Skullz' Severed Suggestion Stub (SSSS)

PostNukeRP Gamemode Suggestions

Skullz' Severed Suggestion Stub (SSSS)

Postby severedskullz » Thu Mar 11, 2010 7:14 pm

[Status: Suggested]
Items from npcs dropped (such as brains, chems, etc.):
giving players items from corpses of dead NPCs would be a great way of introducing a better "trading" system, as well as bring the actual "role play" into PNRP (lol spell check brought up "PORN" as the correct word!). It will allow players to make Jobs for other players such as "bring me back 5 Head-crab legs and ill pay you 50 scrap". It could also integrate new types of special resources that players could use in their items. such as adding a Head-crab leg into med-kits resulting in a better health boost or something.

[Status: Suggested]
more "tools":
the scientist needs to have more access to special ability enhancing tools such as food replicators for the cultivator class, resource finders, or even the HEV suit from HL2. Scientit's ability to only create turrets and medkits make it an obvious reason why Engineers are almost always chosen (I simply just like playing Engineer in ANY game...)

[Status: Suggested]
Repellents?:
some type of repellant or "dont attack me you blasted zombie" item that prevents the npcs from "perceiving" the player. Idk how this could be done coding-wise... but it would be really cool.

[Status: Suggested]
remove class toolgun restrictions?:
I can understand why you are restricting the toolgun to engineers, but its kinda pointless to give the the engineer the toolgun and not the E2 tool, and vice versa the scientist the E2 tool but not the toolgun to allow the actual BUILDING. The E2 chip sometimes is a crucial tool for players to build their contraptions. Also scientists cant really do much with the E2 tool, weld, and no-collide alone... nothing to input, no motors, no nothing. Its kinda like one of those "All or Nothing" situations because its not like the scientist could SELL the E2 to a player...

[Status: Suggested]
raise damage for the Rifle! it does 50 damage.. and yet it takes 3-4 hits to kill a freaking zombie without headshots.

[Status: Suggested]
Sleeping modification:
I told you guys this ingame but forgot to add it. Possibly make the player crouch while sleeping... i mean... its kinda hard to sleep standing up. also the Zzzzzz above the head (which I found :D )

[Status: Suggested]
HOLY CRAP IM STUCK!:
possibly addon to teleport player back to the spawn area for a 2-5% loss? better than 10% and losing all weapons and ammo from dying. also saves the player from putting in "retry" in console, again and also from losing all weapons and ammo (but Wired didn't you tell me it saves weapons now?)

[Status: Suggested]
modification of cars, multiple car inventory's, and changing car models.


Ill edit the post as I think of more.
Last edited by severedskullz on Fri Mar 19, 2010 11:55 am, edited 1 time in total.
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Re: Skullz' Severed Suggestion Stub (SSSS)

Postby severedskullz » Fri Mar 12, 2010 8:12 am

Heres the code for the cogs above the players head when they are using the Expression tool. turns out its an emitter...

Code: Select all
   local rolldelta = math.rad(80)
           timer.Create("wire_expression2_editor_status", 1, 0, function()
      rolldelta = -rolldelta
      for ply,_ in pairs(busy_players) do
         local BoneIndx = ply:LookupBone("ValveBiped.Bip01_Head1")
         local BonePos, BoneAng = ply:GetBonePosition( BoneIndx )
         local particle = emitter:Add("expression 2/cog_world", BonePos+Vector(0,0,16))
         if particle then
            particle:SetColor(150,34,34,255)
            particle:SetVelocity(Vector(0,0,17))
            
            particle:SetDieTime(3)
            particle:SetLifeTime(0)
            
            particle:SetStartSize(10)
            particle:SetEndSize(10)
            
            particle:SetStartAlpha(255)
            particle:SetEndAlpha(0)
            
            particle:SetRollDelta(rolldelta)
         end
      end
   end)
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Re: Skullz' Severed Suggestion Stub (SSSS)

Postby LostInTheWired » Fri Mar 12, 2010 2:53 pm

Zs might not be too hard to do, and we'll probably end up ragdolling the player once we finally get to it. But the floating Zs might make it a bit fun. XD
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Re: Skullz' Severed Suggestion Stub (SSSS)

Postby eldarstorm » Fri Mar 12, 2010 3:28 pm

That would be cool :)
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Re: Skullz' Severed Suggestion Stub (SSSS)

Postby severedskullz » Sat Mar 13, 2010 8:44 am

LostInTheWired wrote:Zs might not be too hard to do, and we'll probably end up ragdolling the player once we finally get to it. But the floating Zs might make it a bit fun. XD

lol of course not since i just gave you the code to do it :P
Never messed with emitters, but now that im not running around like my head chopped off today I took a look and all that the "expression 2/cog_world" is a material found in the "garrysmod\addons\wire model pack 1\materials\expression 2" folder. so change the material to a Z and BOOM we are done... oh and we would have to take out the "rolldelta" since we dont want the texture to rotate.
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