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Title: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 14-01-2010
Post your suggestions and idea's, please make sure to read through replies, to make sure your not suggesting something that's already been said!

Things Not To Dicuss:
Vehicles (It's never going to happen)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Steel on 14-01-2010
More playable mutants.

Only thing we see is a Bloodsucker.
I know theres others like the controller.

Things like Snorks would be epic, specially with the coming labs and stuff.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Szenti on 14-01-2010
Will you add: Snork, Rodent, Pseudodog/Blinddog, Poltergeist? It would be fun to RP as a Rodent, or a dog.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 14-01-2010
Quote from: The Jackal on 14-01-2010
More playable mutants.

Only thing we see is a Bloodsucker.
I know theres others like the controller.

Things like Snorks would be epic, specially with the coming labs and stuff.

Snork is coming soon, so will the controller, as donator flags.

Quote from: Szenti on 14-01-2010
Will you add: Snork, Rodent, Pseudodog/Blinddog, Poltergeist? It would be fun to RP as a Rodent, or a dog.

no models... I have however, got ahold of a resident evil dog with animations, it looks badass.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Steel on 14-01-2010
Oh another suggestion.
Suits armor being revised. What gets what etc.
Sunrise should get more than 100.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: KingArthur on 14-01-2010
A percentage system for armor like 50% or 25% u know? Damage resistance
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Steel on 15-01-2010
New animations, for example: Hands behind back, like the duty guarding rostok.

Also, a new holster system: Weapon appears on your back just like in the game.

Guitar playing: Purchase a guitar and play it, with the animations and all?

If all that was possible it would be excelent.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 15-01-2010
Quote from: The Jackal on 14-01-2010
Oh another suggestion.
Suits armor being revised. What gets what etc.
Sunrise should get more than 100.

Soon Enough, combined with stats.

Quote from: KingArthur on 14-01-2010
A percentage system for armor like 50% or 25% u know? Damage resistance

Percentage system isn't exactly "great" besides i cannot make items save values, without making a new item system.

Quote from: The Jackal on 15-01-2010
New animations, for example: Hands behind back, like the duty guarding rostok.

Also, a new holster system: Weapon appears on your back just like in the game.

Guitar playing: Purchase a guitar and play it, with the animations and all?

If all that was possible it would be excelent.

I can only work with the animations that citizen npc's use.

Maybe i can do that holster back thing, maybe look like crap though.

Same above applies to animation limitations.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Steel on 15-01-2010
Quote from: Last.Exile on 15-01-2010
Quote from: The Jackal on 14-01-2010
Oh another suggestion.
Suits armor being revised. What gets what etc.
Sunrise should get more than 100.

Soon Enough, combined with stats.

Quote from: KingArthur on 14-01-2010
A percentage system for armor like 50% or 25% u know? Damage resistance

Percentage system isn't exactly "great" besides i cannot make items save values, without making a new item system.

Quote from: The Jackal on 15-01-2010
New animations, for example: Hands behind back, like the duty guarding rostok.

Also, a new holster system: Weapon appears on your back just like in the game.

Guitar playing: Purchase a guitar and play it, with the animations and all?

If all that was possible it would be excelent.

I can only work with the animations that citizen npc's use.

Maybe i can do that holster back thing, maybe look like crap though.

Same above applies to animation limitations.

I may just have to play through HL again, just so i can see what the citizens do, and maybe give you a list of new ones that would be good to be implemented.
Sorry, i just havent got a clue about scripting :P
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Plunger on 15-01-2010
This is for anybody reading about how the inventory grid was canceled. Believe me when I say it needed to be done, I was testing it with Silver and Locke earlier and it actually brought world spawn back, so I figure you all like a working inventory then a pretty one that brings back worldspawn amirite
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Locke on 16-01-2010
Yeah, it looked nice, but it's not worth losing all my hard worked for items, right?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Celtic on 16-01-2010
Just a small idea, but not completely necessary, would be to make it so that it saves what frequency you put your radio on, even after you disconnected.  Only cause sometimes you may just miss out on something if you forgot to set your frequency.  Again though, hardly something to prioritize doing, as most people can just make it a habit to remember to set their radio.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Royz on 17-01-2010
I think that the flash that now effects your speed is a little too fast. I like how it increses your speed, but It feels too fast. Try it yourself sometime and adjust it as you feel just.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Celtic on 18-01-2010
Quote from: Royz on 17-01-2010
I think that the flash that now effects your speed is a little too fast. I like how it increses your speed, but It feels too fast. Try it yourself sometime and adjust it as you feel just.

I watched Royz use this thing, and it was ungodly.  We're standing at the intersection near the bridge, and we head back to the Freedom base.  He could have gone back and forth from the intersection to the base three times before I got there.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 18-01-2010
A map, i mean one thats on your pda or something.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Dark Angel on 18-01-2010
More anims like wounded , sleeping maybe ragdoll for whirling =)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Eet Eet on 19-01-2010
Add the ability to delete dead characters from the character list. Maybe even some STALKER npcs?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 19-01-2010
I think you need to improve the experience for begginers.
When you start out there is too little content.

The best way for a player to feel 'satisfied' are jobs. Not animations, costumes or cool big guns... Jobs!

When a begginer turns up he wants to feel apart of the world and usefull. He wants to be emerged into the stalker world, thats why most people want to play it. He wants to experience storys of murder, exploration, fascination.

Overall its not the jobs that are the proplem, its the lack of them. So make more mini ones that players can perform if a trader isn't around.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Plunger on 19-01-2010
Quote from: Dark Angel on 18-01-2010
More anims like wounded , sleeping maybe ragdoll for whirling =)
Animations can only be used if from Half Life 2, and if it appears on the citizen.

Quote from: Eet Eet on 19-01-2010
Add the ability to delete dead characters from the character list. Maybe even some STALKER npcs?
Can't delete, problem with current script, and NPC's wouldn't really do anything.

Quote from: Bielecki on 19-01-2010
I think you need to improve the experience for begginers.
When you start out there is too little content.

The best way for a player to feel 'satisfied' are jobs. Not animations, costumes or cool big guns... Jobs!

When a begginer turns up he wants to feel apart of the world and usefull. He wants to be emerged into the stalker world, thats why most people want to play it. He wants to experience storys of murder, exploration, fascination.

Overall its not the jobs that are the proplem, its the lack of them. So make more mini ones that players can perform if a trader isn't around.
Elaborate on what this has to do with the script? Are you talking about pre-scripted, more itmes for missions, or some way for players to activate them etc.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Nikolaz72 on 20-01-2010
I know a place where somebody in HL2 Citizen was dying. Ya remember Triage of Dawn? A soundtrack music from HL2 the spot where a shortened version is played is where it happends cant remember how long in but if you search it on youtube you will find the clip :P
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 20-01-2010
Quote from: Layton on 19-01-2010

Elaborate on what this has to do with the script? Are you talking about pre-scripted, more itmes for missions, or some way for players to activate them etc.

Yeah, more items that can come of some use. Have them spawned around the map. Say scrap metal that can be taken to traders or something else to be sold. Maybe objects you can get from plants? These are just ideas for small little 'mini missions' that can be done when there is nothing else to do.

Alot of the stuff i said above can be already done with the current script, just needs some dedication from players. I properly should of posted that stuff in another thread.

Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: KillSlim on 20-01-2010
Scrap metal is bought ICly or spawned and used by people with Tool-trust. I remember that Duty was paying people 5 RU per scrap piece, you don't need such a thing to be implemented.

'Objects gained from plants'? .....
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: ~Ness~ on 20-01-2010
Quote from: Bielecki on 18-01-2010
A map, i mean one thats on your pda or something.

I couldn't agree more, I'm constantly getting lost in the server.

Quote from: Eet Eet on 19-01-2010
Add the ability to delete dead characters from the character list.

I've seen this happen on other scripts based off Cakescript, even though this is a almost 'completely new' script. So, yeah.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 20-01-2010
Quote from: KillSlim on 20-01-2010

'Objects gained from plants'? .....

Food maybe, well not from the plants cause they're basically dead. But maybe in buildings?

And i don't get why you don't think the scrap metal idea shouldn't be implemented
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: oktaine on 20-01-2010
There are wounded anims on the citizens - mainly during the early beach levels, literally right at the beginning when you're at Station...7, I think. Right after you've gone through Ravenholm and the mines and the train park.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Eet Eet on 21-01-2010
The ability to poo like what you get from Assmod?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Alex on 22-01-2010
The sad thing is...I was thinking of that yesterday....Not the assmod thing, but just plain having to take a shit or piss every now and then. I dismissed it, though. I lol'd when I read that.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Sniper3124 on 23-01-2010
Sorry if this has been said: But the ammo system needs to be tweaked, most STALKERS (or even Military for that matter) Can't afford to own a gun

Also: Fix it so your pistol also saves in your 1-6 inventory when you leave?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Royz on 23-01-2010
Agreed, I lost my damn sig pistol to it. I assumed it would save. I guess not.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: 2power on 23-01-2010
There could be food that cause radiation damage like uhh say you put an item thats called "Old tuna" now there might be a chance its radiated or not it could heal you or fuck you up you get what im putting out?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Locke on 24-01-2010
There is no point of adding pre-made missions, it would just turn stalker roleplay into stalker-gather-the-item-get-money-buy-gun-shoot-people game.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaos on 24-01-2010
A /dropall command that drops everything equipped. Like all guns, knives, and suit, possibly ammo.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Royz on 24-01-2010
It would be better if it put it in your inv, rather than dropping it all. Better than someone running over with a grav gun and grabbing it like "LOLOLOLO FREE STUUUF, I FINDZ"
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 24-01-2010
Quote from: ㅎㅎLocke on 24-01-2010
There is no point of adding pre-made missions, it would just turn stalker roleplay into stalker-gather-the-item-get-money-buy-gun-shoot-people game.

:-\  Yeah i guess, good point.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Locke on 24-01-2010
I would like a trader to player interface that lets a player get their items straight into their inventory.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaos on 25-01-2010
Quote from: Royz on 24-01-2010
It would be better if it put it in your inv, rather than dropping it all. Better than someone running over with a grav gun and grabbing it like "LOLOLOLO FREE STUUUF, I FINDZ"
But then people would go BAMBAMBAM then use their binded key to put the gun in the inventory, and not lose their weapon.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 29-01-2010
How about Fractions spawn in they're base?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaos on 29-01-2010
Quote from: Bielecki on 29-01-2010
How about Fractions spawn in they're base?
Yeah, hopefully it won't cause any problems either.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 01-02-2010
Quote from: Chaos on 24-01-2010
A /dropall command that drops everything equipped. Like all guns, knives, and suit, possibly ammo.

I can see kids abusing that with a bind before they die...
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Assassinator on 01-02-2010
Not really, since they're items would be on the floor and then they get headshotted. It would just make stowing weapons more convenient.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaos on 02-02-2010
Quote from: Last.Exile on 01-02-2010
Quote from: Chaos on 24-01-2010
A /dropall command that drops everything equipped. Like all guns, knives, and suit, possibly ammo.
You can doublebind /dropsuit and /dropweapon so it makes no difference.

I can see kids abusing that with a bind before they die...
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Aresty on 06-02-2010
I'd like to have some spawnable NPCS, Not many but some.. And each hour or so. And those NPC's should countain all kind of stuff, From a simple piece of bread, To a gun.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: nightduck on 08-02-2010
nice!!! ;D
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 08-02-2010
Quote from: Aresty on 06-02-2010
I'd like to have some spawnable NPCS, Not many but some.. And each hour or so. And those NPC's should countain all kind of stuff, From a simple piece of bread, To a gun.

Cool and you dm them and take stuff n dm more.

That's something been discussed many a time before, if we ever do add npcs, they won't be stalkers or humans wandering the zone, ive considered neutral passive npcs in bases/populated area's but thats as far as it goes for that kinda thing.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Lucidius on 08-02-2010
Quote from: Last.Exile on 08-02-2010
Quote from: Aresty on 06-02-2010
I'd like to have some spawnable NPCS, Not many but some.. And each hour or so. And those NPC's should countain all kind of stuff, From a simple piece of bread, To a gun.

Cool and you dm them and take stuff n dm more.

That's something been discussed many a time before, if we ever do add npcs, they won't be stalkers or humans wandering the zone, ive considered neutral passive npcs in bases/populated area's but thats as far as it goes for that kinda thing.

Why not ragdoll props that just open up a dialog. They don't need to be HL NPC's or moving.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Tom on 11-02-2010
Some sort of system that spawns artifacts randomly through out the map every hour or so and base what kind of artifact spawns on a percentage like a Stoneblood is more likely to spawn than a meatchunck. Also fix the Sparkler so it is slower than the Flash, cause the Flash's description is "+73 Endurance" or something to that effect and the sparkler's description is "+23 Endurance" or 33 im not sure, but the fact that an artifact that gives less endurance makes you go faster than one that has more dosnt really make much sense.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Szenti on 11-02-2010
Quote from: Tom on 11-02-2010
Some sort of system that spawns artifacts randomly through out the map every hour or so and base what kind of artifact spawns on a percentage like a Stoneblood is more likely to spawn than a meatchunck. Also fix the Sparkler so it is slower than the Flash, cause the Flash's description is "+73 Endurance" or something to that effect and the sparkler's description is "+23 Endurance" or 33 im not sure, but the fact that an artifact that gives less endurance makes you go faster than one that has more dosnt really make much sense.

There's anomalies what generates Artifacts.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Pawx on 11-02-2010
Quote from: Szenti on 11-02-2010
Quote from: Tom on 11-02-2010
Some sort of system that spawns artifacts randomly through out the map every hour or so and base what kind of artifact spawns on a percentage like a Stoneblood is more likely to spawn than a meatchunck. Also fix the Sparkler so it is slower than the Flash, cause the Flash's description is "+73 Endurance" or something to that effect and the sparkler's description is "+23 Endurance" or 33 im not sure, but the fact that an artifact that gives less endurance makes you go faster than one that has more dosnt really make much sense.

There's anomalies what generates Artifacts.

Oh yeah, Those anomalies that spawn artifacts every 2 days, Good stuff.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Plunger on 11-02-2010
Quote from: Pawx on 11-02-2010
Quote from: Szenti on 11-02-2010
Quote from: Tom on 11-02-2010
Some sort of system that spawns artifacts randomly through out the map every hour or so and base what kind of artifact spawns on a percentage like a Stoneblood is more likely to spawn than a meatchunck. Also fix the Sparkler so it is slower than the Flash, cause the Flash's description is "+73 Endurance" or something to that effect and the sparkler's description is "+23 Endurance" or 33 im not sure, but the fact that an artifact that gives less endurance makes you go faster than one that has more dosnt really make much sense.

There's anomalies what generates Artifacts.

Oh yeah, Those anomalies that spawn artifacts every 2 days, Good stuff.
No, They were spawning, just in a spot below the map. Learn to read announcements.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 12-02-2010
Quote from: Layton on 11-02-2010
Quote from: Pawx on 11-02-2010
Quote from: Szenti on 11-02-2010
Quote from: Tom on 11-02-2010
Some sort of system that spawns artifacts randomly through out the map every hour or so and base what kind of artifact spawns on a percentage like a Stoneblood is more likely to spawn than a meatchunck. Also fix the Sparkler so it is slower than the Flash, cause the Flash's description is "+73 Endurance" or something to that effect and the sparkler's description is "+23 Endurance" or 33 im not sure, but the fact that an artifact that gives less endurance makes you go faster than one that has more dosnt really make much sense.

There's anomalies what generates Artifacts.

Oh yeah, Those anomalies that spawn artifacts every 2 days, Good stuff.
No, They were spawning, just in a spot below the map. Learn to read announcements.

What wasn't the artifacts spawning at anoms, that was teh inventory glitch.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Mangoman on 13-02-2010
A PSI system for mutants, like radio for stalker's, allowing the mutants to talk over long distance?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Supercool on 13-02-2010
A nice list:

A help menu with a list of commands like how to set your radio freq, the lean left, etc.

A "random stash generator" ie, you know how we have artifacts, and clearly we don't need hundreds of those spawning, but just spawning a stash once every 30 minutes to an hour when there is more than 10 people (stash's contain maybe a box of ammo, some food, and with a fairly low chance of a weak pistol or kabar/crowbar)

On the Anomaly spawn, make it run Sleep(), and then hook onto Wake() to make it auto-sleep when it wakes up. They act very funny when the physics is awake.

sv_stk - an admin only convar that sets it so while enabled, players do not drop items on death. reduces the ooc drama involved.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Mangoman on 14-02-2010
maybe faction trader filters, allowing certain traders, like duty or something, sell what they would be selling in the real game (aka duty trader selling warsaw guns)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Supercool on 16-02-2010
Finding a way to make it so clients can change r_avglightmap without cheats being on. When it is set to ~ 1-10, it looks a huge amount like the Xray engine's shadows, but it does add lag for people with slower computers. Go test it in single player on the map for fun.

EDIT: looks like
http://i45.tinypic.com/2yklzmb.png (http://i45.tinypic.com/2yklzmb.png)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Mrtasker on 20-02-2010
I'm going to bring up an ammo issue.

I think the ability to unload ammo from a gun would be a pretty usefull addition, as loading your gun full of ammo anticipating some gunplay, then no gunplay as such happens can be quite annoying as most of that ammo will be wasted due to disconnecting or crashing.

I have no idea how easy/hard this would be to do, so feel free to pick apart my idea.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 20-02-2010
I couldn't agree more with Mrtasker.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: irondeity on 22-02-2010
I just thought of a compass item that Traders could sell for maybe around 500RU. I know its not heavily required but, it could add a nice depth to the RP when say for example a faction is on patrol. And one guy spots something and calls it out. Rather than having the entire patrol turning around 360 degrees, 5 times. the player could say. "Blah blah spotted, north northeast." Then anyone with a compass in the patrol could turn and know the general direction.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 22-02-2010
Cool idea.
And maybe if we ever get the 'Stash' idea implemented the compass could help point you in the right direction to them.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaosye on 26-02-2010
One thing that I'd like implemented would be a command similar to /passout or /sleep

It'd help rp involving capture or knocking somebody unconscious, and make it a bit easier to transport some people who are ICly unconscious but OOCly walking around.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Supercool on 27-02-2010
Remove the flag requirements on /bc. It is very silly.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Assassinator on 27-02-2010
Yes, only Military privates can BC. Not officers or leaders...
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Royz on 27-02-2010
I'm just being Curious, but is it suppose to be like this?

Sunrise suit-Grey-Less than Stalker suit

Stalker Suit-Blue-More than Sunrise Suit

Learned this yesterday(Dutch)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Welek on 27-02-2010
Sunrise and Stalker suit are the same thing, one model is from Oblivion lost and the other is the normal one.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Royz on 27-02-2010
I just firgured the blue colored one would be more expensive.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Welek on 27-02-2010
I don't see a reason for it even being on, but ya it's more expensive.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 09-03-2010
Have you considered making a Night and day system?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Plunger on 09-03-2010
Quote from: Bielecki on 09-03-2010
Have you considered making a Night and day system?
It's already done on the Dev server, just fixing the bugs.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 10-03-2010
Thats great to hear. :)
Night time will add so many more Rp possibilities.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 10-03-2010
Quote from: Bielecki on 10-03-2010
Thats great to hear. :)
Night time will add so many more Rp possibilities.

It's not that great, it uses colormod which means your flashlight will be useless.

There are 4 stages of the Day/Night System:

Morning
Noon
Night
Dusk
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Afromana on 10-03-2010
Gotta make Hostel add a day night cycle, ive seen a TnB map that had a toggleable switch somewhere on the map that cycled between them quite easily.
If this is possible, maybe its possible to make a script which can slowly go between them. just an idea.
Needs both scripter and mapper for the idea though
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Supercool on 10-03-2010
By TnB you mean mine-dog. The map was Venice, and we have kind of agreed we would rather have two maps (day and night version) instead of one map with day/night.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Locke on 10-03-2010
Having the server switch in between day and night is a good idea.

It could be like this:

[Event] The sun will be setting soon

*5 minute timer*

[Event] the sun is setting now (OOC) Save your items

*1 minute timer*

{Server changes to night map}

Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 10-03-2010
Seems a little inconvenient.
It is possible to get a nice looking Night/day system.
Rambo_9 on Facepunch has made a great Night/day script for his gamemode 'RadBox'. http://www.facepunch.com/showthread.php?t=896577 (http://www.facepunch.com/showthread.php?t=896577)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: irondeity on 15-03-2010
I looked through this twice and didnt see anything related to what Im about to type. If there was and I missed it twice then I must be blind. Anyway. I was thinking a minor prop. A map of Chernobyl_Beta with the territories marked. Similar to the map the rebels have in HL2 (id list the file name if I could find it). I figured it'd be nice to slap a map up for raid/patrol planning, ect.

*Edit: I do know about the map listen in the forums. But a serverside prop version would we quite nice for RP purposes
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 08-04-2010
Could night last either a shorter amount of time or get a little less dark? Seems like night lasts forever and day is like 5 minutes long.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Chaos on 19-04-2010
I can't find anymore to post bug reports, so I'm posting here.
I had an F2K, a Colt, and a Kabar. The server crashed and I only had a kabar and a Colt. I was on trader and I was wearing a SEVA, if that helps. Also, is there anyway I can get it back without a pic? I'm sure many people saw me with it, the ones who hangout around Freedom.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Nova on 30-04-2010
So I was thinking maybe you could make a attitude system? Just like in the Stalker games where a Loner might have a Friendly attitude towards you, whilst a Monolith have a Hostile towards you. Of course this goes for all factions. Like Freedom will always be Hostile towards Duty and the Military. Thoughts?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Khorn on 30-04-2010
There already is an attitude system?

If you play long enough you create your own likes & dislikes.
If you play Freedom, you don't hang out with Duty.

So implementing something like that wouldn't change anything.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: RG4ORDR on 08-05-2010
What about a laying down model we have sit,lean why not laying down
Maybe if we can get someone a female model :D
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 08-05-2010
Quote from: RG4ORDR on 08-05-2010
What about a laying down model we have sit,lean why not laying down
Maybe if we can get someone a female model :D
Females shouldn't be in stalker.

And lay would be awesome!
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Pawx on 08-05-2010
Quote from: Alexander Degtyarev on 08-05-2010
Quote from: RG4ORDR on 08-05-2010
What about a laying down model we have sit,lean why not laying down
Maybe if we can get someone a female model :D
Females shouldn't be in stalker.

And lay would be awesome!

Females were quoted in ShoC, When a Stalker tells about a Female running through a forest, running away from him. Of course Female's will be in the Zone, for the same thing males are doing in the Zone, Don't be sexist.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 08-05-2010
In early builds of SoC there supposedly were female models but they were cut to save space. There is no reason at all that the Zone would be men only and there are a few references to female STALKERs in the game. It would be fucking retarded to ban the entire sex for the reason "lol no females are in SoC" because the programmers probably had better things to do.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 08-05-2010
Well, In SRP anywhere i go, F|21|Busty|Hot, Is it sexist to say 60% of SRP characters are females?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 08-05-2010
It's nowhere near 60% and if anyone has that as their actual description I will personalyl rape and murder them.

The female characters I see most are:

Mine (Veronika Maslov whose title is 19 | Timid | NoMask)
Crimzon's (Jayne whose title varies but typically is a physical description of what the charcter is currently wearing and has never been "Busty | Hot")
Rook's (Veronika something or another whose title also doesn't have anything sex-related in it
Nitro's (Alexia whatever, the Duty commander)
Tom's (Sort of, Autumn, whose title is Brown Hair | Brown Eyes or something similar)
Freeze (Gaia and a few others but all their titles are fine since I've RP'd with all of them at various points)

That's hardly 60%.  If you see people obviously trying to troll with a female character (ie trying to cyber everyone and generally acting like a prick) please alert the admin staff.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 09-05-2010
I have seen random people trying to cyber/trolling, And usually ignore them, I do know those characters you mentioned, But a stalker walked over to me with this title "17|Mature|Busty|Cute" My face went to this


(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fbabble.com%2FCS%2Fblogs%2Fstrollerderby%2F2007%2F11%2F01-07%2Fangry_baby_head.jpg&hash=9a792d0469654870486d6af883189558147d6c2d)


Then she asked me "Hey their cutey" And i was like this

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fwww.ugotbling.com%2Fimg%2Fgraphics%2Ffunny%2Ffunny-angry-baby.gif&hash=fbba37d90aa7551b755744556819f8eaec010730)

I am being completely serious.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Bielecki on 09-05-2010
If you want a female Stalker here are some...
http://www.garrysmod.org/downloads/?a=view&id=93732 (http://www.garrysmod.org/downloads/?a=view&id=93732)
They will have to be turned into player models though.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 09-05-2010
Quote from: Bielecki on 09-05-2010
If you want a female Stalker here are some...
http://www.garrysmod.org/downloads/?a=view&id=93732 (http://www.garrysmod.org/downloads/?a=view&id=93732)
They will have to be turned into player models though.

These two are in the pack, They would be good, add a gasmask and freedom green and DING we have a winner


(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2944%2Fstalkery.png&hash=40da120c69df8150e2099607c6f6af14a1356a09)

Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 09-05-2010
Those look like children.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 09-05-2010
Quote from: Paintcheck on 09-05-2010
Those look like children.

Hahaha! I am just now seeing that
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Plunger on 09-05-2010
Quote from: Paintcheck on 09-05-2010
Those look like children.
Add them now.

Also, "F|21|Busty|Hot" Is Rook's real title on his female characters. All his characters are female.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 11-05-2010
Quote from: Plunger on 09-05-2010
Quote from: Paintcheck on 09-05-2010
Those look like children.
Add them now.

Also, "F|21|Busty|Hot" Is Rook's real title on his female characters. All his characters are female.
That muther fuker! D:<
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Predu on 09-06-2010
Here is a thought, don't go straight yapping that this is bad, really think about it.
Now I know this would be hard to script and all, but I'm just giving ideas.

How about you make a certain amount of armor on all suits, and then when someone shoots you, they go down, and they keep down. NOW! This could make mechanics of a real use. I mean really.. Repairing suits! It could be a new way of making money, mechanics could be flags themselves, something like that.

There are flaws tho.. Like if you get hit accidentally or something like that.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Dug on 13-06-2010
We had that before, and Exile changed it, so each suit has stats of some sort.

My suggestion, make a hunger mod, so food is used for something.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Khorn on 13-06-2010
Only problem is people would die when no traders are on. Unless people can start to farm.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Hotstarr on 13-06-2010
Like Dug said, there should be a hungermod in order to help balance out the economy, and get food used more often. However, I'm not up for it if people think that hungermod for SRP should be "If the hunger meter goes empty, you die.". Rather, I would like to have a slight negative to not using food items. I would suggest something like taking 5% more damage, or healing items heal less less and bleeding takes longer to recover from, Also health regeneration could slow down somewhat.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 13-06-2010
Quote from: Hotstarr on 13-06-2010
Like Dug said, there should be a hungermod in order to help balance out the economy, and get food used more often. However, I'm not up for it if people think that hungermod for SRP should be "If the hunger meter goes empty, you die.". Rather, I would like to have a slight negative to not using food items. I would suggest something like taking 5% more damage, or healing items heal less less and bleeding takes longer to recover from, Also health regeneration could slow down somewhat.

If you get too hungry, You slow down and walk slow.. ;)
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Hotstarr on 13-06-2010
Quote from: Alexander Degtyarev on 13-06-2010
Quote from: Hotstarr on 13-06-2010
Like Dug said, there should be a hungermod in order to help balance out the economy, and get food used more often. However, I'm not up for it if people think that hungermod for SRP should be "If the hunger meter goes empty, you die.". Rather, I would like to have a slight negative to not using food items. I would suggest something like taking 5% more damage, or healing items heal less less and bleeding takes longer to recover from, Also health regeneration could slow down somewhat.

If you get too hungry, You slow down and walk slow.. ;)

No. It wouldn't work out that way. The negatives of not eating food should be subtle and barely noticable.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 13-06-2010
The negatives of eating shouldn't be "lol instakill". On some early TSRP servers they had hunger mods that did that and it would kill RPs because people would get absorbed in what they were doing, forget about the hunger meter, and either drop dead (which wasn't THAT bad because in TSRP guns were handled differently meaning if you lost your gun it wasn't a big deal) or worse have to go "//Hold on I need food one second" and run out which would destroy any sense of urgency or similar in RPs like hostage situations.

I like Hotstarr's "subtle" way more.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Welek on 13-06-2010
Think about in real life, if your starving you can't run you get bad cramps and it hurts like hell, for me at least.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 13-06-2010
Quote from: Welek on 13-06-2010
Think about in real life, if your starving you can't run you get bad cramps and it hurts like hell, for me at least.

Yes, i vote on run speed, AND removing the damn sprint bar
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: lolKieck on 14-06-2010
Quote from: Hotstarr on 13-06-2010
Quote from: Alexander Degtyarev on 13-06-2010
Quote from: Hotstarr on 13-06-2010
Like Dug said, there should be a hungermod in order to help balance out the economy, and get food used more often. However, I'm not up for it if people think that hungermod for SRP should be "If the hunger meter goes empty, you die.". Rather, I would like to have a slight negative to not using food items. I would suggest something like taking 5% more damage, or healing items heal less less and bleeding takes longer to recover from, Also health regeneration could slow down somewhat.

If you get too hungry, You slow down and walk slow.. ;)

No. It wouldn't work out that way. The negatives of not eating food should be subtle and barely noticable.

For me Hotstarr has the better idea.
We don't need "Oh my god, I'm starving so I can't run".
The only thing that your body doesn't store are proteins. ONLY.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Welek on 14-06-2010
Lolkieck have you ever not ate all day than attempted to run? It's not fun and you get extremely painful stomach cramps that hurt like hell, sure it's only for a few minutes I'm sure it can be coded to mimic it.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: deluxulous on 14-06-2010
Or you could just not sprint as long, and the stamina bar takes longer to fill up again.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Khorn on 14-06-2010
Why not just have food increase run time/speed or boost health. Or just remove stamina bar.

And eating food can be an Passive RP thing?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: lolKieck on 17-06-2010
I have a question, if we will use Novus, what is going to be with donator flags ??
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: jaik on 17-06-2010
Quote from: lolKieck on 17-06-2010
I have a question, if we will use Novus, what is going to be with donator flags ??

Oh, don't worry, they won't disappear.
There's a flagging system in Novus.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Khorn on 17-06-2010
You mean Nexus? There is a flag system for sure, but how they differ is beyond me.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Paintcheck on 17-06-2010
Go check out the Fallout Alpha server we have running if you want to see Nexus in action. It is actually very intuitive adminly, I like what I see so far from it.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Dug on 18-06-2010
Quote from: lolKieck on 17-06-2010
I have a question, if we will use Novus, what is going to be with donator flags ??

The same.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Locke on 18-06-2010
Longer sprint, and remove sprint bar for bloodsuckers.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Genesis on 23-06-2010
Faster running speed for sucker. No sprint bar. 'Nuff said.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: commanthe2 on 23-06-2010
Quote from: Genesis on 23-06-2010
Faster running speed for sucker. No sprint bar. 'Nuff said.

^^^^^^^^^^^^^^^^^^^^^^
This please. I had a hard time trying to lose 2 stalkers... 1 was in an exo and was somehow catching up all the time. So please either make them faster or get rid of the bar.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Dug on 21-07-2010
Can we change the military merc flag name into military stalker?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Smithy on 09-08-2010
With the Quatermasters, Would it be possible to get abit of extra money ( A suitable Amount that maybe an admin could give) , Due to the Lack of equipment?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: airith999 on 10-08-2010
heres a great mod that can be used for sleeping or getting dragged away

http://www.garrysmod.org/downloads/?a=view&id=37616 (http://www.garrysmod.org/downloads/?a=view&id=37616)

It works great plus it keeps the weapons your carrying at the moment when you get back up
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 11-08-2010
Quote from: airith999 on 10-08-2010
heres a great mod that can be used for sleeping or getting dragged away

http://www.garrysmod.org/downloads/?a=view&id=37616 (http://www.garrysmod.org/downloads/?a=view&id=37616)

It works great plus it keeps the weapons your carrying at the moment when you get back up

Interesting, although it's by Pac.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Combine on 14-08-2010
Quote from: Smithy on 09-08-2010
With the Quatermasters, Would it be possible to get abit of extra money ( A suitable Amount that maybe an admin could give) , Due to the Lack of equipment?

Thatsa IC thing, get your faction more money
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: alex4576 on 24-08-2010
Make mexus faster I cant wait for the improvement
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Predu on 10-10-2010
- The attributes basically take just way too long. The first percent already takes long, so that is a preferable thing to be fixed. However the attributes aren't really much of an use.

- More events for loners or such. They don't have anything else to do than gather scavenged materials and talk to other loners. You can hire a group of people to make these events, or admins should otherwise just make events. Loners are a big part of SRP, they should be fixed pretty much all the way for the server to get better. Basically there should be more people like KingArthur.

- Aresty, or whoever is the trader leader, give the traders a little provocation to get to the server. Maybe start making mission a reguirement for traders again. Traders are a big deal to loners, they exchange stuff for them and get things done by them.

But take critisism in my feedback, I'm not always right.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: lolKieck on 10-10-2010
Quote from: Predu on 10-10-2010
- More events for loners or such. They don't have anything else to do than gather scavenged materials and talk to other loners. You can hire a group of people to make these events, or admins should otherwise just make events. Loners are a big part of SRP, they should be fixed pretty much all the way for the server to get better. Basically there should be more people like KingArthur.

But take critisism in my feedback, I'm not always right.

Silver must make SA's spawn items. Since from what I see nearly all of the SA's are very well known and trusted.
EDIT: Adding too that they are active.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Dug on 10-10-2010
Kieck is right. And the cost for the sunrise suit needs to get lowered.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Predu on 16-10-2010
- A proper trader for the monolith faction. Currently it can only sell two weapons: the G36 and the AKS74U. It need more weapons that it can sell.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: lolKieck on 16-10-2010
Quote from: Predu on 16-10-2010
- A proper trader for the monolith faction. Currently it can only sell two weapons: the G36 and the AKS74U. It need more weapons that it can sell.
Pretty much every weapon, EXCEPT the AKSu, because Monolith would only trash it or use it's parts.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Khorn on 16-10-2010
Well, not the FN2000 at least. I would say anything along the lines of average stalker guns, and some faction guns.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Rook on 22-01-2011
I thought I'd give a go at some ideas, for now I have this:

Artifact and Anomaly detectors: These would be 2 seperate sweps, different detectors for better radius and detection, athough the higher levels would be better, there would be a catch, in order to use, you must hold down the left mouse button which takes power, the higher the detector, the more power they use up, this would mean items like Detector Batteries to be uses as "ammo" for each.

Weapon attatchement system: the way this could be integrated is make a script that when you combine a normal LR with a Susat item, this would create a new weapon, this would already have a mounted scope and could only be removed when you were to right click and use Detach Scope, same with Silencers, Grenade launchers etc, for several attatchments this would be tricky but possibly worthwhile, this way another weapon with Grenade Launcher could enable firemode to take the grenades, aswell as a hold-e+left click for silencer temporary detachment/attachment.

Better night-and-day system: instead of a script have it put into the map itself to change lighting in the whole map, this way flashlights would be useful, aswell as possibly a wall-light item, or placable lantern.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Turkey on 22-01-2011
Quote from: Dave The Zombie on 22-01-2011
I thought I'd give a go at some ideas, for now I have this:

Artifact and Anomaly detectors: These would be 2 seperate sweps, different detectors for better radius and detection, athough the higher levels would be better, there would be a catch, in order to use, you must hold down the left mouse button which takes power, the higher the detector, the more power they use up, this would mean items like Detector Batteries to be uses as "ammo" for each.

Weapon attatchement system: the way this could be integrated is make a script that when you combine a normal LR with a Susat item, this would create a new weapon, this would already have a mounted scope and could only be removed when you were to right click and use Detach Scope, same with Silencers, Grenade launchers etc, for several attatchments this would be tricky but possibly worthwhile, this way another weapon with Grenade Launcher could enable firemode to take the grenades, aswell as a hold-e+left click for silencer temporary detachment/attachment.

Better night-and-day system: instead of a script have it put into the map itself to change lighting in the whole map, this way flashlights would be useful, aswell as possibly a wall-light item, or placable lantern.

1st. Year bump.
2nd this is the old script.
3rd Is this a joke?
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: jaik on 22-01-2011
Quote from: Turkey on 22-01-2011
1st. Year bump.
2nd this is the old script.
3rd Is this a joke?

Don't be a dickwad, he just suggested, none gives fuck if it's a necro, this thread was made so that users can post their suggestions.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Tom on 24-01-2011
Indeed.
Title: Re: RadiationScript 1.5 suggestions & Idea's Thread
Post by: Silver Knight on 24-01-2011
Quote from: Jake on 22-01-2011
Quote from: Turkey on 22-01-2011
1st. Year bump.
2nd this is the old script.
3rd Is this a joke?

Don't be a dickwad, he just suggested, none gives fuck if it's a necro, this thread was made so that users can post their suggestions.

Turkey is right in one way though. This is a thread for 1.5 not 3.0.