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IDEAS.md
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IDEAS.md
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**NOTICE: Most of these ideas are totally random and some might be unrealistic. Every time I thought of something, I just immediately threw it into this file. I never checked to see if I had already added it, so there may be duplicates or similar entries spread out and unorganized.**
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**NOTICE: Most of these ideas are totally random and some might be unrealistic. Every time I thought of something, I just immediately threw it into this file. I never checked to see if I had already added it, so there may be duplicates or similar entries spread out and unorganized.**
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### Businesses (inspiration from GTA Online)
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### Businesses
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*Inspiration from GTA Online*
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* Nightclubs
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* Nightclubs
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* Executive Offices
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* Executive Offices
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* Warehouses
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* Warehouses
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@@ -10,113 +11,130 @@
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* Houses
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* Houses
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* Garages
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* Garages
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* Casinos
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* Casinos
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---
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### Interactive peds with each one having a background story, characteristics, certain people or groups they like/dislike
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### Interactive peds with each one having a background story, characteristics, certain people or groups they like/dislike
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*Inspiration from Skyrim and many other RPGs*
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*Inspiration from Skyrim and many other RPGs*
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* Procedurally generated?
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* Procedurally generated?
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---
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### Bouncers
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### Bouncers
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*Inspiration from GTA IV clubs*
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*Inspiration from GTA IV clubs*
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* Nightclubs, bars, etc can employ "bouncer" peds that either prevent entry to certain people, or kick people out.
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* Nightclubs, bars, etc can employ "bouncer" peds that either prevent entry to certain people, or kick people out.
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---
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### Background ambience.
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### Background ambience.
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* Anonymous city traffic and pedestrians
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* Anonymous city traffic and pedestrians
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* They come and go and aren't persistent.
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* They come and go and aren't persistent.
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* Police peds/traffic will pursue if player has 1+ stars and comes within range and line of sight.
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* Police peds/traffic will pursue if player has 1+ stars and comes within range and line of sight.
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---
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### Named NPCs
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### Named NPCs
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* Persistent
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* Persistent
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* Move from place to place. Eat at restaurants, drive home, to work, get drunk at a bar, etc.
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* Move from place to place. Eat at restaurants, drive home, to work, get drunk at a bar, etc.
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* Different personalities
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* Different personalities
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* Relationship levels with each player and clan. If you piss them off, they won't do business with you.
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* Relationship levels with each player and clan. If you piss them off, they won't do business with you.
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---
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### Firefighter Job
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### Firefighter Job
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*Inspiration from making this for SA-MP and LU long ago*
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*Inspiration from making this for SA-MP and LU long ago*
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* Vehicles catch on fire instead of blowing up.
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* Vehicles catch on fire instead of blowing up.
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* Random property fires can occur.
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* Random property fires can occur.
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* Firetrucks can "spray" a fire, lowering the damage until it is extinguished (Aim detection).
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* Firetrucks can "spray" a fire, lowering the damage until it is extinguished (Aim detection).
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---
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### Streetsweeper Job
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### Streetsweeper Job
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*Inspiration from making this for SA-MP long ago*
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*Inspiration from making this for SA-MP long ago*
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* Instead of checkpoints, show actual messes on the road.
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* Instead of checkpoints, show actual messes on the road.
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* Drive over the messes with the right vehicle to "clean" the mess.
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* Drive over the messes with the right vehicle to "clean" the mess.
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* Only show messes if at least one player is on duty.
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* Only show messes if at least one player is on duty.
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---
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### Garbageman Job
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### Garbageman Job
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*Inspiration from making this for SA-MP long ago*
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*Inspiration from making this for SA-MP long ago*
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* Instead of checkpoints, have trashbag objects outside of properties or wherever.
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* Instead of checkpoints, have trashbag objects outside of properties or wherever.
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* Allow the trashtruck drivers to "pickup" the trashbag, then "place" into the truck.
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* Allow the trashtruck drivers to "pickup" the trashbag, then "place" into the truck.
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* If the truck is full, deliver the trashbags to the dump.
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* If the truck is full, deliver the trashbags to the dump.
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* Only show trashbags if at least one player is currently doing the job.
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* Only show trashbags if at least one player is currently doing the job.
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---
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### Mailman Job
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### Mailman Job
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*Inspiration from making this for SA-MP and LU long ago*
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*Inspiration from making this for SA-MP and LU long ago*
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* Use a white solid van (Pony maybe) as a mail van.
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* Use a white solid van (Pony maybe) as a mail van.
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* Load mail at the post office, and drive a specific route to "deliver" mail.
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* Load mail at the post office, and drive a specific route to "deliver" mail.
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* Return the truck for payment.
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* Return the truck for payment.
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---
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### Vehicle Towing
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### Vehicle Towing
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*Inspiration from making this for SA-MP and LU long ago*
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*Inspiration from making this for SA-MP and LU long ago*
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* Use a Yankee or something to store the vehicle "inside" (just make the car disappear) until better sync options are built.
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* Use a Yankee or something to store the vehicle "inside" (just make the car disappear) until better sync options are built.
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* Universal command to tow/release a vehicle (/tow).
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* Universal command to tow/release a vehicle (/tow).
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* Try attach to nearest vehicle.
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* Try attach to nearest vehicle.
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---
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### Item System (FINISHED)
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### Item System (FINISHED)
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*Inspiration from making this for SA-MP and LU long ago*
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*Inspiration from making this for SA-MP and LU long ago*
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* Several item types, including armour, skins, weapons, drugs, materials, and more.
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* Several item types, including armour, skins, weapons, drugs, materials, and more.
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* Items can be dropped and picked up.
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* Items can be dropped and picked up.
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* Items can be stored in a vehicle trunk or dash compartment.
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* Items can be stored in a vehicle trunk or dash compartment.
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* Items can be given, taken, or used.
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* Items can be given, taken, or used.
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---
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### Payphones
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### Payphones
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*Inspiration from making this for SA-MP and LHMP long ago*
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*Inspiration from making this for SA-MP and LHMP long ago*
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* Make built in payphones usable (detect position, ring sound, etc)
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* Make built in payphones usable (detect position, ring sound, etc)
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* Payphones can be called, making them ring to nearby players.
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* Payphones can be called, making them ring to nearby players.
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---
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### Multiple bed hospital.
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### Multiple bed hospital.
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*Inspiration from Star Citizen*
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*Inspiration from Star Citizen*
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* When one is taken, use the next one.
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* When one is taken, use the next one.
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* If all are full, have a waiting list.
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* If all are full, have a waiting list.
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* Allow people to go in and lay on a bed to heal (or use a check-in system)
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* Allow people to go in and lay on a bed to heal (or use a check-in system)
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---
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### Several NPC's (NEEDS SPAWNED)
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### Several NPC's
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*Inspiration from singleplayer GTA*
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*Inspiration from singleplayer GTA*
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* Paramedics/Doctors at hospitals,
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* Paramedics/Doctors at hospitals,
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* LC/VC/LS/SF/LV police dept desk clerk and dispatcher.
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* LC/VC/LS/SF/LV police dept desk clerk and dispatcher.
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* Jail guard
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* Jail guard
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* Interactive. Go up and talk to them for responses etc
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* Interactive. Go up and talk to them for responses etc
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---
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### Use permissions/flag system for everything (FINISHED)
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### Use permissions/flag system for everything (FINISHED)
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*Inspiration from a SA-MP server I helped with long ago, and making this for LU later on*
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*Inspiration from a SA-MP server I helped with long ago, and making this for LU later on*
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* Admin abilities
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* Admin abilities
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* Moderation (muted/frozen/etc)
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* Moderation (muted/frozen/etc)
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* LEO abilities (skipped for now)
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* LEO abilities (skipped for now)
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* Clan abilities
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* Clan abilities
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* Account Settings
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* Account Settings
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* etc
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* etc
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---
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### Interiors (FINISHED)
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### Interiors (FINISHED)
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*Inspiration from a SA-MP server I helped with long ago*
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*Inspiration from a SA-MP server I helped with long ago*
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* For games with interiors, properties inside of properties (possibly make it a sub-property, but using a "type" to define it. May not be necessary) AKA a business inside a business (illegal back room gambling, anyone?)
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* For games with interiors, properties inside of properties (possibly make it a sub-property, but using a "type" to define it. May not be necessary) AKA a business inside a business (illegal back room gambling, anyone?)
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---
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### Stealable skins.
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### Stealable skins.
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*Inspiration from an idea a friend pitched to me long ago, never saw the light of day*
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*Inspiration from an idea a friend pitched to me long ago, never saw the light of day*
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* When one is stolen, it is replaced by the thief's skin
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* When one is stolen, it is replaced by the thief's skin
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---
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### Black market for anything.
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### Black market for anything.
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*Inspiration from an idea a friend pitched to me long ago, never saw the light of day. Similar to previous entry*
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*Inspiration from an idea a friend pitched to me long ago, never saw the light of day. Similar to previous entry*
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* Smuggled drugs
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* Smuggled drugs
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* LEO items
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* LEO items
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* Weapons and weapon upgrades
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* Weapons and weapon upgrades
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* Illegal vehicle upgrades like NOS.
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* Illegal vehicle upgrades like NOS.
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---
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### Drug houses and weed farms.
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### Drug houses and weed farms.
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*Inspiration from Rhytz's weed farm on GTA Online*
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*Inspiration from Rhytz's weed farm on GTA Online*
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* Make weed only plantable in certain areas.
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* Make weed only plantable in certain areas.
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* Drug houses aren't limited to the type of house, as anybody can deal or use in any place.
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* Drug houses aren't limited to the type of house, as anybody can deal or use in any place.
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---
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### Size-based inventories.
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### Size-based inventories.
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*Inspiration from other games with inventory system*
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*Inspiration from other games with inventory system*
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* Items should have a size and inventories can only hold so much.
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* Items should have a size and inventories can only hold so much.
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* Items inside of items. This could be (but not limited to):
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* Items inside of items. This could be (but not limited to):
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* Briefcases
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* Briefcases
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@@ -125,17 +143,19 @@
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* Trashbags
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* Trashbags
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* Boxes/crates
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* Boxes/crates
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* Use the item sizes for storage capacity
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* Use the item sizes for storage capacity
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---
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### Weapons like DayZ.
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### Weapons like DayZ.
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*Inspiration from ... it's in the title, duh*
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*Inspiration from ... it's in the title, duh*
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* Multiple weapon types that issue different damages.
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* Multiple weapon types that issue different damages.
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* Ammo clips that only fit a compatible weapon
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* Ammo clips that only fit a compatible weapon
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* Different clip types hold different amounts of ammo in them (and specific ammo types)
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* Different clip types hold different amounts of ammo in them (and specific ammo types)
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* Hollow point and armor piercing round types
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* Hollow point and armor piercing round types
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* Modifications. Flashlight, silencer, bigger clip, tracer, scope, etc.
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* Modifications. Flashlight, silencer, bigger clip, tracer, scope, etc.
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---
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### Crime scene investigations.
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### Crime scene investigations.
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*Inspiration from an old SA-MP server I made this for long ago*
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*Inspiration from an old SA-MP server I made this for long ago*
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* Blood
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* Blood
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* Fingerprints
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* Fingerprints
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* Ballistics/bullets on ground, in objects, walls, etc.
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* Ballistics/bullets on ground, in objects, walls, etc.
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* Can be cleaned up by anybody (including the murderer or suspects)
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* Can be cleaned up by anybody (including the murderer or suspects)
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* Showering or swimming clears blood from body
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* Showering or swimming clears blood from body
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* Rain washes away blood outside (if not under an object or bridge). Perhaps line of sight check with high up Z at same coord?
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* Rain washes away blood outside (if not under an object or bridge). Perhaps line of sight check with high up Z at same coord?
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---
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### Police interiors and garages.
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### Police interiors and garages.
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*Inspiration from some SA-MP server I played on long ago*
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*Inspiration from some SA-MP server I played on long ago*
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* Multiple interrogation rooms with blocked sound (chat is localized to that room)
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* Multiple interrogation rooms with blocked sound (chat is localized to that room)
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* Multiple offices for ranking members
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* Multiple offices for ranking members
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* Detective squad rooms with a CO office
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* Detective squad rooms with a CO office
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@@ -156,17 +177,19 @@
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* Crime scene lab
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* Crime scene lab
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* Cell block area (or multiple cell blocks)
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* Cell block area (or multiple cell blocks)
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* Elevators that can take you to multiple levels of the building (and roof/garage).
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* Elevators that can take you to multiple levels of the building (and roof/garage).
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---
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### Police Computer
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### Police Computer
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*Inspiration from an old SA-MP server I made this for long ago*
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*Inspiration from an old SA-MP server I made this for long ago*
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* Arrest logs
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* Arrest logs
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* Past tickets
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* Past tickets
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* Officer reports
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* Officer reports
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* Investigation info
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* Investigation info
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* APB list
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* APB list
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---
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### Admin panel.
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### Admin panel.
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*Inspiration from LU admin panel by Stoku*
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*Inspiration from LU admin panel by Stoku*
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* Reports
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* Reports
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* Multiple actions for each
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* Multiple actions for each
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* Viewing info and past reports/actions on the reporter and the situation.
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* Viewing info and past reports/actions on the reporter and the situation.
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@@ -175,62 +198,72 @@
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* Action
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* Action
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* Weapon/Kill/Death
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* Weapon/Kill/Death
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* Others
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* Others
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---
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### Logging
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### Logging
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*Inspiration from needing this to solve disputes between players on an old SA-MP server long ago*
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*Inspiration from needing this to solve disputes between players on an old SA-MP server long ago*
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* Log everything possible
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* Log everything possible
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---
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### Injuries
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### Injuries
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*Inspiration from some old game that dealt with this stuff, can't remember which one*
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*Inspiration from some old game that dealt with this stuff, can't remember which one*
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* Depending on type of injuries, have multiple results occur over time.
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* Depending on type of injuries, have multiple results occur over time.
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* Gunshots lead to bleeding which could lead to passing out for loss of blood.
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* Gunshots lead to bleeding which could lead to passing out for loss of blood.
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* Post-treatment effects are also possible including siezures from blunt force trauma.
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* Post-treatment effects are also possible including siezures from blunt force trauma.
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---
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### Interactive Actions
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### Interactive Actions
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*Inspiration from GTA Chinatown Wars and Among Us*
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*Inspiration from GTA Chinatown Wars and Among Us*
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* Hotwiring a car could be successful or could also fail, depending on vehicle type and variance.
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* Hotwiring a car could be successful or could also fail, depending on vehicle type and variance.
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* The user has to go through each step in order to complete the task.
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* The user has to go through each step in order to complete the task.
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* Hotwiring could have things like splitting and joining wires to make the car start or the alarm stop.
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* Hotwiring could have things like splitting and joining wires to make the car start or the alarm stop.
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* Include medical procedures in this idea. Surgeries, gunshot wounds, etc
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* Include medical procedures in this idea. Surgeries, gunshot wounds, etc
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* Require certain tools to perform different actions.
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* Require certain tools to perform different actions.
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* Different vehicles have different wires to use to be successful.
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* Different vehicles have different wires to use to be successful.
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---
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### Limit weapons per person.
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### Limit weapons per person.
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*Inspiration from a SA-MP server I managed long ago, the scripter called them taliban weapons because he stacked AK's on his back*
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*Inspiration from a SA-MP server I managed long ago. The scripter called them taliban weapons because he stacked AK's on his back*
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* Have a visible large weapon if they have one (attached)
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* Have a visible large weapon if they have one (attached)
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* Concealable smaller weapon.
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* Concealable smaller weapon.
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* Officers usually have a utility belt. Allow it to hold equipment as well.
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* Officers usually have a utility belt. Allow it to hold equipment as well.
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---
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### Vehicle Trunks
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### Vehicle Trunks
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*Inspiration from GTA Chinatown Wars and Among Us*
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*Inspiration from GTA Chinatown Wars and Among Us*
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* Can hold tied up players/peds
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* Can hold tied up players/peds
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* Can hold items
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* Can hold items
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* Size/capacity depending on vehicle
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* Size/capacity depending on vehicle
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---
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### Vehicle Interiors
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### Vehicle Interiors
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*Inspiration from an old server I wanted to make this for before but never did*
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*Inspiration from an old server I wanted to make this for before but never did*
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* Get "inside" the back of trucks/trailers and store items inside.
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* Get "inside" the back of trucks/trailers and store items inside.
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* Use an interior for this and allow dropped items (including crates and boxes and etc).
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* Use an interior for this and allow dropped items (including crates and boxes and etc).
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* Shouts and certain speech can be heard outside wherever the truck is at.
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* Shouts and certain speech can be heard outside wherever the truck is at.
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* Vehicle sink or explode while inside the back causes death and objects destroyed.
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* Vehicle sink or explode while inside the back causes death and objects destroyed.
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* Also for airplane interiors
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* Also for airplane interiors
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---
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### Impound Lot
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### Impound Lot
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*Inspiration from some SA-MP server I played on long ago*
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*Inspiration from some SA-MP server I played on long ago*
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* Multi space impound lot. When retrieving a car from impound, spawn it in the first empty space that isn't obstructed.
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* Multi space impound lot. When retrieving a car from impound, spawn it in the first empty space that isn't obstructed.
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---
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### Weapon Wear and Tear
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### Weapon Wear and Tear
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*Inspiration from DayZ*
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*Inspiration from DayZ*
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* Weapons obtain damage from use and time. If not cared for, they can have decreased damage from shots, or even break or malfunction
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* Weapons obtain damage from use and time. If not cared for, they can have decreased damage from shots, or even break or malfunction
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* Cleaning weapons improves reliability
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* Cleaning weapons improves reliability
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---
|
||||||
### Weapon Identification
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### Weapon Identification
|
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*Inspiration from forensics system I made for a SA-MP server long ago*
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*Inspiration from forensics system I made for a SA-MP server long ago*
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* Weapons have identifying parts like barrel bores (for ballistics) and serial numbers.
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* Weapons have identifying parts like barrel bores (for ballistics) and serial numbers.
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* Serial numbers can be removed.
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* Serial numbers can be removed.
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||||||
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---
|
||||||
### Police Behavior
|
### Police Behavior
|
||||||
*Inspiration from cops in newer GTA games and an idea to mesh that with player cops working with them*
|
*Inspiration from cops in newer GTA games and an idea to mesh that with player cops working with them*
|
||||||
|
|
||||||
* Stars
|
* Stars
|
||||||
* 1 star for an initial misdemeanor. Traffic violation, pedestrian crime, etc. Police will pursue to fine/ticket.
|
* 1 star for an initial misdemeanor. Traffic violation, pedestrian crime, etc. Police will pursue to fine/ticket.
|
||||||
* 2 stars for any subsequent crimes committed in police presence, after receiving one star and no action taken (if you don't pull over, run on foot, etc). Results in arrest.
|
* 2 stars for any subsequent crimes committed in police presence, after receiving one star and no action taken (if you don't pull over, run on foot, etc). Results in arrest.
|
||||||
@@ -240,10 +273,11 @@
|
|||||||
* NPC police will chase you if you have 1+ stars. If you lose them with 2 or less stars, they go away unless you are sighted by another officer before cooldown.
|
* NPC police will chase you if you have 1+ stars. If you lose them with 2 or less stars, they go away unless you are sighted by another officer before cooldown.
|
||||||
* Any traffic violation that takes place within LOS and range of police will cause them to chase you until you pull over.
|
* Any traffic violation that takes place within LOS and range of police will cause them to chase you until you pull over.
|
||||||
* Failure to pull over within a timely manner, or breaking another law before pulling over adds a second star. They won't fine you at this level, only arrest or worse.
|
* Failure to pull over within a timely manner, or breaking another law before pulling over adds a second star. They won't fine you at this level, only arrest or worse.
|
||||||
```
|
|
||||||
Player police officers can issue an APB for a player suspect. NPC police drive and walk around as normal in the game but if they spot the player suspect within a certain distance and line of sight, their position is sent to any player police officers via radio and shown as a blip on the radar. If the suspect evades the NPC police, the blip fades out at the last seen suspect location and eventually disappears, no longer available to player police officers. This means that the blip will continue to show other officers at the suspect's updated location until a) all police officers lose line of sight, b) suspect gets too far away or c) enters a house/business (losing line of sight with police unless they enter). All of these will cause the blip to show the suspects last known and seen location while the blip fades out and eventually disappears. Any officer that re-establishes line of sight within a certain distance will cause the suspect's blip to show again for all police. NPC police will NOT use the built-in wanted level system because this causes excessive spawning of police no matter where the suspect is generally completely unfair. Instead, scripting functions like ped.runTo, vehicle.setCarMission, vehicle.setCruiseSpeed, etc will be used to pursue the suspect. The logic in these functions is not perfect. The NPC officer can wreck the police car, get slowed down by traffic or stuck on something altogether, and the ped can be evaded by continously going around corners and such. All of this provides the ability for the suspect to have a chance of getting away. Changing skin/clothes or driving different/unknown vehicles reduces the NPC's line of sight and distance checking and thus reduces their chance of identifying them when near
|
|
||||||
```
|
|
||||||
|
|
||||||
|
```
|
||||||
|
Player police officers can issue an APB for a player suspect. NPC police drive and walk around as normal in the game but if they spot the player suspect within a certain distance and line of sight, their position is sent to any player police officers via radio and shown as a blip on the radar. If the suspect evades the NPC police, the blip fades out at the last seen suspect location and eventually disappears, no longer available to player police officers. This means that the blip will continue to show other officers at the suspect's updated location until a) all police officers lose line of sight, b) suspect gets too far away or c) enters a house/business (losing line of sight with police unless they enter). All of these will cause the blip to show the suspects last known and seen location while the blip fades out and eventually disappears. Any officer that re-establishes line of sight within a certain distance will cause the suspect's blip to show again for all police. NPC police will NOT use the built-in wanted level system because this causes excessive spawning of police no matter where the suspect is generally completely unfair. Instead, scripting functions like ped.runTo, vehicle.setCarMission, vehicle.setCruiseSpeed, etc will be used to pursue the suspect. The logic in these functions is not perfect. The NPC officer can wreck the police car, get slowed down by traffic or stuck on something altogether, and the ped can be evaded by continously going around corners and such. All of this provides the ability for the suspect to have a chance of getting away. Changing skin/clothes or driving different/unknown vehicles reduces the NPC's line of sight and distance checking and thus reduces their chance of identifying them when near
|
||||||
|
```
|
||||||
|
---
|
||||||
### NPC Types
|
### NPC Types
|
||||||
* Bodyguards
|
* Bodyguards
|
||||||
* Biker gang formation
|
* Biker gang formation
|
||||||
@@ -260,19 +294,19 @@
|
|||||||
* Mechanic
|
* Mechanic
|
||||||
* Tweakers
|
* Tweakers
|
||||||
* Bouncers
|
* Bouncers
|
||||||
|
---
|
||||||
### Accents (FINISHED)
|
### Accents (FINISHED)
|
||||||
* Shown before message ... "[Japanese] John Smith says: hello"
|
* Shown before message ... "[Japanese] John Smith says: hello"
|
||||||
* Pre-set accent choices
|
* Pre-set accent choices
|
||||||
* Custom accent (skipped for now)
|
* Custom accent (skipped for now)
|
||||||
|
---
|
||||||
### Speakerphone
|
### Speakerphone
|
||||||
* While on a phone call, using /speakerphone or something can allow others near the person on the phone to hear and be heard over the call.
|
* While on a phone call, using /speakerphone or something can allow others near the person on the phone to hear and be heard over the call.
|
||||||
|
---
|
||||||
### Casinos
|
### Casinos
|
||||||
* Will have to be custom-made and server sided
|
* Will have to be custom-made and server sided
|
||||||
* Using server side will also allow casino gameplay in games where they don't exist
|
* Using server side will also allow casino gameplay in games where they don't exist
|
||||||
|
---
|
||||||
### Companion app
|
### Companion app
|
||||||
* Android/iOS
|
* Android/iOS
|
||||||
* Pebble watch (Uses phone companion app for connection)
|
* Pebble watch (Uses phone companion app for connection)
|
||||||
@@ -309,7 +343,7 @@
|
|||||||
* Config options
|
* Config options
|
||||||
* Shutdown, restart, gmx, etc
|
* Shutdown, restart, gmx, etc
|
||||||
* Alert (probably pre-made messages, configurable in pebble app)
|
* Alert (probably pre-made messages, configurable in pebble app)
|
||||||
|
---
|
||||||
### More GUI
|
### More GUI
|
||||||
* Basic layouts
|
* Basic layouts
|
||||||
* List
|
* List
|
||||||
@@ -325,11 +359,12 @@
|
|||||||
* REST-like URLs
|
* REST-like URLs
|
||||||
* Type shortened to database table prefix style (/acct, /veh, etc)
|
* Type shortened to database table prefix style (/acct, /veh, etc)
|
||||||
* Auth token header
|
* Auth token header
|
||||||
|
---
|
||||||
### Newspaper GUI
|
### Newspaper GUI
|
||||||
* Similar to SimCity 2000
|
*Inspiration from SimCity 2000*
|
||||||

|
|
||||||
|
|
||||||
|

|
||||||
|
---
|
||||||
### Tutorial Stuff
|
### Tutorial Stuff
|
||||||
* Two sets of flags for each tutorial. One for "already finished" and "declined tutorial"
|
* Two sets of flags for each tutorial. One for "already finished" and "declined tutorial"
|
||||||
* Tutorials will be in their own dimension (tutorial dimension start + client index)
|
* Tutorials will be in their own dimension (tutorial dimension start + client index)
|
||||||
@@ -350,30 +385,30 @@
|
|||||||
* Show business/house management
|
* Show business/house management
|
||||||
* Show turf wars
|
* Show turf wars
|
||||||
* Show point wars
|
* Show point wars
|
||||||
|
---
|
||||||
### Inventory Display
|
### Inventory Display
|
||||||
* Player choice
|
* Player choice
|
||||||
* Minecraft-style hotbar
|
* Minecraft-style hotbar
|
||||||
* GTA V style radial wheel
|
* GTA V style radial wheel
|
||||||
|
---
|
||||||
### Usable world furniture
|
### Usable world furniture
|
||||||
* Key press to use
|
* Key press to use
|
||||||
* ATMs
|
* ATMs
|
||||||
* Chairs, benches, beds, restaurant seats, etc
|
* Chairs, benches, beds, restaurant seats, etc
|
||||||
* Specific transition anims where possible, otherwise warp to locked anim (i.e. instant stand to sit)
|
* Specific transition anims where possible, otherwise warp to locked anim (i.e. instant stand to sit)
|
||||||
* Available offsets
|
* Available offsets
|
||||||
|
---
|
||||||
### Pointing
|
### Pointing
|
||||||
* Key to point sort of like FiveM has.
|
* Key to point sort of like FiveM has.
|
||||||
* Use a 3D primitive on the spot thats pointed to.
|
* Use a 3D primitive on the spot thats pointed to.
|
||||||
* Use pointing (finger?) animation if available
|
* Use pointing (finger?) animation if available
|
||||||
|
---
|
||||||
### Multi-command one-liners
|
### Multi-command one-liners
|
||||||
Obviously this would still be using slashes for commands still. The way this works is simple: Every command returns a value `{RETURN}`, and provides indexed numerical references to it's args that can be *piped* to another command `{1}`, `{2}`, etc. For example, the /tempveh command adds a vehicle and provides both a reference to the vehicle itself (`{RETURN}`) and a reference to it's only argument (`{1}`). Some commands already implement a final, optional command to override the default chosen entity to act on (for example, `/bizname Some Business 3` will set business ID 3's name instead of the closest business to the player. Only works for staff with the manageBusinesses permission or if the player using it owns or is in the clan that owns business ID 3 and has the ability to set it's name. So this: `/tempveh infernus | /vehrgb 0 0 0 0 {RETURN} | /vehrgb 1 {2} {3} {4} {RETURN}` Would spawn a temporary infernus and immediately set both colours as completely black RGB values.
|
Obviously this would still be using slashes for commands still. The way this works is simple: Every command returns a value `{RETURN}`, and provides indexed numerical references to it's args that can be *piped* to another command `{1}`, `{2}`, etc. For example, the /tempveh command adds a vehicle and provides both a reference to the vehicle itself (`{RETURN}`) and a reference to it's only argument (`{1}`). Some commands already implement a final, optional command to override the default chosen entity to act on (for example, `/bizname Some Business 3` will set business ID 3's name instead of the closest business to the player. Only works for staff with the manageBusinesses permission or if the player using it owns or is in the clan that owns business ID 3 and has the ability to set it's name. So this: `/tempveh infernus | /vehrgb 0 0 0 0 {RETURN} | /vehrgb 1 {2} {3} {4} {RETURN}` Would spawn a temporary infernus and immediately set both colours as completely black RGB values.
|
||||||
|
---
|
||||||
### Real time display
|
### Real time clock display
|
||||||
* Steam has the player's local time on it's overlay. Something like that. Toggleable in account settings of course.
|
*Inspiration from Steam in-game overlay*
|
||||||
|
---
|
||||||
### New items
|
### New items
|
||||||
*Street Vendors/Fairgrounds
|
*Street Vendors/Fairgrounds
|
||||||
* Corndog
|
* Corndog
|
||||||
@@ -385,10 +420,10 @@ Obviously this would still be using slashes for commands still. The way this wor
|
|||||||
* Snow cone
|
* Snow cone
|
||||||
* Misc
|
* Misc
|
||||||
* Gas Can
|
* Gas Can
|
||||||
|
---
|
||||||
### Quick Reply (FINISHED)
|
### Quick Reply
|
||||||
* When somebody sends a private message, use /reply to quickly reply without having to find their ID to use the private message command
|
* When somebody sends a private message, use /reply to quickly reply without having to find their ID to use the private message command
|
||||||
|
---
|
||||||
### Item management commands (ALMOST FINISHED)
|
### Item management commands (ALMOST FINISHED)
|
||||||
* Item Types
|
* Item Types
|
||||||
* Create
|
* Create
|
||||||
@@ -397,7 +432,7 @@ Obviously this would still be using slashes for commands still. The way this wor
|
|||||||
* Set drop position offset
|
* Set drop position offset
|
||||||
* Set drop rotation offset
|
* Set drop rotation offset
|
||||||
* Set forward
|
* Set forward
|
||||||
|
---
|
||||||
### Tutorial
|
### Tutorial
|
||||||
* Pick up item (grab bottle of beer off ground)
|
* Pick up item (grab bottle of beer off ground)
|
||||||
* Equip item (switch to bottle of beer item)
|
* Equip item (switch to bottle of beer item)
|
||||||
@@ -407,11 +442,11 @@ Obviously this would still be using slashes for commands still. The way this wor
|
|||||||
* Place item on ground (crate)
|
* Place item on ground (crate)
|
||||||
* Take second beer from crate
|
* Take second beer from crate
|
||||||
* Store second beer in trunk
|
* Store second beer in trunk
|
||||||
|
---
|
||||||
### Animation/emote, action, and message menu wheels
|
### Animation/emote, action, and message menu wheels
|
||||||
So with new Steam Deck being available now, and all the other attempts to use mobile devices that either emulate or stream the older GTA PC games, I figure we'd need a way for players to interact with each other using them. Roleplay is usually a very chat-oriented gamemode, but I can probably make things easier with simple controls. Also customizable messages, animations, and actions for each menu/wheel slot
|
So with new Steam Deck being available now, and all the other attempts to use mobile devices that either emulate or stream the older GTA PC games, I figure we'd need a way for players to interact with each other using them. Roleplay is usually a very chat-oriented gamemode, but I can probably make things easier with simple controls. Also customizable messages, animations, and actions for each menu/wheel slot
|
||||||
The inventory system is already planned to use a hotbar/wheel but I don't have all the images for it yet
|
The inventory system is already planned to use a hotbar/wheel but I don't have all the images for it yet
|
||||||
|
---
|
||||||
### Fishing
|
### Fishing
|
||||||
* Fishing works near water or on a boat (I have a way to detect both)
|
* Fishing works near water or on a boat (I have a way to detect both)
|
||||||
* Use the bat swing anim for casting line, and the crouch anim for applying bait.
|
* Use the bat swing anim for casting line, and the crouch anim for applying bait.
|
||||||
@@ -423,10 +458,14 @@ The inventory system is already planned to use a hotbar/wheel but I don't have a
|
|||||||
* Random selection of predefined catch items, both junk and fish.
|
* Random selection of predefined catch items, both junk and fish.
|
||||||
* Player would be wise to bring a bucket or crate to keep the fish in, using existing /take and /put system like any other item.
|
* Player would be wise to bring a bucket or crate to keep the fish in, using existing /take and /put system like any other item.
|
||||||
**This will need extra stuff added to keybinds system for duration key holding**
|
**This will need extra stuff added to keybinds system for duration key holding**
|
||||||
|
---
|
||||||
|
### Compass
|
||||||
|
*Inspiration from Hell Let Loose and the 3D Fallout games*
|
||||||
|
|
||||||
### GPS indicator like the 3D Fallout games
|
|
||||||
An indicator at the bottom, showing compass direction and a dot or something in the direction of the GPS location. Like an object marker.
|
An indicator at the bottom, showing compass direction and a dot or something in the direction of the GPS location. Like an object marker.
|
||||||
In-world indicator too, when player gets close and is in line of sight
|
In-world indicator too, when player gets close and is in line of sight
|
||||||
|
---
|
||||||
|
### Item/Object pickup and move
|
||||||
|
*Inspiration from the 3D Fallout games*
|
||||||
|
|
||||||
### Item/Object pickup and move like the 3D Fallout games
|
|
||||||
Fallout 3 and New Vegas have a neat feature where you can "grab" an object and fling it around while the key is pressed. Could be implemented for items in GTACRP servers
|
Fallout 3 and New Vegas have a neat feature where you can "grab" an object and fling it around while the key is pressed. Could be implemented for items in GTACRP servers
|
||||||
Reference in New Issue
Block a user