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TSXMOD_FINAL - New Version Up -


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Mr. AWPster
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Join Date: Sep 2004
Location: basement
Old 04-12-2005 , 20:09  
Reply With Quote #151

*EDIT* I'll just post all my thoughts here...

-DoorMod
Should have a function that you could save the door opened/closed
Ex: If I closed a door/gate. Then when I restart the server it is still closed.
(Sort of like in Avalanche's Plugin, its function where it closed specific doors on map load)

-InvMod
I don't know if I did something wrong or if its a bug, but the inventory doesn't disappear after use.

You could have multiple model use, for NPCs.

Remember, these are just thoughts...
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Unknown Guard
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Join Date: Mar 2005
Old 04-13-2005 , 08:51  
Reply With Quote #152

inv. mod is fine. And yes for doors it would be a good idea to have it saved if your server crashes or you shut it down.
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 04-13-2005 , 09:45  
Reply With Quote #153

Multiple models and weapon models for INV mod has been discussed, and was always going to be implimented. However, things take time.

I'm building a module called ArrayX. Once it is completed, I'll resume work on TSXMOD.

Heres the order of how things will work after its done:
Various Mods - Cuff, heal, medkit, etc
VehicleMod
InvMod improvements
Keys/Doors/Building mod - will work on ANY map
PetMod
etc

AVARP also had a sort of ineffecient keymod.
KeyMod is going to function like this:

When you start up KeyMod, every door is unlocked, and has a key.
The admin runs around to a building they want to lock and sell.

He types in console like:
amx_make_building "Apartment A"
And then grabs the keys he wants to be bound to apartment A, then does
amx_end_building

Now, Apartment A is locked, and bound. Now you can make an Inventory Item with the following command:
amx_buy_building %USERNAME% "Apartment A"

Now, when they buy the item, and use it, they now have the deed to APARTMENT A, giving them all the keys assosiated with it, and such, thus allowing you to make a realestate INV NPC.

Keys have their own INVMOD type menu, called a KeyRing, from which you can access and use your keys.

In addition, any door not linked into Building Mod will have their keys still in the door, and attempting to use that door will lock it, and give the person using it the key.

Sound good?

BTW, with the new gunshop item "inv_gun", you can make gunshop NPC's, PD NPC's, and the rest.

I'll finish cuff at about 10:00 tonight, along with a medkit item I had planned, right after ArrayX.
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Sif
Member
Join Date: Jan 2005
Location: USA.
Old 04-13-2005 , 10:57  
Reply With Quote #154

This sounds very very good.
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Quote:
Originally Posted by pinkfarie
and its usaly better if someone else looks over to find the problem since its not my code,anyone?
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Cargozer
Junior Member
Join Date: Apr 2005
Location: Finland
Old 04-13-2005 , 14:52  
Reply With Quote #155

Great job so far, you need to fix the pickpocket plugin, when i used it, and point eny entity in the map it says stolen $20 from the server, and when i try it from the player i dont get eny money at all ,and it succeeded all the time. Maybe reduce the change of pickpocket 60% -> 50% and fix it to work.
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Sp4rt4n
Senior Member
Join Date: Dec 2004
Old 04-13-2005 , 16:16  
Reply With Quote #156

hey, are you gonna release a part with customizeable register points and atm machine points and such?
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 04-13-2005 , 17:14  
Reply With Quote #157

PickPocket was written in about five minutes. Thanks for the hint tho, I'll fix that.

Spartan: Everything works through customized NPC type points. When Bank is done, it will indeed have custom ATM points.
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Sp4rt4n
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Join Date: Dec 2004
Old 04-13-2005 , 18:46  
Reply With Quote #158

mkay, where are the default npc points setup at? (which map are they setup for?)
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 04-13-2005 , 18:55  
Reply With Quote #159

There ARE NO DEFAULT NPC LOCATIONS.
You have to set them yourself. In Game.
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Mr. AWPster
Member
Join Date: Sep 2004
Location: basement
Old 04-13-2005 , 19:21  
Reply With Quote #160

Quote:
Originally Posted by Unknown Guard
inv. mod is fine.
hmm, then I must be doing something wrong?

inv_items.cfg
----------------
Glock_18 inv_gun|%USERNAME%|1|100|0 400.00 1 0

I buy the item from the npc. Then its in my inventory list. When I use the item, it is still in my inventory. What did I do wrong?
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