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Enginev89 Scriptsv186, pedestrians and camps manufacturing
*sam*
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Half of this patch relates to camps.

I have done some further modifications to the manufacturing system, with the advice of several members here. Please take a look here: Manufacturing Recipes

* This patch adds new bulk goods: scrap metal, plastics, electronics components, stone, medicines
* The production of all items in camps, including camp buildings, requires quantities of car parts, scrap metal, plastics, stone and electronic parts.
* Stone and scrap metal won?t count towards the lockup bulk usage in a camp (you can safely store them out in the acid rain)
* In camps, minor chassis repairs, all armour work, and fuel tank resizing, now uses scrap metal rather than car parts
* Scrap metal is the main thing you will now get from looted cars and when you smash a car up in a camp. Skilled mechanics will be more likely to 'liberate' the more valuable car parts.

The other half of this patch relates to pedestrians:

* Numerous tweaks and fixes for pedestrians, including the multiple LOS tests they make when firing, to simulate reaching above and around obstacles
* targeting terrain and specific points on large objects rather than just a fixed centrepoint is now possible (for peds and cars) - this will make paint guns etc. more useful
* weapons, engines and tyres can now be loaded, unloaded, listed for sale and bought on the player market in bulk (a browser cache refresh is probably required for this to work). This was a pain in the butt to code, BTW  ;-)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 22, 2008, 9:10 pm Last edited Apr 22, 2008, 9:15 pm by *sam*
*sam*
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As before, if anyone with a camp finds themselves out of pocket because they need to change production, send me a PM
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 22, 2008, 9:28 pm
*Fourhand*
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Thanks for all of your hard work Sam. This sounds like a pretty awesome patch
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vet marshal raceL1 wv

Posted Apr 22, 2008, 9:34 pm
Jansan
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Always love more pedestrian updates! Another step closer to being able to use them in normal combat. :)
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vet

Posted Apr 22, 2008, 9:42 pm
Jansan
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Just curious, does this mean they are coming soon for real combat? Or still aways to go?
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vet

Posted Apr 22, 2008, 10:09 pm
*sam*
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I didn't yet look into the characters-in-looting thing yet. We could probably use them in wilderness combats without that functionality, to be honest.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 22, 2008, 10:35 pm
Jansan
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*sam* said:
I didn't yet look into the characters-in-looting thing yet. We could probably use them in wilderness combats without that functionality, to be honest.


I'm liking the sound of that.  :)

Edit - I wouldn't mind not being able to loot rifles and hand ammunition if it means we could get them in earlier.

Plus, we'd get some real wilderness testing in with our characters. Happy to do that. :)
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vet

Posted Apr 22, 2008, 10:38 pm Last edited Apr 22, 2008, 11:03 pm by Jansan





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Posted Today, 7:59 pm
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Scrap metal did not make it back to town. Also when looting it I had a bulk number but no unit numbers. It did fill space during the loot, but not there in town. Event S43716. Not worried about the stuff, just to let you know sam. :D
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vet wv

Posted Apr 23, 2008, 1:12 am
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Same here.

S43718
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vet wv community

Posted Apr 23, 2008, 1:45 am
*JD_Basher*
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Before this patch Sam, all car parts were counted "by the unit" in camps...Now they are being counted by the "bulk".

This completely BONED the lockups ruining the weapons I had on sale in camp. I hope you will be changing it back or most of our camps are going to be only lockup buildings so we can store fragile materiels for production.
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vet marshal wv cont

Posted Apr 23, 2008, 3:02 am Last edited Apr 23, 2008, 3:07 am by JD_Basher
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I think the issue with the Scrap metal is because, even though the bulk is counted as different, there are no units listed in the items. Had a looting phase in which I looted a 60 bulk scrap metal, and a 90 bulk one, but no units were listed for either.

As for the camps, I think the need for more lockups, though sucky for now, will help balance their overpowered nature, you'll have to reduce the number of other buildings in order to store items needed for production. It's crappy now but I think it's a balance issue.
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vet deathrceL1 wv

Posted Apr 23, 2008, 3:15 am Last edited Apr 23, 2008, 3:16 am by Seiler
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Quote:
Before this patch Sam, all car parts were counted "by the unit" in camps...Now they are being counted by the "bulk".


I'm not sure exactly what that means JD, can you re-state?

I think there might be a miscalculation in the camp's lockup, I'll investigate.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 23, 2008, 1:25 pm
*sam*
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Quote:
Scrap metal did not make it back to town. Also when looting it I had a bulk number but no unit numbers. It did fill space during the loot, but not there in town. Event S43716. Not worried about the stuff, just to let you know sam.


I found the bug, thanks Dwarger. I'll give you the 12 units of scrap metal that were lost.

Quote:
S43718


And I'll give you the 3 units lost here, Marrkos.

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 23, 2008, 2:04 pm
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Thanks for your hard work, Sam!
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vet cont

Posted Apr 23, 2008, 4:26 pm
*JD_Basher*
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*sam* said:
Quote:
Before this patch Sam, all car parts were counted "by the unit" in camps...Now they are being counted by the "bulk".


I'm not sure exactly what that means JD, can you re-state?

I think there might be a miscalculation in the camp's lockup, I'll investigate.


I meant that before the change, car parts were counted against the lockup totals per unit of car parts, not the bulk per unit.

For instance, the lockup totals for 600 car parts was reflected against the lockup as 600 units...Not 6000 as bulk per unit.
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vet marshal wv cont

Posted Apr 23, 2008, 4:38 pm
*JD_Basher*
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OK I need to build another lockup to manage the bulk spike.
I cant build one because no stone or scrap metal is available.....

I have to say this is frustrating Sam. I know you are doing your best. But this bring memories of the 'radiation' fiasco.
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vet marshal wv cont

Posted Apr 23, 2008, 6:16 pm
*sam*
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Quote:
I meant that before the change, car parts were counted against the lockup totals per unit of car parts, not the bulk per unit.

For instance, the lockup totals for 600 car parts was reflected against the lockup as 600 units...Not 6000 as bulk per unit.


No, it was never done that way. I had forgotten to include the 'mechanics stash' in the bulk calc, that's all. And some of those mechanics stashes had gotten rather large....


Quote:
OK I need to build another lockup to manage the bulk spike.
I cant build one because no stone or scrap metal is available.....


I'll seed the NPC markets with stone and scrap metal tomorrow - they will start being supplied naturally after that. (Damage has been disabled until Monday).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 23, 2008, 9:06 pm Last edited Apr 23, 2008, 9:08 pm by *sam*
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Thank you Boss!
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vet marshal wv cont

Posted Apr 23, 2008, 9:09 pm
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Sounds luverly. I canna wait to be back.

Soon?
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vet marshal wv

Posted Apr 24, 2008, 12:43 am
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