• Removed esx_carlock from server autostartup
  • Developed new vehicle door lock system that is client-server, checks for ownership of vehicles, checks for “found” keys, and checks job vehicles — should also sync better across clients
  • Added keyfob model to toggling doorlock animation
  • Created library to help position and rotate models into correct rotation on the player ped body (in this instance it was used to quickly position and rotate the keyfob)
  • Developed script to spawn a single object and position and rotate it within the world (this will become the foundation for many things, like furniture placement)
  • Created fire-alarm sound, added sound to server
  • Developed initial framework for foraging from the world
  • Paper cups for watercoolers set to 3 second deletion time… gotta do my part to reduce litter!
  • Fixed bugs related to the lean against wall hot key
  • Worked out spawning all variants of all dogs and began writing our own pet script
  • Started work on more female clothing options
  • Tried again to get extra female faces working. No idea if they are, they start at 45 (or 46) on the list

 

Drugs

  • Dropped the sphere of influence for selling drugs by a large amount (it is now 15.0 meters instead of 60.0 meters)
  • Lowered the time to “lay-low” if you were chased out of your territory by 10 minutes (it is now 20 minutes)
  • Selling drugs will cause your sphere of influence to grow out by 2.0 meters
  • Being rejected on a sale will cause your sphere of influence to shrink by 1.0 meter
  • Added sound-effect to each successful sale
  • Worked on handshake/exchange animation timing to tighten it up a little more
  • Added a very rough in-world estimate to represent the sphere of influence. The mechanism to draw in the world is totally different in terms of drawing on the minimap. It can be pretty inaccurate at times, it is more of a reminder and to let you know *about* where the boundaries are
  • Switched all drugs over to a single gram price instead of the cost of a quarter-ounce. We will be moving to a system where you can sell individual grams, or a quarter (rounded down to 7 grams), or an 8-ball (3.5 grams) at a time. If drugs build in enough quantity we will at some point add bricks (1000grams).
  • The last 10 peds you sold to are now stored in an array. You cannot sell to any of the last 10 until they cycle out of that array. The purple circle at the ped’s feet is for a ped who may buy, if they are stored in the array the circle will appear red.
  • With the previous change, I no longer have to require peds to run away from you to avoid being “farmed”, so that behavior has stopped unless they reject the sale.
  • Drug sales carry a single bonus based on the size of your turf. It is not multiplied by the quantity of each sale. The bigger the circle, the larger the bonus
  • Peds will now constantly update to face the dealer during a transaction (inconsistent in Fivem, seems like it only works with some peds, but it is working with most)

Liked it? Take a second to support BasementNerdsRP on Patreon!