Author Topic: Custom mod commissions  (Read 10213 times)

Seems pretty reasonable.  I think I'll go for it.  May have some other ideas to post later.  Will come back.

My quotes and notes are in bold after each suggestion

  • A client mod that shows you everyone's ping in the player list (Like in TF2 and StarMade). Needs to be able to update frequently, like every second.
$6 - This will require a server and client mod
  • A teleport event like setplayertransform but rotates your player and camera based on cardinal directions when teleported (for buildings where the elevators on different floors open in different directions). This would allow users to maintain the illusion of not having teleported at all. It would work with OnPlayerTouch and a variety of other input events. So basically a better version of DoPlayerTeleport, which was also originally meant to be a better version of SetPlayerTransform but still fell short.
$6
  • A server mod that, when you select a user's bricks in the clear bricks menu, it highlights their bricks in the game (like how duplorcator does, but with a different color, say green) so you can see where they are easily instead of having to run around wrenching everything.
I think this needs more clarification
  • A server mod that toggles a form of brick highlighting that highlights bricks in different colors based on whether or not they are the only brick supporting other bricks, or are free to delete.
    • For example, when you turn it on, all bricks that are the only ones supporting a series of more than one bricks are highlighted red, to show that they are "vital supports", and highlights bricks that are only supporting 1 other brick yellow to show that it's a "minor support".
    • This also needs a second "mode" designed to work specifically for Zone bricks, to show players which bricks inside the zone brick will be destroyed due to them floating if the zone brick is destroyed. In other words, this second mode simply highlights all bricks that will be destroyed if the brick supporting them (highlighted in its own color) is destroyed.
    • To reduce lag and prevent abuse of course, this mod would only work within a very limited range, (like only highlights bricks within a 20-block radius around the player) and is usable only by admins.
    • It also needs to be able to make the bricks turn ghosty like duplorcator makes them. Which is another reason why it should have such a short range, because that stuff can lag like stuff.
    • This could be togglable with a command like /bricksee1 and /bricksee2 for the respective modes I mentioned earlier, and /brickseeoff to turn it off.
$6.50
  • A server mod that lets you remotely control AI bot turrets, such as Tank Turrets, Cannons and other things. This would be immensely useful for a variety of gamemodes, including WW2 TDMs with ships (people could AI-control Pompmaker's Ratte Turret as a battleship cannon), Space battles (remotely controlling cannons on the ship), and so forth.
$4 - You'll have to clarify more how this will work. The price may be higher depending on how you want it to work.
  • A better version of SpawnProjectile output for bricks where you enter a camera mode on the brick (can be a named brick) that fires the projectile, and the direction you face in the camera will be the direction the projectile shoots in, rather than a set of pre-dictated coordinates. The projectile speed and spread would still be pre-dictated. This would again be immensely useful for any kind of server gamemode where ships and battles are involved.
$5 - We would have to talk more about how this would work
  • A client damage direction indicator. Basically the same thing Call of Duty games use, where the screen flashes in pain on a certain area (of a wheel shape) to show you what direction you're being hit at from.
$8 - This would need a server mod and a client mod, and it would probably take a lot of time experimenting
  • Edited versions of Projectile_LaserCannon that comes in multiple colors. Additionally, an even deadlier version of Projectile_LaserCannon that only comes in green, and actually destroys any brick within its explosion radius. Basically, what I am asking for here is more different-colored versions of the LaserCannon projectile, and the Death Star Superlaser (green, bigger radius, actually destroys bricks within its explosion radius).
$2 - Just provide the add-on, since I don't have it
  • Edited versions of Projectile_PhotonTorcreep that come in multiple colors, and the light flare they leave on what they hit is changed to the color that they actually are, rather than being an ugly lime-green on a red torcreep. I especially need Cyan, Yellow, Orange, Red and Green colored ones.
$2 - Just provide the add-on, since I don't have it


Seems pretty reasonable.  I think I'll go for it.  May have some other ideas to post later.  Will come back.
PM me your paypal email? I'll send you an invoice and get started.
« Last Edit: October 21, 2015, 02:49:56 AM by Pecon »

pecon, i believe planr's turret idea is simply using setControlObject() on a given vehicle brick's turret. Given his specific examples i don't think he expects it to work with all bot-based turrets (example: HMG can't shoot if the player is the actual datablock; only the player in it can trigger the firing).

if i'm right it can't be terribly difficult to do. idiotproofing it might take a bit but it shouldn't go past an hour.
« Last Edit: October 21, 2015, 03:14:11 AM by Conan »

pecon, i believe planr's turret idea is simply using setControlObject() on a given vehicle brick's turret. Given his specific examples i don't think he expects it to work with all bot-based turrets (example: HMG can't shoot if the player is the actual datablock; only the player in it can trigger the firing).

if i'm right it can't be terribly difficult to do. idiotproofing it might take a bit but it shouldn't go past an hour.
Yes, but how do you determine which vehicle to control? Also precaution has to be added so that clients don't get stuck when the thing they're controlling dies. The idea I had in mind was some sort of controller gun that you shoot the vehicle or bot you want to control with, and then right click to start controlling. He could want some other kind of system to determine which vehicle to control, which could take more time.

Yes, but how do you determine which vehicle to control? Also precaution has to be added so that clients don't get stuck when the thing they're controlling dies. The idea I had in mind was some sort of controller gun that you shoot the vehicle or bot you want to control with, and then right click to start controlling. He could want some other kind of system to determine which vehicle to control, which could take more time.
i would think events, since one of his examples is a spaceship turret. Nevertheless, i should let him clarify.

If it isn't events, I'll request the event part. Sounds like a pretty neat event.


Another mod i forgot i'd like to exist is a mirror-duplication mod. It would allow me to mirror duplications over the x, y, or z plane. this might be above your ability but i think its something the community needs/should have had for a while.

Another mod i forgot i'd like to exist is a mirror-duplication mod. It would allow me to mirror duplications over the x, y, or z plane. this might be above your ability but i think its something the community needs/should have had for a while.
The main problems with this is 1: Having appropriate inverse bricks and 2: Being able to automatically determine when an inverse brick should be used, and to automatically figure out what that brick is. It would not be easy.

SWAT One was the first to confirm he was ready, so I've finished his first request for a client mod that exports events into your clipboard. Just waiting on payment and I'll give him it and start on the rest of his!


Is it just ingame things specifically? I'd pay someone to finish port's DTS exporter

I didnt read the OP fully obviously - is something like that achievable?
« Last Edit: October 21, 2015, 05:32:45 AM by Darryl McKoy »

SWAT One was the first to confirm he was ready, so I've finished his first request for a client mod that exports events into your clipboard. Just waiting on payment and I'll give him it and start on the rest of his!


wait can you do the reverse cause holy stuff that would simplify things a ton

The main problems with this is 1: Having appropriate inverse bricks and 2: Being able to automatically determine when an inverse brick should be used, and to automatically figure out what that brick is. It would not be easy.
oh, whoops, i guess Z axis is a bad idea. X and Y should be doable though; just rotate each brick 180 degrees, and let the user sort out the need for inverse bricks.

Might be a good idea to collect payments before you start working on requests.

wait can you do the reverse cause holy stuff that would simplify things a ton
Not really. The textual output is actually just intricate extracting of data from the underlying system that handles events, a lot of the data needed to actually reconstruct the events is lost.

Edit: Gave it a few thoughts. It should be possible, but it wouldn't be as easy.

Might be a good idea to collect payments before you start working on requests.
I needed to get a head start and show that I make quick progress. I trust Swat One since I've done business with him before.
« Last Edit: October 21, 2015, 08:02:37 AM by Pecon »

That's not a bad idea, I just wouldn't trust the word of such a young target audience.

You think you could give me a price on these mods? You don't have to make them yet I'll let you know if ill pay or not so you don't do unnecessary work to not get payed for them that would be wrong.



Guild Mod

A server sided mod, no gui needed, just controlled by commands.
Commands

/createguild

/disbandguild *Only guild leader can do this*

/invite [playername] *Only guild leader can, and won’t work if not in a guild of course*

/promoteleader [Playername] *Only guild leader can do this*

/kick [playername] [Only guild leader can do this]

/gm [message] *GM = Guild message* [anyone in guild can do this]



Trade Mod

A server sided mod, no gui needed, just controlled by commands.
Commands

/Trade [playername] *Player asked to trade gets a chat message saying [Player wishes to trade /accept or /decline]

When accepted, you trade according to the numbers of your inventory for example
1 – hammer | 2 – wrench | 3 – printer

So after you accept the next chat message would be

[Type /trade # to trade this item] after they do that they get another message saying [Are you sure you want to trade this? /accept or /decline]

And of course both players have to accept the trade for it to go through.

Or at any time during the trade they can do /canceltrade to just end the whole thing.


Both of these would be relatively simple. I'd quote $2 for the guild mod and $3.5 for the trade one.

Both of these would be relatively simple. I'd quote $2 for the guild mod and $3.5 for the trade one.

Oh really? Well that's perfect ill buy em, how do you want me to pay you? I'll pay first if you want.