PostNukeRP: r148 Build-a-Car Update Part 3 (plus a bonus)
This is the 3rd and final part to the planned features for the new Car update, plus a bonus feature.
Bonus Feature:
I have now added the ability to select body groups and skins for player models. The selection will be saved to the players profile. Not all the models in the menu have body groups, but this will work regardless of the addon. I have added Enhanced Citizens V3 to the server collection, and have also added a new file to the server’s lua autorun that will auto download this addon for the player.
The Car Update:
The biggest feature for this update is vehicle damage and repair.
How it works:
If a vehicle gets below 50% it will consume more gas then normal, the lower it gets the more it will use up. at 2 HP it will use up roughly 10x the amount of gas.
Only Engineers with a toolbox can repair vehicles, and it will use up one scrap per HP. The higher the Construction skill the faster the repair and a chance at not consuming scrap per HP point. The repair process can be stopped by pressing E on the vehicle. Players that have been added as co owners using the “Keys” will be able to repair the vehicle as well by equipping hands/keys and pressing R on the vehicle.
Basic Skill Rates:
Level 0 = 1hp/4sec (0% chance of saving scrap)
Level 1 = 1hp/2sec (10% chance)
Level 2 = 1hp/1sec (20% chance)
Level 3 = 1hp/0.667sec (30% chance)
Level 4 = 1hp/.5sec (40% chance)
Level 5 = 1hp/.4sec (50% chance)
Once a vehicle reaches 0 HP it will stop working.
Patch Notes:
- Moved the position of the Weight text over on the inventory screen
- Fixed new vehicles being able to kill combine
- Fixed issue with some new persistent items not starting with a HP
- Added Bodygroup and skin options to player models in Profiles
- Added vehicle damage system
- Fixed Admin Overrides not synching when joining
- Added Vehicles to Wasteland Radar (Flashy yellow dots)
- Added Car Hulls to Wasteland Radar (Grey dots)
- Tweaked Wasteland Radar Hud dots
- Reduced the default rate of the rad storms
- Added ability to use weapons in car seats
- Blocked PHys Gun from picking things up while player is in a vehicle
PostNukeRP – r145 Build-A-Car Part 2
Part 2 of the new car updates. This update changes the vehicles to be persistent and to have individual inventories. They will also store gas as well now, so when you pick up your vehicle it will retain its level of fuel. Each type of vehicle has a different tank size. They are also set to track their health as well, but the damage system is not in place yet.
One note on the vehicle inventory, it will follow the vehicle. So if you put a bunch of items into a car and then sell that car to another player they will get the items as well.
This is the 2nd of the 3 planned updates for vehicles, the next will be vehicle damage.
The method of doing this allows me to make any persistent item into a storage unit pretty easily. There are a few functionality losses and gains with this compared to the old system. Since the old car inventory system is not gone I have converted everyone’s existing car inventory to their player inventory.
Patch Notes:
- Added New Persistent Storage
- Added Vehicles to use new storage system
- Fixed some issues with persistent items and WorldCache
- Added a function to migrate the old car inventory to player inventory.
- Fixed Airboat not set to correct ent name
- Fixed Jeep not set to correct ent name
- Removed “Send to Car” from Equipment Menu
- Removed “Send to Car” from player Inventory
- Removed the ability to spawn items directly from car inventory.
- Added ability to move bulk items to and from the new inventory (including tools)
- Added ability to use items directly from the car inventory.
- Removed all the old car inventory code
- Added upgrade function that only needs to be run once by the server owner to convert old car inventory to player inventory.
PostNukeRP – r144 Build-A-Car Part 1
Part 1 of the new car system is finally done. This system changes how players will be able to get vehicles in PostNukeRP. This update also marks the first time that we will depend on the content of a Workshop addon by default: Doc’s Half-Life 2 Driveable Vehicles. With this we are able to bring the vehicle count to about 26 now.
Inventory per vehicle was not able to be added into this update with how much work we spent on building and testing this, that feature is planned for Part 2 and will be started on shortly after this update.
Build-A-Car System:
The system is pretty in depth but strait forward. On the map there is a chance that Car Hulls will spawn, these are typically the destroyed vehicle bodies seen in the Q menu. At this moment there are only two that will spawn on the map at any given time. (10% chance every time the resource spawner runs). These “Hulls” will spawn with a condition between 15-75%.
- Players will need a toolbox in order to use the hulls.
- Scavengers and Engineers have a chance at recovering parts from these hulls, all other classes only get resources.
- Scavenger have a better base chance at getting resources.
- Engineers have a better base chance at getting parts.
- Part recovery is affected by the Salvaging skill.
- Resource recovery is affected by the Scavenging skill.
- Engineers can recover the hull for use in building.
- Hulls have to be 25% or greater to recover parts from and 50% or greater to have the hull recovered.
- Scavenging a hull removed its ability to be recovered.
- Every time a part is recovered it reduces the hull by 25%, 10% for failed attempts, and reduced when resources are recovered.
- To build a specific vehicle you will need to find the hull for it.
- Once the Hull is recovered a Engineer can use the hull to see what it can be made into and what resources are needed.
- The needed resources can be either in the player’s inventory or laying by the hull.
- Another player can build the hull for you as long as all the parts by the hull are the same owner as the hull. The player building the hull does not have to own it.
- Each vehicle has different costs and different stats.
The /carseat command has also been updated to work with every vehicle other than the airboat.
Thats pretty much it, happy hunting.
Patch Notes:
- Added new Build-A-Car system
- By default PostNukeRP needs the mod (Doc’s Half-Life 2 Driveable Vehicles)
- Added Car Hulls (bodies)
- Added Oil (part)
- Added Car Tire (part)
- Added Car Door (part)
- Added Car Muffler (part)
- Added Car Axle (part)
- Changed Makeshift Engine’s name to Old Car Engine
- Changed Old Car Engine. No longer made, has to be found.
- Fixed bug that allowed players to pick up other player’s vehicles
- Fixed bugs related to Vendor Display Items
- Fixed carseats not being removed when vehicle was removed
- Added new function PNRP.FindNearbyItems( ent ). Returns items 150 around ent that are in the itembase.
- Added new function PNRP.UseNearbyParts( Tbl, ent, ply ). If parts listed are near ent it will use them. Tbl is ment to be return from ToolCheck
- Added new function PNRP.GetFullInventorySimple( ply ). Returns invnetory from both systems for a player. Used for tool checks
- Added new function PNRP.UsePlayerParts( Tbl, ply ). Similar to the old method of using parts, but will use needed items from persistent system. Tbl is ment to be return from ToolCheck
Edit: r144.1
- Fixed error with vendors overwriting items
- Reduced the weight of the knife
PostNukeRP – r143
Should be the last of the WorldCache duplication issues. As usual “r” releases are pushed to the “Unstable” branch of the PNRP GitHub
Patch Notes
- F2 on vehicles uses the new PNRP.SearchItembase()
- Fixed persistent tool dupe in PNRP.GetAllTools( ply )
PostNukeRP: New Cars Comming Soon
Figured I would continue the picture series .
Now that the Admin Menu is done for the most part I have started on the new Vehicle stuff.
I have made some pretty good progress with the new system. Building vehicles will be alot more detailed and this system will actually give players another means in getting resources on the map.
I will also be working on persistent inventory for vehicles. This means that each car will have its own inventory. The existing inventory will append to player inventory until all the old items are moved out.
We will also be adding support for Doc’s Half-Life 2 Drivable Vehicles. This system should also make it easier to add other custom vehicles to PNRP.
If you want to see a higher res version of the pic, you can find it here.
PostNukeRP – r141
- Fixed players unable to put items in car inventory
-
Fixed WorldCache duplication
EDIT: 07/07/2015:01:29
r-142
- Fixed Ammo glitch when dropping weapons
- Fixed Error when upgrading class skill
PostNukeRP – r140
- Increased Temp God from 15 to 20 sec
- Added code to log kills within spawn area
- Added code to warn when players are attacked in spawn area and logs it
- Fixed exploit when using change class to get full HP
PostNukeRP – r139 Admin Player Menu Part 2
Admin Update Part 2.
This update has been pushed to the Unstable branch on GitHub. Patches to unstable will continue to have a “r” in patch for now.
This update brings the new Admin menu that lets admins edit players if they are online or off. Most aspects of the player can be edited with this menu and should help admins on servers.
Patch Notes
- Fixed Colour tool use on NPC’s
- Fixed Material Tool usage on players
- Fixed Unbreakable being used on players
- Added new Player Admin Function
Happy 4th of July
PostNukeRP Version 1.2.0 – The First GitHub Release
PostNukeRP has now been migrated and updated to the latest version running on the Live Server. With all the changes I have upped PNRP from 1.1.3 to 1.2.0.
For a while now we have not updated the Google Code SVN due to Google shutting it down, so you will notice that the patch notes will be rather long. This version of course includes the SQL Injection fix, the Client Side Lua fix, and fixes to exploits regarding some con commands.
This update also includes the new Persistent Inventory System and the items that are upgraded to be used in it.
What this version does not include is some of the secret features we are working on, as well as the what I have so far on the next step for the player admin system.
The current version that is stable is the Master Branch, the Unstable branch still has the old version of the code.
Patch Notes:
- Added useable Ladder (Created by LiddulBOFH).
- Converted Most ConVars to the Database. Some of these still replicate to a convar as needed.
- Spawner settings are now per map and will use default settings when not set.
- Outside check now looks for HitSky, this should fix issues with large caves and buildings.
- Car inventory can now be access from using the ammo box on the back of the Jeep.
- Replaced Network Variables with Mista-Tia netwrapper link
- Fixed Community Names not displaying on players on in TAB menu
- Fixed storage and lockers being broken into by their owners.
- Fixed ownership issues of some props.
- Increased the height of player names.
- New zombie (nexbot) is included in the new code, but only spawnable by admins with overrides on.
- Several other fixes related to Network Variable conversion.
- Fixed Error with Bulk Item Boxes
- Fixed door ownership
- Changed default Tool settings to 4 (All)
- Fixed Pod Controller not being dissabled when no fuel
- Added new function PNRP.SearchItembase( ent ). Will replace FindItemID in many places
- Added new ent variable ent.crafted. Seperate crafted items from spawned
- Added new Itembase variable AllowPunt. Punt block overide.
- Fixed issue with Voice Limiter
- Sawblade is now AllowPunt Overide
- Fixed Error from miner.
- Fixed Admin overrides not working on tools.
- Fixed more ownership issues on some tools.
- Fixed Antlion Mounds not pulling spawner variables from the database.
- Fixed error that was being thrown on server side in the itembase. Had to move the UnBlock for loop.
- Added new Player Info window accessed from the Tab Menu (Click on the player’s Icon)
- Added new Player Profile Menu.
- Fixed duplicate inventory exploit.
- Fixed duplicate shop menu exploit. (These will also apply to some other duplicate menu exploits)
- Fixed Error with some models not showing in Player Profile
- New Persistent Inventory system added
- Fixed duplication of itembase table
- Moved more itembase functions to shared
- Fixed Community Lockers ownership issues
- Fixed Car weight with vendors
- Vehicle capacity added to item base files
- Vehicles now have inventory weight in containers
- Inventory/Shop now shows Capacity on items with a Capacity setting
- Added Fists as default weapons
- Removed Knife as default weapon
- Added skill Strength (Affects Melee weapons)
- Added Knife as craft-able from workbench
- Knife now affected by Strength Skill
- Lowered overall knife damage
- Merged Keys and Hands into one “weapon”
- Fixed display item deleting if item was not sold
- Changed color scheme of inventory windows
- Added new texture to side menu
- Added side menu to profile window
- Cleaned up commented out code
- Removed F2 Block from damaged items that are now persistent
- Both miners and all three power generators added to persistent item system
- Gas, nuke, and fusion power supplies now save their fuel when stored
- Storage locations now show the items HP and Fuel
- Solar Panels now affected by rad storms
- Fixed bug with player inventory not showing the correct max carry weight
- Fixed bug with shotgun reloading (Animation still buggy)
- Fixed Wasteland Radar
- Radar now has to be able to see the skybox to work
- Solar Panel now has to see the skybox to work
- Fixed Knife being used from inventory
- Fixed Map Vote not showing
- Fixed exploit with PNRP.UseFromInv()
- Battery added to Persistent Item System
- Added Inventory systems show battery charge
- Fixed many possible exploits. (Please report any resulting bugs)
- Added first part of Player Admin Menu
- Fixed Error with Scavengers.
- Possible fix to a rare error with Alcehol
- More code cleanup