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Author Topic: CityMod  (Read 81669 times)

What happens if there are not paramedics? I think it should be the revive system unless they wait like a minute, then the respawn.
I should have specified better, but your post basically explains how it works.  Corpses have the option to be revived in the 30-60 (Still weighing a fair spawn time) seconds it takes to respawn.  If their body isn't revived before the 30-60 seconds, then they get to spawn back in at a spawnpoint.

Meet halfway and make the respawn time 45 seconds. Not too long, not too short.

I have another questions. Are you going to make it harder go on large criminal killing sprees? That is the worst thing in a CityRP.

I have a suggestion regarding damage system.
Instead of making weapons one-two hit kill, which is in fact incredibly unrealistic, how about every player has bodypart damage?
Take SS13 (Space Station 13) for example. In there, your hands, legs, chest and head can be damaged, and when you examine yourself it tells you stuff like
"My head is OK.
My chest is slightly bruised.
My legs are bleeding!
My hands are OK."
The game calculates the character's overall damage based on that info, and if he's damaged too much, he goes into "critical" condition. Your character falls down, you barely can see anything, you can't talk, move or hear anybody and you are slowly succumbing to death. If you are exposed to the damage, the succumbing process speeds up. Other players can perform CPR on you in the critical condition, which keeps you alive and resets your succumb status, although it only helps against oxygen deprivation and stops working after a while.
I really suggest you play a bit of SS13 to better understand what I'm talking about :V

Oh, and to help you out with hitboxes
Support_Hitbox.cs
Usage:    
Code: [Select]
//All thanks go to Port!
function ProjectileData::damage(%this, %obj, %col, %fade, %pos, %normal)
{
   %chestTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $chestTest );
   %headTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $headTest );
   %legTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $legTest );
   %armTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $armTest );

   if( %chestTest )
   {
      YOUR SILLY CODE HERE
   }
   %col.damage( %obj, %pos, %damage, %this.directDamageType );
}
« Last Edit: August 23, 2013, 06:32:29 AM by Crystalwarrior »

I have a suggestion regarding damage system.
Instead of making weapons one-two hit kill, which is in fact incredibly unrealistic, how about every player has bodypart damage?
Take SS13 (Space Station 13) for example. In there, your hands, legs, chest and head can be damaged, and when you examine yourself it tells you stuff like
"My head is OK.
My chest is slightly bruised.
My legs are bleeding!
My hands are OK."
The game calculates the character's overall damage based on that info, and if he's damaged too much, he goes into "critical" condition. Your character falls down, you barely can see anything, you can't talk, move or hear anybody and you are slowly succumbing to death. If you are exposed to the damage, the succumbing process speeds up. Other players can perform CPR on you in the critical condition, which keeps you alive and resets your succumb status, although it only helps against oxygen deprivation and stops working after a while.
I really suggest you play a bit of SS13 to better understand what I'm talking about :V

Oh, and to help you out with hitboxes
Support_Hitbox.cs
Usage:    
Code: [Select]
//All thanks go to Port!
function ProjectileData::damage(%this, %obj, %col, %fade, %pos, %normal)
{
   %chestTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $chestTest );
   %headTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $headTest );
   %legTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $legTest );
   %armTest = matchBodyArea( getHitbox( %obj, %col, %pos ), $armTest );

   if( %chestTest )
   {
      YOUR SILLY CODE HERE
   }
   %col.damage( %obj, %pos, %damage, %this.directDamageType );
}
A note to be added with that method. If one hand is it, it will count as both, and if one foot is hit, it will count as both.

A note to be added with that method. If one hand is it, it will count as both, and if one foot is hit, it will count as both.
Yeah, don't bother with individual hands/legs being hurt.

Idea! Sickness!

Each tick, you have a chance of getting a certain sickness. Here are a few examples.


Flu-You can die from this if you do not get medicine. There is a small chance you will not die. Your hunger goes down faster, and thirst is vital, otherwise you will be dehydrated (BELOW). Your player will fall unconscious when moving.

Dehydration-You will die in the next tick unless you drink a large amount of water.

Heart Attack-You will fall dead until a paramedic will revive you. There is a possibility of dieing after you get the heart attack unless you get to a hospital's life support.

Idea! Sickness!

Each tick, you have a chance of getting a certain sickness. Here are a few examples.


Flu-You can die from this if you do not get medicine. There is a small chance you will not die. Your hunger goes down faster, and thirst is vital, otherwise you will be dehydrated (BELOW). Your player will fall unconscious when moving.

Dehydration-You will die in the next tick unless you drink a large amount of water.

Heart Attack-You will fall dead until a paramedic will revive you. There is a possibility of dieing after you get the heart attack unless you get to a hospital's life support.

Okay, but it shouldn't be a randomized sickness.

If illnesses were to be implemented in this mod, they would need to be based on your actions, choices, and environment.

Suggestion:

Bank Robberies and the ability to equip masks!

To rob a bank you'd have to enter the bank, go to the bank brick/ai and hold them up. You can craft a mask or go without one, a mask will your name hidden and if you begin killing players your name will be listed as an "unknown criminal" when you're the "unknown criminal" you have several advantages which of some include:

  • Ability to break the law countless times
  • Completely hidden from everyone via name
  • You can later throw your mask away

So once you've robbed the bank you have the money and you're most likely very very wanted at this pointed. You can either kill everyone as you leave or if nobody is watching you can remove the mask and go on with life as if nothing ever happened. Although, you will still be wanted if you remove your mask and people can still jail you except you will still be listed as an "unknown criminal", from this point everything you do is up to you. One thing to note is to have somewhere to stash the money because the bank will be closed for a day or so.

Bank robberies should also be very limited and hard to do making the entire idea a difficult thing to do.

Suggestion:

Bank Robberies and the ability to equip masks!

To rob a bank you'd have to enter the bank, go to the bank brick/ai and hold them up. You can craft a mask or go without one, a mask will your name hidden and if you begin killing players your name will be listed as an "unknown criminal" when you're the "unknown criminal" you have several advantages which of some include:

  • Ability to break the law countless times
  • Completely hidden from everyone via name
  • You can later throw your mask away

So once you've robbed the bank you have the money and you're most likely very very wanted at this pointed. You can either kill everyone as you leave or if nobody is watching you can remove the mask and go on with life as if nothing ever happened. Although, you will still be wanted if you remove your mask and people can still jail you except you will still be listed as an "unknown criminal", from this point everything you do is up to you. One thing to note is to have somewhere to stash the money because the bank will be closed for a day or so.

Bank robberies should also be very limited and hard to do making the entire idea a difficult thing to do.

This.

Also you need to prevent police going and batoning people all over. Make it have more consequences.

-Bank robbing thing-
You should also add ways to find out who that person is, but it is a very long process.

or alternately a very brief process if you know what you're looking for

like no amount of cover up the criminal does should allow him to go off entirely scot-free, but he can hide the evidence very well

maybe even if you do use a mask, you have to get rid of it, but you can't destroy it- after the heist is said and done, if someone- anyone- finds the mask then you are immediately linked to the case and suddenly everything (and possibly a little more) is attributed to you and you have to deal with the cops. thus, after every heist the criminal must somehow make the mask disappear or he's in deep stuff

and all you have to do to query this guy is literally lead an investigation and try to find where he hid his mask

this could lead to things like people building extremely elaborate complexes to hide evidence or the creation of 'disappearance' companies that basically serve criminals by giving them a place to get rid of their proverbial skeletons which seems ludicrously cool

Just a thing to remember guys and I'm also suggesting this for Vaux: keep it simple, people will be confused.

well the problem is that that's super overpowered

criminals would rule the streets completely and utterly it'd just be a deathmatch

well the problem is that that's super overpowered

criminals would rule the streets completely and utterly it'd just be a deathmatch
Very true, I think it's also sometimes better to keep things complicated because it tends to bring smarter people in, for example Rise Of Blockland. The smarter people ran that server, the less fortunate did not.