Author Topic: Diggy's Metropolis Server  (Read 336685 times)

nobody cares about rules right now, It's not the real server.

Ask Diggy about that, actually.  I'm assuming, as long as he resets accounts, he doesn't care what you do.  If that is the case, go ahead and do whatever you can to test it out.

Diggy should REALLY fix the glitch that you can jail people while they are already in jail and make tons of cash, or he could just make it so no one can get in the jail in the first place.

Ask Diggy about that, actually.  I'm assuming, as long as he resets accounts, he doesn't care what you do.  If that is the case, go ahead and do whatever you can to test it out.
I don't know, this is what I assumed anyway.

Ok, so I'm making a special pack of hand-selected Tier+Tactical weapons for the server, with plans to match up the clip sizes and reload times in MetroRPG with the actual weapons.  Here's the list that I decided was fair.  I might add the Crossbow and Sport Rifle once I get rid of their penetrating abilities.

T2: Assault Rifle - Slight damage decrease    - rifle ammo
T2: Battle Rifle  -          "                             - rifle ammo
T2: Combat Shotgun                                   - shell ammo
T2: Military Sniper - Slight damage increase  - rifle ammo
T1: Pistol                                                    - 9mm ammo
T1A: Pistol Akimbo                                      -9mm ammo
T1/T1A: SMG/Sil SMG - Damage decrease     -9mm ammo
TM1: Combat Knife

Might add the pump shotty, and the RL would stay as the explosive weapon.  Might replace HE-grenade with frag.  This is all if Diggy permits, but I'm throwing it out there now.

P.S. Diggy, if you're reading this I need the updated files :u

Edit:
Ok, so everything is packaged and works correctly, other than the silenced SMG having no shells.  I added the pump shotty, now I'll get the damages balanced and work on that crossbow and sport rifle.

Edit 2:
So the sport rifle is in the package now, and it won't go through your base walls anytime soon.  Next up will be the crossbow, which will hopefully take a substantially smaller amount of time to do now that I figured out the sport rifle.

Edit 3:
Crossbow is go.  Damage increased to 50, but this might be a tad overkill.  Whatever, stuff will be expensive.  Hoping to add an arrow/bolt ammo type, also.
« Last Edit: November 26, 2010, 10:34:15 AM by Niliscro »

oh stuff, I just got a seemingly great idea. Make it so that there are different types of experience for the different career paths. So that people can't just do one job to get easy experience and switch over to another job path.

That would make sense, but it's just a mess of variables and wouldn't make the game very fun.  Like, if you're a lumberjack and now want to be an assassin or something, you just wasted a ton of time as lumberjack.  If anything, deducting some exp points every time you switch a career path would be acceptable.

That would make sense, but it's just a mess of variables and wouldn't make the game very fun.  Like, if you're a lumberjack and now want to be an assassin or something, you just wasted a ton of time as lumberjack.  If anything, deducting some exp points every time you switch a career path would be acceptable.
yeah,  I guess that would have the same effect

When you add the guns will they replace the items already in the server like the desert eagle?

When you add the guns will they replace the items already in the server like the desert eagle?
We'll probably leave a few of the old favorites like the deagle.  Defaults will stay, and then we'll see where we go from there.

Please keep Sixshooter.
That was my fav cheap gun <3

Please keep Sixshooter.
That was my fav cheap gun <3
Well the pistol would be even cheaper/the same price since it hardly does damage (although it is rapid fire).

Well the pistol would be even cheaper/the same price since it hardly does damage (although it is rapid fire).
was that really old glitch where the default gun was shooting osr bullets ever fixed? I haven't used the gun in a while.

was that really old glitch where the default gun was shooting osr bullets ever fixed? I haven't used the gun in a while.
It was fixed way back in the old city by removing the OSR.  And I think it only happened with the silgun.

Hello everyone, so I have been moving, but I've also been updating the mod. There's been a lot of activity on the thread and i dont have time right now to read ever single post, but I've read the posts from the previous two pages. Niliscro is correct in this post, although he's missing the agricultural lots.

Idea here is that you can live above your shop or something on a commercial lot, but you wouldn't be able to have a shop on a residential lot just because you also live there.  Basically, I plan on enforcing lots like this:

Residential lots: Houses, hobo boxes, inconspicuous below-ground secret bases, and, provided that there won't be a 'general' lot category, anything that doesn't fit into the lots below, such as parks, boat docks, garages, etc.

Industrial lots: Only for industrial builds.  These lots can have factory shops on them provided that they're using crafting events and not sale events.

Commercial lots: Shops that use sale events can only be made on these lots, but provided that it has a shop, you can also live there.  Commercial lots would also encompass restaurants, various services (such as lawyers, taxi companies, etc.), and probably gas stations if Diggy uses the gas mod, but I might let gas stations pass on industrial lots, also.

And obviously Admin lots are for whatever the forget we need them for.

Not sure if Diggy added any extra specializations, but going beyond 3 or 4 player-accessible types is a tad excessive.


Basically I've been making the certain events limited to commercial/industrial lots, and adding more build events for industrials. I might as well post the top part of the dreaded "list" to give you an idea of what has been updated lately. a "-" means it hasnt been added yet and a "+" means its added, but hasnt been confirmed to work properly. anyways, keep up the good work and thanks for everyone's interest in this project. Hope to see you all on the server sometime soon.

the list:
-killing wanted is only legal IF: wanted is level 3 or higher. Self defense. wanted for murder
-add another character in valuejaildata, wanted for murder. it would be cleared after an arrest, and a record clean, but not after paydems
-no flame thrower underwater
-in addition to robbing people's safes, add robbing ATMs and banks
-add convicts can local talk
-write own player health modes, addhealth just fills up health, no amount
-add "hard time" no guilty plea or bail outs for people with over 1500 demerits or jailed while wanted for murder
+when arrested, client is sent to jail and is immediately offered a plea bargain. plead guilty, pay off existing demerits and be let free. 10 second time out, otherwise they are left in jail with a more expensive bail out option
-add change existing lot type on real estate
-farm bricks do a containersearch every so often to search for bricks above it (amount and size) to determine growth rate
+to include all vehicles in minigame rewrite the isinminigame function to always return true if the minigame is running
-abandoned lots (lots with no/BL_ID owners) automatically go on real estate after a week (1008 ticks) for 10x the lot price
-Self Delete when no cops are around
+mod vehicles to go slower and maybe the collision will be better
-demerits for gravity gun kills
-make clear record 75% price for ambassador + cheaper pardon
-add rules to gui!
-make make loudlocal (maybe yell?) and quietlocal (whisper?)
-make it so the farther players are from a local, the fewer characters make it through, ex: close(local: help! im being mugged!)  far(He..! i. b.n. m.gg..)
-no heal event for doctors? need it for hospitals
-maybe add an item that lets you listen in on whis's somehow
-instead of changing resource prices every tick, do it dynamically based on the sale ratio?
-make a function to add an item to a player, make it switch between force item (into last slots) or not
-add fire sprayer / detector
-instead of searching from the player for fire bricks (maybe laggy) search from the bricks fro players, (probably less laggy)
-help jobs should list every ability the job has or can have
-for jobs with guns, dont allow the players to drop weapons (keep them from giving out guns free)
-if we do use hunger, make it so you only get hungry after doing certain things (labor, melee attack, etc) and if you're too hungry you cant do them
-food type resource, get it from farming and fishing, sell it to the food board, addfood would use food, (base price of food) + profit = price of good.
-make it so the amount of resources you can carry is limited by your EXP
-make it so when you leave a terminal trigger, it checks to see if youre in another triger and make that your trigger
-list job items
-onTouch/IfConvict
 -OnVariableTrue/JailEscape (needs testing)
-make a cash register brick that all sales money goes to, is required for addfunds
-use cash money to pay dems when arrested, offer a prompt to bail out or not, if they say no let them know about bail
-cop bots-rain riots (bots with guns)
-weapon smelting return weapons for ore
-take out radius impulse
« Last Edit: November 26, 2010, 02:11:41 PM by [USSR] Diggy »

Ok, so I'm making a special pack of hand-selected Tier+Tactical weapons for the server, with plans to match up the clip sizes and reload times in MetroRPG with the actual weapons.  Here's the list that I decided was fair.  I might add the Crossbow and Sport Rifle once I get rid of their penetrating abilities.

T2: Assault Rifle - Slight damage decrease    - rifle ammo
T2: Battle Rifle  -          "                             - rifle ammo
T2: Combat Shotgun                                   - shell ammo
T2: Military Sniper - Slight damage increase  - rifle ammo
T1: Pistol                                                    - 9mm ammo
T1A: Pistol Akimbo                                      -9mm ammo
T1/T1A: SMG/Sil SMG - Damage decrease     -9mm ammo
TM1: Combat Knife

Might add the pump shotty, and the RL would stay as the explosive weapon.  Might replace HE-grenade with frag.  This is all if Diggy permits, but I'm throwing it out there now.

P.S. Diggy, if you're reading this I need the updated files :u

Edit:
Ok, so everything is packaged and works correctly, other than the silenced SMG having no shells.  I added the pump shotty, now I'll get the damages balanced and work on that crossbow and sport rifle.

Edit 2:
So the sport rifle is in the package now, and it won't go through your base walls anytime soon.  Next up will be the crossbow, which will hopefully take a substantially smaller amount of time to do now that I figured out the sport rifle.

Edit 3:
Crossbow is go.  Damage increased to 50, but this might be a tad overkill.  Whatever, stuff will be expensive.  Hoping to add an arrow/bolt ammo type, also.


This is for sure a good idea. Ill send you updated files when i get back tonight