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Game Design Improvements for vehicle keys #46
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Those two just sounds like bugs / the awful way vehiclekeys.. works
Fuck commands we're not NP, target option maybe?
Yes please
So a big ol' list of 95% of vehicles? 🤨
Vehicle DB refactor + vehiclekeys rework could allow job owned vehicles 👀
I feel like that kinda sucks, if you forget to Lock it's on you, get good bro? 🤔
Should be a config only if we're trying to please NP fanbois, if a car is on it's on duh
Wouldn't be a vehiclekeys thing IMO |
They're not really bugs, I think, they just need to be added in as they're not there. I'd have to check with @Manason, but we added these a long time ago and it just has to do with forcing the player to do the animations. Not sure. I think there's a specific native for this?
Commands are good depending on the server style, not necessarily NP specific. A lot of servers use commands or are used to them. Qbox uses them for /transfervehicle for example in the vehicleshop. Would be good to have these as available options in the config. Or if you're in a vehicle.
Let me clarify, it would be a list of vehicles that always start locked. So for example, police motorcycle would always spawn locked and requiring a lockpick or the rhino tank when spawned would require advanced lockpick. Vehicles not on this list would default to the % chance world lock.
it already works like this, but it's only for police/ambulance job. Better to make it something like job = police in the config, for users anyways.
Depends. For example on our server, we use the vehicle glovebox as our weapon storage for cops. So this would be useful depending on the type of server/rp level.
This is already how qb-vehiclekeys work, it's always on. Would be nice to turn it off so people need to turn their car on/off when sitting in there. |
I have not found a native solution to this problem (sadly). Preparing animations for each vehicle can be too time-consuming.
need to make a difficult mini-game
to do
need for analysis
Can you describe it in more detail?
to do
When getting into the vehicle, should you get the keys to it?
if the car is running after leaving the garage, it is set in the garages script.
I marked what should be done. Most of the features should already be available, feel free to test and make comments. |
Hi Artur, Thanks for your work on this!
I posted a bandaid solution some time ago in Qbox DIscord snippets, it may give you an idea. Basically I set up 3 different animations for different vehicle categories, although the way I did it was really amateur/not clean.
For the sake of Qbox, probably just a more difficult circle game. We use a native data track mini game to hack to both lock pick the car and the keys of high value vehicles. https://github.com/utkuali/datacrack
What do you need? As in you need the list? Basically just forcing players to use gun, not melee weapons to steal cars.
At the moment vehicle keys will trigger when a person is hot wiring a car, not breaking into it. Change this so if someone breaks into or gets into a world vehicle they don't own there is a % chance police can be alerted.
Yes but only if the car has been left on. For example: a player leaves their engine running and doors unlocked, I sit in the seat and I would get keys and be able to drive off.
More specifically at the moment players can turn their engine off from a distance (they press engine off and the car will turn off or on from a distance, not sure but I think it's something like 5 meters? This should be something you can disable. Will test what has been done when I have time and let you know. |
I see, qb-vehiclekeys works like this. It looks like a bug, so in qbx_vehiclekeys it is possible to start the engine only while in the vehicle. Should it be possible to start the car remotely?
What I meant to say was that the chance of a ped escaping requires analysis
Works fine |
this branch has most of these features |
I think remote on/off was unintended in qb-vehiclekeys, but I think some people do prefer this system. I don't, but always assumed it was functionality that people wanted/used.
I think a simple break down like: 75% chance to give up, 15% chance to drive off, 10% chance to get out and fight would be dynamic enough. By giving players a chance they get injured or have to kill the driver it drives RP for other interactions like EMS, LSPD, etc. |
I would like to keep the script as simple as possible, so I would add such a feature only when needed
I mean it is not a simple task, depending on the native functions that you need to find |
blocked by overextended/ox_lib#618 |
I think it's handled |
I think this is a feature of qb-vehicle keys already; there is a chance of the ped driving over you. I just think it doesn't actually work. |
The features that were in qb-vehiclekeys work. There is no option here to control who tries to drive off, who fights. |
I guess I misunderstood, I think at the moment the chance is just if the ped gives you keys or tries to drive off. I'm not sure why I thought there was a chance for them to fight you. |
then in that case branch "renew" should have all functions |
Looks like it's marked as draft. Is it ready for review? |
I think it's too complex. I will gradually upload it to the main. Functionally it should be ready to use. |
The problem
Suggesting these features be added or reworked:
qb-vehiclekeys feature set is antiquated/needs to be added to and improved.
Ideal solution
Alternative solutions
N/A
Additional context
These changes would make qbx_vehiclekeys a much better resource. As it stands, qb-vehiclekeys has a pretty antiquated design and should have features added to make it more modern and useable.
I have some of these changes in the version of qb-vehiclekeys that popcorn rp uses, although it's not the greatest implementation and most of it is janky.
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