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Pann

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Posts posted by Pann

  1. Howdy everyone!

    Starting next week, we will be opening our second server for some NON-RP fun. We will be having mini-games at specific times that will allow us to have a little PZ mayhem and cater to more than just our RP friends.

    Our various mini-games will consist of, but aren't limited to:

    Single/Duo Survival vs Zombies
    Group Survival vs Zombies
    Capture the Spiffo

    Week Long Building Contests
    Demolition Derbies
    Automobile Races
    Escape the Zombie Filled Maze
    PVP Survival (In the style of Hunger Games)
    Battle Royale

    Each of these games will run at random times on our second server, so please join us at: https://aggressivegaming.org/ and look for our mini games forum. 

    Our FIRST games will be Single/Duo Survival, and will take place 7/11 and 7/12. Come join us and compete or cheer/jeer other players.
     

  2. I've been working on a profession mod for our RP server - AGN New Dawn.


    Link on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=913317143


    What does it add?

    - Several new professions
    - Several core professions changed
    - Upgraded stats for all new professions

    - Starting books from Hydrocraft Mod based on what profession is chosen (Hydrocraft Required)

    - Several new traits from the New Trait Mod (New Trait Mod not required)

    Intended Updates:
    - More Professions based on Server needs.
    - Balancing of skills and costs

    - Negative traits

    - Images for all professions and traits

    - Skills added instead of hydrocraft books

    - Starting items based on chosen professions

     

    The mod DOES work, and we are playing it on our server - it currently shows language errors, so one final step will be adding language translations.

    If you want to try out the mod in a server environment, please visit us on AGN at: https://newdawn.aggressivegaming.org/

  3. Okay - I've been head admin on this server, I've gotten so mad I've made my own server, and I've came back to this server to give it another chance. This so far, has been some of the most fun I've had since the Original New Dawn. I'm having a good time. I'm enjoying the players, and I'm enjoying the lore. 

    I've never been one to sugar coat it, there are always ways to improve it,  and this time it's no different. But this time around it's pretty fun and I recommend anyone who is on the fence about playing here, either new or again, to join us and make a character.

  4. Ok Fenris, I've got a question. 

    I've tested this with Dub's Profession mod, and the same issue is springing up. When you select a class with a trait added to it using :addFreeTrait(), a player can select and remove that trait, and then get the points for it refunded. After this, they can then select off of the class, reselect the class, and the trait is available again to be removed. This can be repeated stacking up LOTS of points in the process.

    Any chance there is a way  to make a trait locked onto a profession so that it can't be removed?

  5. 55 minutes ago, Fenris_Wolf said:

    If you notice, the only traits that provide negative values to skill levels are for fitness and strength, which start at 5. While it is possible to do it, you would have to wait til the character reaches lvl 1, then remove the level. And again a second time.

    Personally I think your thinking about the trait wrong. Remember both blunt and axes can be swung 1 handed in game. And while prosthetics are fine for simple tasks, swinging weapons is not one of them. Also bear in mind your dealing with 1993 era prosthetics, not modern day.

     

    I think a better alternative would be simply limiting the use of weapons. If a weapon requires both hands, for unequip it. If it can be used one handed, but the player equips it in both, force a unequip and equip it one handed only, possibly force unequiping any item that goes into the secondary hand as well, maybe depending on the weight of the item.

    That  was simply one example of an optional trait. I am in need of some negative traits to balance out some of the point costs of some of the positive traits and professions I'm  adding. From what you are saying - unless a skill starts off in the positive, there is no way  currently to make it go in the negative, which I understand. There are several traits that add positive values to xp gain, I'm really  looking into how to slow xp gain based on a "flaw".

  6. I have a functioning profession mod that I intend on releasing soon. I have figured out how to make positive skill traits simple enough. Where I am confused at is how to make new negative traits to help balance out.

    For example, I'd like to make a skill:

    Amputee: The person would have their prosthetic, but I'd like to have a negative trait modifier of -2 to axe and blunt skills.  If a character chooses it who has positive, it would simply lower it by two, but how would this work with someone who has a 0 start with? With positive traits, you can increase the xp gain of these skills, is there a way to DECREASE the xp gains of these skills and like it to a trait?

  7. 9 hours ago, Fenris_Wolf said:

    Defiantly not. If your trying to add existing items to a inventory using lua, then you don't need to require anything. Tested on v38.30, created a new mod, and the entire mod's code:

     

    
    Events.OnNewGame.Add(function(player, square)
        local prof = player:getDescriptor():getProfession()
        if prof == "policeofficer" then
            player:getInventory():AddItem("ORGM.Ber92")
            player:getInventory():AddItem("ORGM.Ber92Mag")
            player:getInventory():AddItem("ORGM.Ammo_9x19mm_FMJ_Box")
        end
    end)

    Started me off with one Beretta 92FS, 1 spare mag and 1 box of 9x19mm Full Metal Jacket bullets from ORGM.

    I used your exact code, and it worked. When I substituted the kevlar  vest code from hydrocraft, it didn't show up, but the other three items did. 

  8. 3 hours ago, Fenris_Wolf said:

    Sounds like your probably missing the module prefix when trying to add items.  ie "Hydrocraft.HCArmorkevlar" instead of just "HCArmorkevlar".

    Module prefix's aren't required for base items. But code samples would be helpful.

    I did try that. My best guess is that that I need to "require" it, but that is just a guess rather than actual knowledge. 

  9. I am definitely new to modding, but have been working on a custom professions mod. My mod currently makes custom professions and then adds items to them based on the selected job. My question comes down to adding in items from a different mod? I can get it to load with base game objects, but I am not able to get it to load Hydrocraft items. Is there a resource that might point me in the right direction? I'm sure its something simple.

  10. 54 minutes ago, EnigmaGrey said:

    Not getting animations out and finally being able to market the game proper was also a blow, since many quit hoping to make a comeback when they were released. Hopefully, with the new hires and cars finally being in public testing, this'll be a bit better of a year.

     


    I agree. I'm currently working on getting everything  prepped for another server as I  speak. I think I'm just a glutton for punishment. I figure every time NEW features come out, there will be a surge, so I want to have a server ready to go at that point. But in the meantime, I'm not rushing right this moment. I still follow and check in, but I'll be patiently waiting.

  11. I was the head admin of New Dawn off and on for 4 years. I've been there with the vanilla game,  and I've been there with tons of mods. EG is right. The reason I don't work on that server right now is due to the politics of it.  I got tired of having to constantly fight between the admin and the players. Honest  to god, it just isn't worth the headache. It's a job that you don't get paid for and one that NEVER ends.

    Lets be honest here, the player population of this game isn't huge. It's a game that's been in Alpha-Beta for at least the 4 years I've played. So the few servers that ARE left are in general vying for the same player-base, many of which all have different wants out of a server. So admin add more "features" mods to make their server stand out - and they manage to hold a players attention for a few weeks, but that's all they are doing. Holding the attention of a mesh of players until either new game features come out, or until a new server appears with the next "big" thing or different feel. 

    I think honestly, we're going to be stuck in this cycle until the game gets complete, and new fresh players come into the game. The best thing that could happen (IMO) is if the game officially added people to the payroll to oversee the online communities. Bring the players together onto 3 or 4  official servers, a vanilla one, an RP server, and one that tries all kinds of mods, and works to build up the community. 

  12. On 3/4/2017 at 8:10 PM, weirdpanther said:

    These IEDs/road side bombs from today's event were a nice touch. Was not expecting him to hide so many along the roads.

    The question is was he alone?

  13. Server info:

    Server status: ONLINE
    Server location: United States          
    Player slots: 
    24

     

     

     

     

    HOW TO CONTACT US:

    Official Website: www.OldDawnRP.Enjin.com
    Team Speak: Available on the Site

    SERVER NAME: Old Dawn RP




     We’re currently opening up a few applications to our server. We are a mid-range RP server, that focuses on enjoying RP, while enjoying the game as well. We have a light rule set, and are just looking for a few more players to round out our server.

    Our Prime Player base tends to be in the evenings and mid-day weekends, but we are open all day so that players can play and join our Australian and European players.

    If you’re interested in joining a small server, where you can tell your own story and enjoy the game, feel free to register and give us a look.

  14. You do not have to do a wipe.

    As admin, go to admin panel, and then "see server options", from there you need to add the Mod to the "Mods" to the "Map". and the "Workshop Items" Section. All of these should be found on the map mod on steam. After this, you /save /quit. After this, do a steam update on your server, and then log in, making sure that you and all your players have the map mod added to their individual accounts as well.

    As for saving a backup, that is beyond me, but it isn't necessary just to add a map.

  15. 2 hours ago, justcrow said:

    Whenever releasing the public updating, do I have to reset the server? With my server from 35 build some lags, freezing problems and errors pop up after 36.

    We didn't have to. A quick patch and we started up just fine. I do know several players are having issues with a few mods that aren't quite optimized yet, so if you have mods, that might be the cause of some errors.

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