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Message (1) DND

- The roleplay handler and many scripts were rewritten from scratch to remove dependencies on previous models and maps - Property robbery scripts and several enex models were readded for robberies - The map handler was rewritten so each map can be loaded/unloaded individually - Commands like /hold and /spawn were added to allow carrying and spawning objects - The nametag switch script and some other scripts were restored - Many redundant models, sprites and unneeded code were cleaned up to streamline the codebase

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L'Ours Lefty
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0% found this document useful (0 votes)
23 views

Message (1) DND

- The roleplay handler and many scripts were rewritten from scratch to remove dependencies on previous models and maps - Property robbery scripts and several enex models were readded for robberies - The map handler was rewritten so each map can be loaded/unloaded individually - Commands like /hold and /spawn were added to allow carrying and spawning objects - The nametag switch script and some other scripts were restored - Many redundant models, sprites and unneeded code were cleaned up to streamline the codebase

Uploaded by

L'Ours Lefty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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- Completely wiped all previous models / skins & rewrote the handler from scratch

- Readded Singlayer Roleplay NPC property robbery script for enex properties
- Readded enex models (restaurants, idlegas, idle24/7 & ganton gym) for robbery
script
- Removed the old map handler & rewrote it (now each map can be individually
loaded/unloaded)
- Added /hold (allows players to freely put bottles, cigs, food, tools in their
hand)
- Added /spawn (allows players to freely spawn objects like BBQs, chairs, tools,
etc)
- Readded the old nametag switch script (choose between fn_ln or gangtags)
- Removed FBI/DEA/LSFD/Chuff/Mall code and adjusted new counterparts to fit
without them
(a lot of code was added to support these that we can still use going forward,
they're just "adjusted")
- Readded some other maps necessary for functionality (ELS jewerly store, garbage
job maps & more)
- Readded the "food" script for the gym system (it was not included in this
build), updated all /buys to fit this
- Cleaned up the current models (went from 3000 models to +/- 100) and HUD sprites
(removed redundant GTA-C related sprites)
- Reenabled several parts of the hotwiring and lockpicking code that were disabled
for GTA-C
- Ported over some other maps/models that are required for the script to function
(without needing a rewrite) (ajail, etc)
- Rewrote the weapon script from 0, custom weapons now have dynamic constants
(this also removes the 100 gun variations)
- Cleaned up the old kiosk & /bell code to remove SD/FBI/DEA/AP/Chuff & linked the
remaining kiosks with said dynamic constants
- Removed the old login screen & pointed it as SOLS related entities (ELS login
screen, b-dup apartment for login / registration)
- Changed the tutorial to be more like SOLS and less like GTAC (GTA-C's tutorial
focussed more on legal rp, it's adjusted to hood RP)
- Readded some missing QoL RP commands from GTA-C 1.4 (/carb, /blow, etc) and
synced the nametag switch script with them
- Restored all SOLS Pay'N'Spray maps & blocks + slightly improved the code for
this to avoid default PnS TP hacking
- Restored tag switch in /setting + restored the info message that new players get
explaining what the switch script does
- Rewrote the damage script and other remaining PD/SD/DEA/FBI/etc scripts like
gunracks to work with the new weapon script
- Added Project Props as a substitute for hood mapping. Fixed some basic bugs with
this (colliding with custom models)
- Addition of the new Emmet script (dynamic emmet creation,
colt/uzi/tec/ak/shotgun available per tier, buy tax, cooldowns & stock added)
(Factions need to be assigned to a specific "emmet" to be able to buy. Admins can
disable guns at will, replenish stock & remove cooldowns)
- Addition of turf payouts (you now get paid between 25-150 multiplied by the
amount of turfs you own every paycheck)
- Adjusted the dealerships, scrap locations & more to fit the non-modelled map (+
updated the locations in /gps and tutorial)
- Moved the DMV from the city hall (was previously modelled) to a central location
near the skate park.
- And a ton other more small changes that aren't worth mentioning or I have
forgotten about (mostly compatibility fixes)

Pending Worksheet (25/05/2023):


Minor: (5 min of work)
- Make sure nametags are set to gang tags by default (and at the TOP of the
selection list)
- Add faction skins of choice for faction leaders (pending Janichar submission)
Intermediate: (30 min to an hour of work)
- Add the gun dealer maps from FnR RPG (adds 1 gun dealer for each gang type:
families,ballas,vagos,aztecas)
- Finalize Emmet code (random anims, emmet ownership, finalizing admin cmds,
restricting /buyguns to allowed factions)
Advanced (future updates? Maybe not in launch): (multiple hours of work)
- Move the "Project Props" environment mapping to SQL. Make this adjustable in
/settings
- Add a custom script for editing objects, sync this with project props so Lead+
can map ingame

Bugs:
- Investigate a loading/saving issue with gangzones (legacy code)
- Investigate an issue with gangzone count being wrong (new code)

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