Experimental shop system

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Re: Experimental shop system

Postby CurbShifter » July 1st, 2011, 3:06 pm

Can we add buying a warp to another players car? Maybe in combination with buying a uzi.
Might be fun, if someone dropped back and still wants to join the 'action'.

Is there a interface planned for the shop?
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Re: Experimental shop system

Postby CurbShifter » July 1st, 2011, 6:53 pm

Btw whats the difference between Cash Earnings and Shopping Budget in the stats?
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Re: Experimental shop system

Postby AcidbRain » July 1st, 2011, 7:24 pm

Cash earnings is your total income, while shopping budget is what you have spent.

Don't worry though, lazy me will finish that interface... eventually xD

PS: Cash earnings include any money you have received from other players, while shopping budget doesn't count the money you have given to other players.
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Re: Experimental shop system

Postby AcidbRain » July 16th, 2011, 6:50 pm

There are two new items you can buy:
  • rain: sets rainy weather, if you feel the weather is too boring.
    Cost: $35
  • jetpack: gives a jetpack to the player. It can only be bought if the player is on foot. To get out of the jetpack, simply press the secondary "enter/exit" key bind; it's the same as the one used to enter vehicles.
    Cost: $50
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Re: Experimental shop system

Postby AcidbRain » July 19th, 2011, 9:02 am

More buyable goodies:
  • sunshine: Sets sunny weather.
    Cost: $25
  • daytime: Sets GTA time to noon.
    Cost: $25
  • nighttime: Sets GTA time to 22:30h
    Cost: $75
  • flip: Turns player's vehicle upside down.
    Cost: $50
  • gravity <option>: Sets gravity to one of the specified options: high, normal, low, or micro.
    Cost:
    - high: $250
    - normal: $25
    - low: $250
    - micro: $500
  • waveheight <value>: Sets wave height to the specified value between 0 and 10.
    Cost: $75
  • vehicle <name or id>: Sets player's vehicle to the specified vehicle model. Will spawn a new vehicle is player is on foot.
    Cost: variable


Additionally the following commands have been aliased:
  • gm = /buy gm
  • flip = /buy flip
  • jetpack = /buy jetpack
  • taxi = /buy vehicle taxi
  • day = /buy daytime
  • night = /buy nighttime
  • rain = /buy rain
  • sunshine = /buy sunshine
  • weapon <name> = /buy weapon <name>
  • vehicle <id> = /buy vehicle <id>
  • gravity <option> = /buy gravity <option>
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Re: Experimental shop system

Postby AcidbRain » August 7th, 2011, 6:30 am

One more buyable item:

  • repair: Repairs your vehicle
    Cost: $50
    Aliased to: /repair, /fix
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Re: Experimental shop system

Postby pondfiller » August 9th, 2011, 9:51 am

we must turn off this stuff during manhunt , i can imagine this fucking gianni "gianni's now the fugitive"
"gianni bought /fix for 25$"
"gianni bought /fix for 25$"
"gianni bought /fix for 25$...."
"gianni ran for 4hours and 32 minutes"


but thats cool =D
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Re: Experimental shop system

Postby AcidbRain » August 9th, 2011, 1:58 pm

It's done, these items have been proscribed on Manhunt maps: gm, gravity, repair, jetpack and vehicle.
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Re: Experimental shop system

Postby CurbShifter » August 9th, 2011, 2:35 pm

would be funny to replace the binds with a 'set on fire' xD
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Re: Experimental shop system

Postby AcidbRain » September 29th, 2011, 1:15 pm

A new feature lets you buy predefined sets of vehicle handlings. These can be bought on a per-map basis, and are reset when the next map begins.

A handling set (or package) is applied immediately after being bought, and it obviously requires the player to be inside a vehicle.

Multiple packages can be combined on the same vehicle, and they will be re-applied when the player respawns.

Purchasing any handling package will turn off toptime recording for the player who buys it.

Without further ado, here are the handling options:
  • handling <name>: Applies the specified handling package to the current vehicle.
    Cost:
    • street: $85
      Stiffer suspension, lower center of mass, lighter body and increased traction
    • offroad: $75
      Softer suspension, higher damping, increased traction
    • armor: $80
      +25% weight and -20% collision damage
    • power5: $100
      +5% top speed and acceleration, -5% inertia
    • power10: $150
      +10% top speed and acceleration, -10% inertia

The command /handling ... has been aliased to the /buy handling ... command.

PS: Purchasing handling packages has been disabled in DD maps, as it would lead to and obvious unfair advantage with the armor option.
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