files and use the map editor just for mapping, not as a script test environment
  6. This is how I do it: on key press, I create a 'sniffer' colshape in front of the player and loop through the objects in it. If they have the proper model, I trigger the pick up part and attach the object to the player. SA has a partial carrying animation that is only affecting the hands, placing them in 'carry' position while you can still walk around, you might want to use that. Good luck!
  7. https://forum.multitheftauto.com/topic/64178-fps-cap/
  8. Server successfully moved to Evolution Host. New IP is mtasa://151.80.108.109:22195 Join in and have fun!
  9. Hi guys! I changed host for the server last week and this resulted in an unfortunate and prolonged downtime. Right now the server shows as pending and I have yet to receive an answer from the Vortex Servers guys for the ticket I raised last week... For the few Dystopia regulars - please bare with me; for all others - hopefully the alpha public server will be back soon and you'll get to test it. I'll announce here when situation will change. Cheers
  10. You can 'fake' the collision by adding objects with alpha 0 in areas where it is missing.
  11. Try to use onPlayerWeaponSwitch event and set walking style server-side.
  12. Looks awesome! You could build an awesome real time tactics game with it.
  13. @ExtazyHD1 Hi! A form of base capturing is something I considered since the beginning, and it will eventually get implemented. Thanks for your suggestion and watch this space for news. An update is coming next week.
  14. Oh, an unexpected plot twist! If what you say there is true, then you need to reset your priorities. Bullying and blackmail are serious offences in most countries, you should adress this to a teacher or your parents as soon as possible and ask for help.
  15. @Dutchman101 Yes, my bad, I should have mentioned that I'm using the Dropbox app, which creates a folder on the hard drive and keeps it in sync. This method has a twist though: I had to reinstall MTA (in the Dropbox folder) every time I added a new device to the 'collection', in order for it to recognize the local SA install and write to the registry as you said. The OP is most likely not able to install apps on those public computers, so all this info turns out useless for him, but maybe someone else could benefit from it. I've come to use this formula because I work on my project from home, office and on the move, and having everything in sync is really handy.
  16. Not sure if this would help you, but my MTA is installed in the Dropbox folder and I've been using it for years on multiple devices without any problem. I have GTA:SA installed on each of these devices, but I think it would work just fine if I'd install it alike directly in the Dropbox folder.
  17. Zorgman

    [Help]

    This would be transliteration, not actual translation, and be warned that it follows particular sets of rules, depending on the language. You may find this useful: https://en.wikipedia.org/wiki/Romanization_of_Arabic Cheers
  18. The zombie attack detail is more important, and I wouldn't invest too much time in the vehicle sounds, I ain't running a racing gamemode afterall I'll just attach the 3D sound and I'll tie the volume to the vehicle gear using the function you showed above, for a bit of variation. Thanks a lot!
  19. I disabled three individual sounds from one group, to be precise. setWorldSoundEnabled(40,1,false) setWorldSoundEnabled(40,0,false) setWorldSoundEnabled(40,2,false) In the vehicles case, these sounds are used after the initial acceleration stage. I cannot see a way to properly add them back (with getElementVelocity on a loop maybe, but sounds messy and the trigger point would probably have to be different for each vehicle), unless I just make a 3D sound play for as long as the engine is on. Thanks for your reply!
  20. Hi guys, I need to disable the chainsaw sound on my server (long story short, I use it as an invisible weapon for a zombie special attack and I cannot have them buzz around ). I did just so using setWorldSoundEnabled, but to my surprise the vehicle engine sounds are composite and use the chainsaw sound file themselves. So I also (partially) lost the engine sound for Sanchez, Picador, Seasparrow and probably many more vehicles that I did not test yet. Is there any way to disable the sound selectively so it does not affect the vehicles? Thanks!
  21. Hi, I have the exact same problem with slothbot peds, so +1
  22. Thanks Rudransh, I'm glad you finally managed to join and especially that you enjoy it From the start the aim was to make Dystopia viable as a single-player experience as much as possible - enjoying it with your friends is the great added benefit but I had no illusions about the number of players I'll get. The host I got is crap and the script is kinda' heavy, so the server keeps choking. This is felt more with more players on, but I had crashes with only one player as well I'm checking it every hour or so and restart if needed, but crashes will still happen until I upgrade the host and optimize the script. About the download, well the map itself is almost 20mb but I'm actively looking to reduce the size of the other assets. My target would be ~30mb however I'm not sure it will be attainable, especially with new custom terrain planned. Stay tuned, people! Updates are on their way, I'll post here the details soon.
  23. Creating cols at say 0,0,-3 relative to your vehicle's position and moving them into position with moveElement won't help with the element hit problems?
  24. Hi Rudransh, Hmm... dunno why this happened but I think it's on your end, I just checked and the server is online and joinable. Jump right in! Cheers!
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