Argonath RPG - A World of its own

GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Han. on July 22, 2021, 07:50:53 pm

Title: New job: Pest control
Post by: Han. on July 22, 2021, 07:50:53 pm
Upon accepting the job, the player receives a custom weapon similar to the harpoon with 1 point of damage (or -1), representing the pest control equipment. This job can be done while cooperating with other players.

A location is assigned, always an unowned/custom/unregistered property. There, the player will /enter. These locations would have 3 possible spots to spawn an object with collision such as the ogras, that upon being shot with the pest control equipment would register the completion of the task (and then displaying the next location while awarding with small payment). This object could be represented by one of the existing models or a custom one, such as ID 530 (Jellyfish models that show up in the ocean).

So, each place has 3 possible spawns for the object, when players get in they also have to look for it. (One or more could spawn in each location). When cooperating, one player can drive the other to the location or both can go look for the targets, and then sharing the payment through normal RP and /send.
Title: Re: New job: Pest control
Post by: Klaus on July 24, 2021, 03:09:56 pm
I like the idea. It sounds like a fishing job but on foot, and slightly easier. It'd also introduce to new players entering/exiting interiors.

I think a new custom object would suit, maybe we can build some monster cockroach or something. A difficult part of this would be establishing how the script will create the objects within the various interior 'worlds'. Not sure how we'd do this exactly and how easy it would be?

Title: Re: New job: Pest control
Post by: Lonewolf on July 24, 2021, 06:59:52 pm
I like the idea. It sounds like a fishing job but on foot, and slightly easier. It'd also introduce to new players entering/exiting interiors.

I think a new custom object would suit, maybe we can build some monster cockroach or something. A difficult part of this would be establishing how the script will create the objects within the various interior 'worlds'. Not sure how we'd do this exactly and how easy it would be?
We can use the cow's head :lol:
Title: Re: New job: Pest control
Post by: Han. on July 25, 2021, 04:38:28 pm
Yeah, was thinking of the same for a custom object, mutant roach or something.

Originally for their placement i thought of using the interior's entrance coords and then randomizing the spawn based on that spot. Chances are they would spawn outside of walls or inside TVs and other objects.

What would make more sense is having 3 preset spawn positions for each interior. Let's limit it to small houses for starters, so 3 different house interiors with 3 different spawns each. We'd have a list of possible interiors and spots
Title: Re: New job: Pest control
Post by: Nylez on July 26, 2021, 06:17:15 pm
Nice potential, but if we intend to make a firefighter job in the future, which we do. How do we distance this job from that one? Because a custom weapon that sprays bugs or a custom weapon that sprays fire is not so different.
Title: Re: New job: Pest control
Post by: Han. on July 26, 2021, 09:10:37 pm
The theme is different but the "game" concept is the same if firefighter job aims to extinguish fires inside houses.

Current version of the game/mod doesn't support collision checking with non projectile weapons, i'd love to have a custom flamethrower or melee that doesn't damage players but it's not possible to use that to collide with the objects (like Ogras and Harpoon, which is a projectile based weapon). So it would have to be a weapon similar to the harpoon, low range, single shot (?) and low damage.

Another difference is that the fires (considering they would be always inside props) are pretty obvious, the idea with this one is to have a model that isn't making noises and that you need to look for. Also, you won't be using firetrucks.


Title: Re: New job: Pest control
Post by: Klaus on July 27, 2021, 01:39:02 am
Not wanting to go too far off topic, but if we do go ahead with a firefighter job, it'll most likely be using the fire engine rather than a fire extinguisher.

Quickly moving back on topic....

What would make more sense is having 3 preset spawn positions for each interior. Let's limit it to small houses for starters, so 3 different house interiors with 3 different spawns each. We'd have a list of possible interiors and spots
It wouldn't be too hard to fetch xyz coordinates for various interiors. The issue I was speaking of is interior 'worlds'. Every interior has a world id, which I believe to be the property id + 00 or something along those lines. For the script to work, it would first need to determine the property id, then the interior id (every type of interior has an id) and then finally the world id. It might be tricky to work out how best to do that.

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