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EnemyChad

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EnemyChad last won the day on November 25

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  1. Forseti RPG için yazılmış balıkçılık sistemi. Stardew Valley ve Don't Starve oyunlarından esinlenerek yapılmıştır. Elinde olta tutan oyuncular su olan her yerde balık tutabilirler. Oltalar ve balık tuzakları hemen hemen suya yakın her yerde bulunan balıkçı NPClerden alınır. Olta denize atıldıktan sonra balığın oltaya takılmsaı beklenir. Sonrasında küçük bir mini oyun oynanır ve başarılı olursanız balık envanterinize gelir. Sistemin bazı özellikleri: Her balığın farklı özellikleri ve farklı tutma koşulları vardır, ama yine de haritanın her yerinde her balık tutulabilir. Balıklar kilodan satılır. Her yakalanan balığın kilosu farklıdır. Örnek olarak tutulan 2 yaygın balığın satış fiyatı kilo farkından dolayı farklı olacaktır. Bazı balıklar yendiği zaman oyunculara daha yükseğe zıplama, görünmezlik, yanmayı engelleme vb. gibi özellikler verebilir. Bazı balıkların yemeği yapılabilir. Örnek: Istakoz yakaladığınız zaman süpermarketlerden tuz alıp ocakta ıstakozu pişirebilirsiniz. Pişirilen yemekler envanterin "Yemek" sekmesinden savaş anında tüketilebilir ve can yeniler. Pişirmek için gereken ocaklar market önlerinde veya oyuncuların bireysel evlerinde bulunur. Nadir balıklar bulunur. Gökkuşağı Deniz Anası, İnci ve Hazine Sandıkları en nadirleridir. Hazine Sandıkları tek başlarına ev veya araba fiyatına satılabilecek kadar değerli olabilirler. İstridyeler oltaya sık sık gelir. İstridyelerin içinden taş veya nadir olarak inci çıkabilir. Çıkan taşların miktarı küçük olsa da oyuncular odun ve taş kullanarak marangoz dükkanlarında mobilya üretebilir ve evlerinin içine koyabilirler. Yakalanan balıklar balıkçılara satılır En yakın balıkçıyı bulmak için envanterden her hangi bir balığa tıklayıp 'Bul' butonuna tıklamak yeterlidir. Balık tuzakları: Balıkçılardan balık tuzağı alınabilir. Bu tuzaklar sığ sulara yerleştirilir ve 20 saat sonra tuzağa 1-3 balık yakalanmış olur. Hasat edilen tuzaklar tekrar otomatik olarak aynı yere kurulur. 48 saat içinde alınmayan balıklar çürür. 1 hafta boyunca kontrol edilmeyen tuzaklar yok olur. Zamanında alındığı ve ihmal edilmediği sürece her tuzak sınırsız olarak tekrar yerleştirilebilir. Videoda mevcuttur. Sistemden görseller: Hazırladığımız bu video sayesinde sistemi daha açık şekilde görebilirsiniz.
  2. That was definitely a reason. Though I switched to createWeapon quite early so I didn't think much about it. It's also fun to be able to play around with weapon properties. They have a lot of custom attributes depending on ped type and random chance. I guess setPedAimTarget being a bit of a wreck was a blessing in disguise. I never played around with server peds so I can't be certain, but I'd be surprised if most of the issues you mentioned hasn't been fixed. Nothing wrong with being a perfectionist! I wanted to make a server of my own and launch it before it's too late, so I've been getting better at compromising and settling with a little less than what I'd consider to be perfect. Whether it's better or worse is up debate, haha. Sounds interesting! I'd love to see what you might come up with. I appreciate the feedback as well. I might play around with synced peds sometime in the future. Best of luck with whatever you do next
  3. My kind of "weird stuff" is mostly technical if that's the right word for it. My favorite example is probably weapon pickups. Something that should've been so easy. I'm using createWeapon and attach to weaponise my peds. Turns out you can't disable collisions for them (not sure if that's still the case) which means when they are equipped with a weapon, you aren't able to shoot them. Their weapons will block your bullets. Not only that, but they will also attempt to jump over their own weapons since their collision is still there, resulting in extremely buggy behavior. I replaced weapon collision files with empty files in order to fix this. It worked, but there is now another problem. Empty .col files apparently make weapon pickups invisible. So I had to make my own client-side pickups, which is no big deal. The problem is I'm using a lot of weapon pickups on my server for deathmatch events and hidden weapons on the map. Eventually I had to make a very small collision file and use that one instead, which seems to solve the problem and it works perfectly fine. It's something very unassuming, but it was a headache. Had to deal with a lot of similar annoyances that I didn't expect. Some of them are pretty funny looking back. Other than that I'm quite content with its current state, and I think it's great at what it was intended to do. Which was something that can fill up the world and offer some life without littering other aspects. A good example is how peds will panic and start running when there is player conflict around them (including cops), and no new ones will spawn until pvp has stopped in that area. They are mostly absent when there is hostile player activity going on nearby. They are there to fill up the world and offer something when there isn't much player activity going on, so client-side peds are perfect for what I wanted this script to be. It saves a lot of headache. Traffic is synced and based on the traffic script that comes with mta, so that's a different story of course. I'd like to improve path finding eventually and give peds a bit more freedom, but I think I'll pass on that since it might cause performance issues for low-end computers. I'd rather keep it accessible. Everyone seems happy with how it is at the moment. Currently the script optimizes itself depending on client performance by reducing ped count, adding delay between spawns, reducing despawn distance etc., maybe I could add some settings for players to play around with. All things considered I think I'm done with major updates to peds. Anyway sorry for rambling. I'm just excited to talk about peds with someone who knows them and inspired me to make my own. Scripting for MTA is definitely nostalgic in a way. I always feel the urge to make something even if I know I'll never release, use or showcase it. No other game has that effect for some reason. I'm excited to see what you can come up with if you get back to scripting. It's fun to play around with stuff nobody else wanted to touch, haha.
  4. Thank you. I'm really surprised to see you here. Your scripts were definitely a big inspiration. They blew my mind when I first came across them. I don't think I'd have created this script without seeing yours first. I was really surprised more people weren't working with peds. Though my experience with them hasn't exactly been relaxing and I had to work around a lot of weird stuff I never even considered, so I can see why not many people wanted to go through the hassle, haha. I always thought MTA needed some life in it. The video is quite old and I've done some major work since then. With server-side vehicle traffic and some major improvements and attitude diversity, I'm extremely happy with how it feels at the moment. Here is a short video from when I first started working on traffic. I should really update these I guess. Thanks again for the kind words. It means a lot coming from you. Feel free to pay a visit and play around with it.
  5. Unfortunately I can't give away the resource, but feel free to join my server with your friends and play the updated version. You might have a good time with added vehicle traffic and other players to help you out. It's called Forseti. Cheers.
  6. Thank you! Glad you like it! It's definitely possible. Dimensions and interiors are quite easy and my ped script allows us to add pathing anywhere easily. Traffic is a lot more complicated though. Dim/int configuration is very easy, but I believe it uses the original game's pathing which seems to be converted into a huge table. It can definitely be done but it's much harder compared to how I wrote pathing for my peds.
  7. Hi. With the most recent update we are now able to hijack vehicles and take npc peds out of vehicles. I took the opportunity to edit MTA's traffic resource and add a working traffic system to MTA! I'm planning on using it in my own server once it launches. What can we do with it? * How many traffic vehicles will spawn depends on the online player count. * Each player will add a few vehicles to global vehicle limit. * You can set a hard cap so that even if we have too many players, we won't exceed a certain vehicle count. * Vehicles will spawn in locations where there are players. * Vehicles will automatically despawn when there is nobody near them, and new ones will spawn. * You can hijack vehicles from driver peds. * You can enter the passenger seat, they will take you around San Andreas. * They work wonderfully with my NPC ped script and they'll be careful not to run over any peds, and my peds will get out of the way when there is a vehicle coming towards them. * Driver peds can be killed, there will be chaos though. * It can be a bit draining on the client side at times, but it won't cause server-side lag in any way. * More stuff that I'm too lazy to list The resource itself is quite impressive and those edits make it suitable for big and small servers alike. Also check out my NPC ped script which is quite detailed and even introduces civilians, gangs, mafia, cops and the swat: Here is a video which also shows my npc peds for a little bit: Cheers!
  8. Definitely a possibility! Despite it's near-zero minimal performance impact, the script is absolutely huge and it took a long time to make. I'll have to see if my buddies agree to release it in the future. They helped me a lot during it's development. ? It never seemed to get much attention so we aren't really sure if releasing it is a good idea.
  9. Video: https://www.youtube.com/watch?v=nC3NjUqIiWY&feature=emb_title Download: https://bit.ly/forseti-fishing -------------------------------------- Hello! This is a fishing script that was originally used in our own server and it was beloved by our players, quickly becoming the most popular way of gaining money. It was inspired by Stardew Valley and Don't Starve, as it works in a very similar way. Steps are simple: You need to find a fisherman on the map. They are very common and they can be found pretty much anywhere that has water nearby.- If you have a fishing rod you can go near water and the game will give you a prompt. If you click or press 'B', you will throw your hook into the water. You will wait a little until a fish bites the bait, then you click again to reel. While you are reeling in the fish you need to complete a minigame. The green rectangle must be on top of the fish for a few seconds and if you can manage that by clicking and releasing, you will catch it. Every fish has it's own price per pound, minimum weight, maximum weight and rarity. Less common fish are usually worth far more than common ones. The pearl is the ultimate treasure, as it's very rare and can be worth up to $80.000. Your inventory is saved and you will not lose your loot upon logout. (as long as you configured the script for your own saving system. See below) You can press 'I' to open your fishing inventory to see what you currently have and how much they are worth. This screen also includes credits. After you are satisfied with what you have, you can always go back to fishermen around the map and sell your loot. Fishermen can be found pretty much anywhere on the map near the sea. You can add, change and remove fisherman locations. ------------------------------------------------------------------------------------------------------------------ Here is a list of changes that can be made: You can add more fish You can remove fish You can change fish names You can change fish prices You can change weight ratio for fish You can change their rarity You can change their icons You can change inventory color You can change what buttons to press for fishing You can change how much you need to wait for fishing You can disable the minigame at the end, which results in instant catching You can add/remove fishermen or change their locations For server owners looking to add this script, please read: s.lua has a few functions you need to change, which should be quick. isPlayerLoggedIn, setPlayerData, getPlayerData, getMoney, takeMoney, giveMoney These functions must be changed and edited to suit your own server. It's quick work and shouldn't cause issues. Lastly, you need to find line 129 and line 136 so you can change onPlayerLogin and onPlayerLogout events if needed. Line 98 also includes a line where you get exp every time you get a catch, depending on what you caught. You can enable this if you have a level system. Lastly, how the price is calculated and most other settings can be found in fishlist.lua. You can change fish attributes there. Download link can be found at the top, as well as a video illustrating how the script works. Enjoy!
  10. Thank you. :) I originally made this only for my own project, but I will definitely release it when I feel like it's ready. It's perfectly playable at the moment with only a few minor bugs, but I still have some stuff I want to add.
  11. Thanks! There is simply not enough stuff to make this server-side without causing very noticable lag, and that's assuming you can replicate all the features. It's a pipe dream and I highly doubt you'll be seeing that anytime soon without causing massive lag. Zombies and NPC HLC (really well made and well known server-side scripts) are the biggest example of this. That being said, the peds will still respond to what other players do in your screen. The script's main purpose is to fill the space and make the world feel alive, not to roleplay with 300 other fake players. Another reason I have no plans to even attempt server-side sync is that some players might want to change certain things such as reducing maximum ped count in a certain area, change their spawning radius, despawn radius, chase duration, panic distance, police chance and attitude, gang attitude etc. etc. which can give them a performance boost if their computer can't handle the script. The script is optimised from head to toe but after a point you will feel the performance impact of having so many peds on your screen with their own brains.
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