The Garnut Popular Post Nutter 15,304 Posted March 30, 2023 The Garnut Popular Post Share Posted March 30, 2023 Huge thank you to @Hoal, @AlexConway, and @Theos for help with this update! Server Recruits In addition to the Clone Trooper : Rifleman, which will be reserved for disruptive members who cannot be part of neither 212th or 501st, I had followed up to a very smart suggestion by @AlexConway to revert our server to an older system under which recruits could choose between 212th or 501st as their entry faction Upon completing /quiz, the following prompt will pop up! Secure Communications Members of Special OPs aswell as Navy will now be able to utilize the command /sc (or /SecureCommunications) in order to encrypt their voice when transmitting audio locally to other players on the server. Between members connected to the same channel of communications, microphones will be heard clearly, however, for all others, they will hear a very distorted chatter. Currently, 2 channels are available /sc [navy/sob] Navy is to be used for all naval members, while SOB can be used by navy and SOB alike Classes 104th Wolfpack Lone Wolf & 104th ARC Trooper Access to "U" team chat has been given Coruscant Guard Command Permission to whitelist for Riot Heavy has been given Chatbox Avatar Optimizations Rounded Avatars Made do with the "rounded avatar" option due to an extreme loss of FPS Avatar Sizing Resized users' avatar displays to fit to the exact same height as text due to inconsistent sizing in messages Before After Commands thank you @AlexConway for the ideas OPEN /open - OPEN chat will be used for CIS to Republic Communications, Non Aligned Forces, etc USAGE: /open, /o Enemy /enemy - ENEMY chat is to be used by CIS or enemy forces for GM and Plot/Story Telling, though republic forces can see this channel, information here can not be used IC Current set to strictly CIS Droids & GMs, will expand on this as we add more CIS roles for events! Usage: /enemy, /e COMMS Restriction added for CIS Commando droids from usage of this command! Communications System [RADIO] messages for mutes We have an alarmingly high level of players who do not utilize their microphone in 2023, as such, I've created a /r command to be used in order to speak to your radio members with ease. Message Spacing Added a little bit extra spaces between chat prefixes due to cluttering Above is the before, below is after; it's a very slight change that might help when there's alot going on in chat Prefixes Recreated the chat prefix system to integrate it with DarkRP's code, allowing for usergroup tags to be placed AFTER the channel of communications used, prioritizing users being able to quickly identify what communication channel is being used Chat Colors With chat channel prefixes being moved to the beginning of each messages, they will also be color-coded for ease of understanding GamemasterUnbreakable Tool Very quickly this was deemed an unnecessary feature, instead, I had made wooden props breakable, and GMs are to spawn them as they wish - please do avoid the spam of gibs! NPC Targeting System Revision NPCs that are damaged by players will begin targeting them, no matter the distance of engagement, this way players can no longer get cheap shots on NPCs from across the map Before For context, this man was just merked. I spat on him, literally. I spawned him in with 1,000 health and damaged him down to 50, but he could give two fucks less. He's just chilling with his E5 looking at the beautiful terrain of rp_anaxes_garnet_beta After For context, I had just ENRAGED this droid. I shot him once and he fucking spotted me from a reason distance of the damn map and fucked me up 6 2 2 1 Quote Link to comment
Angrysteel 1 Posted March 30, 2023 Share Posted March 30, 2023 Just made a account to comment, don't know if it is against the rules to comment on update posts but figured it'd just be not approved if not. The NPCs tend to be roided as all get out in terms of sniping you through trees and walls with no real way to avoid them in some instances. So, I think the 'agro no matter what range' with their near pin point accuracy isn't a good idea. If damage / accuracy over all is reduced then it's fine, but one of the few saving graces was sniping them from a far to not instantly die. Sincerely, the person who gets one shotted by everything. Quote Link to comment
Theos 423 Posted March 30, 2023 Share Posted March 30, 2023 1 hour ago, Angrysteel said: pin point accuracy NPC Accuracy can be adjusted by GMs, so with this I'll be reminding them to be aware of that Quote Link to comment
Community Director AlexConway 1,234 Posted March 30, 2023 Community Director Share Posted March 30, 2023 1 hour ago, Angrysteel said: Just made a account to comment, don't know if it is against the rules to comment on update posts but figured it'd just be not approved if not. The NPCs tend to be roided as all get out in terms of sniping you through trees and walls with no real way to avoid them in some instances. So, I think the 'agro no matter what range' with their near pin point accuracy isn't a good idea. If damage / accuracy over all is reduced then it's fine, but one of the few saving graces was sniping them from a far to not instantly die. Sincerely, the person who gets one shotted by everything. Just to clarify It's not "argo no matter what range", it's "agro if you damage them or get too close" - don't want to be engaged back? Don't shoot and don't be too close. But as @Theos mentioned accuracy is controlled to a degree by GMs. 2 hours ago, Nutter said: Prefixes Recreated the chat prefix system to integrate it with DarkRP's code, allowing for usergroup tags to be placed AFTER the channel of communications used, prioritizing users being able to quickly identify what communication channel is being used My OCD can finally stop malding. ----- Thanks for the update! One of the larger updates we've had in a while, a good mix of QOL and new content! Quote Link to comment
The Garnut Nutter 15,304 Posted March 31, 2023 Topic Author The Garnut Share Posted March 31, 2023 Mail system was added in! 1 1 Quote Link to comment
Angrysteel 1 Posted March 31, 2023 Share Posted March 31, 2023 7 hours ago, AlexConway said: Just to clarify It's not "argo no matter what range", it's "agro if you damage them or get too close" - don't want to be engaged back? Don't shoot and don't be too close. But as @Theos mentioned accuracy is controlled to a degree by GMs. 7 hours ago, Theos said: NPC Accuracy can be adjusted by GMs, so with this I'll be reminding them to be aware of that I don't think I was able to properly explain what I meant at the time, but the fact that the GMs can manage accuracy is great. Was mainly referencing the times where outside of main base where we'd go out on patrols we'd get sniped through the mountain walls and trees with no ability to fight back at times when we never saw or attacked them in the first placed. Getting mauled down repeatedly just trying to regroup was a bit of a nightmare. Couple this was the new changes, I just feared a mix of infinite ranged wall hax style NPCs with new agro mechanics that would make them more impossible to take down. As I've personally never saw a real issue with the range of NPC's agro range as most, well... Kill me across map outside of my own possible range with pin point accuracy. But, I'm also new so one can run into rare issues that aren't common when ones sample pool is too small. This probably greatly depends on the GM/Event hoster if they can tune this to that degree. That being said, the idea as a whole I don't dislike. In fact it makes generally more sense and is a overall positive. Just the hint of terrifying NPC accuracy with Agro chances spawned my complaint. Sometimes I wonder if I am just not high enough level and need to buy more HP? But, if I need to farm EXP to just get to a playable state that is a different issue I suppose. Sincerely, the person with bad NPC luck. 1 Quote Link to comment
Community Director AlexConway 1,234 Posted March 31, 2023 Community Director Share Posted March 31, 2023 15 hours ago, Angrysteel said: mountain walls and trees with no ability to fight back at times when we never saw or attacked them in the first placed Ah thanks for clarifying. Trees are hard because of the foliage/leaves so not much done there, as for mountain walls - definitely should not be the case, if you can grab a video and post them in the #bug-reports channel of the SWRP Discord, of any specific areas/instances. We can have them looked at! Thanks for the reply :)! Quote Link to comment
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