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Connorious
Retired Admin
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Game name: Fabio_Leone, Fabio_Accardi, Fabio_Carvelli

Re: Future update: Item rework

November 7th, 2023, 4:36 pm

Ralph_ wrote:
November 7th, 2023, 4:18 pm
connor on a side note im relieved someone aint gonna be fishing for logs anymore iykyk :D
ifkyk :geek:

so unknown thing getting logs of sina rwt :o :o :o :o :o :o :o :o

keep licking cocks little man perhaps youll succeed next helper apps

Ralph_
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Game name: Ralph_Toretto, Raphael_TinToretto

Re: Future update: Item rework

November 7th, 2023, 4:40 pm

hahhahaha blud thinks its about sina or maybe just waffling

Connorious
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Game name: Fabio_Leone, Fabio_Accardi, Fabio_Carvelli

Re: Future update: Item rework

November 7th, 2023, 4:41 pm

Ralph_ wrote:
November 7th, 2023, 4:40 pm
hahhahaha blud thinks its about sina or maybe just waffling
Image

Ralph_
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Game name: Ralph_Toretto, Raphael_TinToretto

Re: Future update: Item rework

November 7th, 2023, 4:44 pm

:wink:

youno
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Game name: Giuliano_Urra, Giuliano_Alvarrez

Re: Future update: Item rework

November 7th, 2023, 4:46 pm

axe wrote:
November 6th, 2023, 5:42 pm
youno wrote:
November 6th, 2023, 5:21 pm
would be nice if you made katana & bat a craftable item for 50/100 materials and make it count as a weapon instead of it dissapearing when you /takeguns or /throwgun
Why
Because those two items are weapons? its annoying to go to 24 7 every time u want one, you can use it to stun? its a bug that's not rendered as anything u hold in your hands and it drops by istelf once you drop any other gun or you /takeguns

CruzTattaglia
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Game name: Cruz_Tattaglia, Built_Different

Re: Future update: Item rework

November 7th, 2023, 5:01 pm

connor free from the chains

Resick
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Game name: Resick_Falzetta

Re: Future update: Item rework

November 7th, 2023, 5:11 pm

Connorious wrote:
November 7th, 2023, 4:13 pm
Ralph_ wrote:
November 7th, 2023, 4:07 pm
Connorious wrote:
November 7th, 2023, 3:58 pm
and yet your faction is still afraid to war a congregation of retards, says it all really you pathetic neek
retired useless fag now a part time keyboard warrior on 2007 community forum

how the 'mighty' has fallen

:clown:
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keep going buddy soon ull be a helper
hahahahahhahahahahahaa

Liroy
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Game name: Leroy_Burke

Re: Future update: Item rework

November 7th, 2023, 5:15 pm

CruzTattaglia wrote:
November 7th, 2023, 5:01 pm
connor free from the chains
Hahaha

Mosquito
Made man
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Game name: Salazar_Gotzone, Eli_Massalsky

Re: Future update: Item rework

November 7th, 2023, 7:04 pm

TRADEABLE ITEMS? ??? WHERE IS THE GRAND EXCHANGE!!?

Juvan
SASF Member
Posts: 922
Game name: Juvan_DePalma, Brad_Colombo

Re: Future update: Item rework

November 7th, 2023, 7:24 pm

Connorious wrote:
November 7th, 2023, 4:41 pm
Ralph_ wrote:
November 7th, 2023, 4:40 pm
hahhahaha blud thinks its about sina or maybe just waffling
Image
29 years old and you’re still kid.
Go work garbage or mechanic or something

Renji
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Re: Future update: Item rework

November 7th, 2023, 9:01 pm

ThaCrypte wrote:
November 6th, 2023, 4:18 pm

And before you say: "Instead of doing this you could be doing X Y instead!", the item rework is on a seperate branch and is basically something I work on when I have the time to. This means I can keep updating the current gamemode in parralel to the item rework without too much problems. The "main" branch is still taking my priority.

I'm not sure about all the stuff y'all talking about but I have noticed that the person who made this thread has made a critical grammatical error and therefore has made me unable to understand the context of the thread in its entirety. I would like to sue the person accused and would like him to own his mistake humbly or else I'll take the matter to the court of Netherlands.

Jakie
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Re: Future update: Item rework

November 7th, 2023, 9:05 pm

Renji wrote:
November 7th, 2023, 9:01 pm
ThaCrypte wrote:
November 6th, 2023, 4:18 pm

And before you say: "Instead of doing this you could be doing X Y instead!", the item rework is on a seperate branch and is basically something I work on when I have the time to. This means I can keep updating the current gamemode in parralel to the item rework without too much problems. The "main" branch is still taking my priority.

I'm not sure about all the stuff y'all talking about but I have noticed that the person who made this thread has made a critical grammatical error and therefore has made me unable to understand the context of the thread in its entirety. I would like to sue the person accused and would like him to own his mistake humbly or else I'll take the matter to the court of Netherlands.
man shut the fuck up and stop being cringe fucking paki kid

ThaCrypte
Lead Administrator
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Game name: Paul_Henderson

Re: Future update: Item rework

November 8th, 2023, 8:16 pm

An open beta will be announced SoonTM.

Also keep this thread on-topic. If you want to see war changes you can suggest them and stop crying in a thread related to something entirely different.

HearMeOut
Rookie
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Game name: Malcolm_Jackal

Re: Future update: Item rework

November 8th, 2023, 8:47 pm

Good work but Toxic community

ThaCrypte
Lead Administrator
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Game name: Paul_Henderson

Re: Future update: Item rework

November 10th, 2023, 7:53 pm

If you wish to participate in the open beta, check the recent discord announcement.
Image

MuZaRTI
Radio DJ
Posts: 1056
Game name: Reggie_Bronx, Enzo_Muzarti, Shermar_Paul, Billy_Bones

Re: Future update: Item rework

November 16th, 2023, 11:23 pm

youno wrote:
November 6th, 2023, 5:21 pm
would be nice if you made katana & bat a craftable item for 50/100 materials and make it count as a weapon instead of it dissapearing when you /takeguns or /throwgun

Mihawk
Enforcer
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Game name: Franklin_Henderson

Re: Future update: Item rework

November 17th, 2023, 12:00 am

ThaCrypte wrote:
November 6th, 2023, 4:18 pm
Future update: Item rework

Rather than posting vague screenshots of cargobobs in the sneak peek channel on Discord, I've decided to make a informative thread regarding a upcoming update that I've been working on. In this thread, I'll be going into details about why we're making these changes, what will change and more. This thread is also meant to gather some early feedback. You could consider this thread as some kind of "dev blog".

Why?
Simple. Currently items and item information are stored all over the place. This makes changing things involving items more difficult than it should be. I had the idea in mind for quite some time and was doubtfull to get started. However looking through certain suggestions convinced me to pull the trigger.

And before you say: "Instead of doing this you could be doing X Y instead!", the item rework is on a seperate branch and is basically something I work on when I have the time to. This means I can keep updating the current gamemode in parralel to the item rework without too much problems. The "main" branch is still taking my priority.

Commands
For the most part, commands are mostly the same. Some commands, however, might have things switched around a little. E.g. /houselocker store materials 3000 has been changed to /houselocker store 3000 materials. /houselocker now also shows you an UI that updates whenever you take/deposit an item.
Other than that, /usedrugs has been removed and replaced with /use <item name>. This command is only used for drugs as of the time of writing this thread, but will be used for other and newer items.

/inventory has also been changed, as it now shows you an UI with all your items.

Selecting an item in the new UI will present you with more information. (As seen in the screenshots below).

Items
All items become their own entitity rather than being stored randomly in the gamemode. From toolkits to bombs. Items can have different parameters, such as being tradeable, stackable (can have multiple in a single inventory slot), wether they should drop on death/disconnect, the max amount a player may have in their inventory, etc.

We opted out of making weapons and ammo seperated items for now.

All the code that involves items, from buying them in businesses to using them has been changed.

Inventories
Inventories have been entirely reworked. It is now 50x easier to add an inventory to an entity(house/player e.g.) and to add interactions. You can use them mostly the same as you always used them.

Player inventory
Player inventories have a default size of 15 inventory slots.
Image

House locker
House lockers have a default size of 30 inventory slots. You are unable to deposit untradable items in your house locker.
Image

Frisking a player
We decided to keep frisking pretty much the same as it is now, except with more items and details.
Image

Testing
Due to the scale of this update, and how it affects the economy, we've been testing and will continue to test to ensure all works as intended. We might host a public beta in the very near future to speed up this process.

What's left?
A lot. Mostly testing to ensure everything is covered and there won't be any bugs that cause players to lose items. I'm also looking at ways to display certain item variables, such as if an item is illegal, if it is tradeable, etc.
nice work paul good luck !

ThaCrypte
Lead Administrator
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Posts: 9953
Game name: Paul_Henderson

Re: Future update: Item rework

November 17th, 2023, 7:51 pm

Item effects are now dynamic as well (cuz why not). We can easily add healing, damaging, commands, messages, to items. I also added a way to reload items whilst in-game, meaning we could essentially create new items with different effects without having to recompile the gamemode. That being said, all items can now be used through /use. Their older commands (/toolkit, etc) still work however /usedrugs is deprecated and removed.

Premium 5+ also get an additional 5 inventory slots. If your premium runs out, you can still interact with these items however your inventory will be seen as "full" and the item background will be changed to red until you clear up your inventory.

Emmer
Outsider
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Posts: 221
Game name: Emmerico_Vici

Re: Future update: Item rework

November 17th, 2023, 10:49 pm

axe wrote:
November 6th, 2023, 4:45 pm
feels like those russian servers

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