I'm really looking forward to the end result, great work on this!
I'm really looking forward to the end result, great work on this!
Will the one way gate system be implemented? In a way that only working users can go through a certain gate, alive users through one, people that aren't jailed/dead through another etc?
Already implemented.
Just a quick update, the 'Roleplayer Lifestyles' system has been removed.
It didn't really wow me and seemed pointless to have included so its now gone.
This was intended so that users could retrieve some sort of powerup upon signing up.
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Added an automatic time conversion static method.
It's based on multiplication, percentage and division.
Returns a string based on the ticks given and interval given.
This makes a chance since most roleplaying servers simply go by the tick and don't have the actual time in the format of (M:S).
Right now, I'm doing the default spawn points and then arrows!
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Sorry got distracted. However spawn points are now finished for hospital, jail, public locations, etc.
Example hospital scenario.
Once you are locked onto a bed, you can not move until your time is up.
If a bed currently has a user on, then it will search for another spot free.
If EVERY bed has a user on, then it will begin overlapping users so for obvious reasons.
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Time to relax and stop programming.
Should be finished in around two days if I keep it up at this pace.
Would you guys prefer arrows or checkpoints similar to GTA?
Example
http://checkoutapps.files.wordpress....0&h=200&crop=1
Feeling to have a go at pixel art again.
Let me know.
Arrows, much more recognisable for an RP :)
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Also, if there isn't already would you be able to implement an energy system? Example, 100 energy, each hit/shot takes 5 energy, get more energy by sleeping/using drinks machines :) Thanks
Today I've thought about the architecture and how resources could be saved.
Every roleplaying emulator I've encountered, normally saves their timer data in the database.
This is not necessary whatsoever and can be avoided.
For jail inmates, there is a JailManager class, which contains a collection of all active roleplayers whom are in jail.
Upon loading, there data is checked to see if its contained within the jailed inmates collection.
If so, then their timer definition is set against the instance within the jailed inmates collection.
The same applicable method is applied to the hospital.
How would this work for individuals who use the 'rob' command and need a cooldown, you may ask? simple.
The same protocol for the jailed system although this time it goes against the wanted manager. When a user robs another user, they are placed on the wanted list.
This means there is NO need whatsoever to save timer definitions into the database.
It's simply a waste when the roleplayer's timer data could be cached and saved if need be.
I've also notice that Mango uses unnecessary resources where it doesn't need to use them.
This in terms of creating collections where they don't need to be created and the disposal processes.
It's the little things that count.
Couldn't sleep so went ahead and implemented a few things.
- Bank robberies can be started by going to the bank vault.
Each robbery takes around ten minutes, without leaving the vault.
If you are arrested, hospitalized or leave the vault, the process is cancelled.
- Wanted system similar to GTA has been implemented.
The wanted enum value goes up depending on a random probability.
On a side note, here's a lovely list of all the commands currently programmed.
Spoiler:
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- Hunger and Energy timers are now completely implemented.
- You can get something to eat from a snack machine or a restaurant.
- You can get something to drink from a drinks machine or a restaurant.
I realize the animation for the handitem doesn't appear and I'll fix the issue in the morning.
An idea would be to you add some kind of integration of money, wanted level, etc with HTML, and get informations from emulator in real time...
If I'm right Mango Emu have an command to run, right? You could tweak a little bit of this command incase your current user effect is a car, for you to be able to move faster in this case, and not just go around with the same speed as a normal user would do...
And an hability to buy perks in catalogue would be cool aswell
I have considered this since using NodeJS and SocketIO but then I didn't want to give the community too much since it was generic, haha.
As for cars, I have considered this. I'll implement a car manager today so users can purchase cars or what not.
The catalogue perks idea sounds cool too! I have a good look at that later.
Why not use SSE? Node isn't really needed for a simple stats endpoint.
- Vehicle Management is now complete.
- Vehicles can have adjustable maximum speed, maximum fuel and price.
- Credit to @Droppy for his nice idea.
I'm almost finished with the emulator and in the final stages of reviewing!
After reviewing, I just have the swf editing to do and I shall be done.
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Last edited by TheEdit0r; 28-05-15 at 03:57 PM. Reason: *Grammatical error.