SNEAK PEEK

Mickee

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Sneak Peek


Much of this was directed off of Star Wars to be utilized in a Half Life setting.

This is the reason that we were so vacant from S.T.A.L.K.E.R. prior to its early ending. I was developing much of these features and the team themselves were writing up plans and ideas.




Global Emote Rooms

One of the biggest changes to the server itself is the brand new addition of the Global Emote Rooms, primarily designed to make S2RP far more engaging and fluid. Below I will explain it all thoroughly and work through every change and what it means.


1777340187287.png Here is the new Admin menu created for this system.

Right off the bat you can see the way it closely resembles the Patrol Teams menu...And that's because it functions rather similarly to that system and style.

The player can join the room off a set of commands. These are rp_joinroom1, rp_joinroom2. To disconnect from the room you simply type rp_leaveroom. Admins/GM's will tell you what room to join so that you may be involved.

The new thing is the turn based system now built into the script. Instead of simply waiting for the admin to do an rpa_yell for the turn order they can now set it upon a timer that will ensure everyone will emote. It may seem harsh but this will aid quite a bit in keeping things moving, especially when the event begins to crawl over the 3 hour mark.



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Now there are automatic teams. You can obviously be swapped by admins also.

Team 1 is comprised of the Citizens and Vortigaunts by default. So the Rebel faction.

Team 2...Otherwise known as the bad guys...Will be primarily made up of Civil Protection, OTF/OSF, Airwatch, Xenians, and anything other that can be considered Enemy-adjacent. Upon joining a team you will automatically be assigned to a team based off of what your speciesstate is. (What you are labeled as on the scoreboard)



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Within this menu you can see that the timer has begun the moment the team is started/removed off of free mode.

The players are trusted to ensure that their emotes can get out before the timer turns the order around. If they find that they cannot get the emote out in time with a legitimate reason that they cannot then they will be allowed to post it.

Otherwise this will be kept as is. We understand that sometimes your writing has to be to your standard but we also want to avoid it taking over an hour to get through a singular engagement, especially in a setting such as this.

If you do not have your turn going then GME/GIT is disabled and you cannot use it until your team's turn is up. Leaving the room also stops you from using GME/GIT. Global Emotes can ONLY be used within this rooms.







Weapon Attachments

Weapon attachments have been getting hard work put into. With a few being displayed below.

The HK-416 and the Beretta M9


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This is the Beretta M9 and all of its current configurations.

Obviously the player can use the base attachment-less variant...However they can mix and match too! With an innovative system similar to that of old style CW or ArcCW/TFA you can now mix up any attachments that you want. Your gun is personal. We want to make sure you know that.


The suppressor does change the sound of the weapon firing, similar to how the jamming is of the dryfire, and the holosight does infact work.

All of these things will not be crafted or created via resin. They are found/bought and attached on the fly. No need for a workbench.1777347387663.png






























Here you can see all the configurations of the Hk-416 too.














































And of course the reticle pictures

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Personal Information Additions | Endurance/Skill Priority Changes


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The Character Misc screen has been redone too. With the addition of a new skill 'Endurance' which can be used for any scenarios involving injuries. Despite this addition we have lowered the points from 12 to a firm 8.

This decision was made purely due to our desire to keep Idyllic as it was...Without rolls being the primary force of RP. We understand that rolling is vital to specific scenario's or a desire to simply spice things up however we still desire the idea of a trust based system to ensure that things can remain fluid.

We found ourselves on several separate occasions in both ZRP and S:NB that entire situations were ruined due to the rolls provided. With these situations and problems on hand we will put rolling onto a more passive approach unless stated otherwise.

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You're probably asking what this is all about too.

It is the first inclusion of a built in backstory for players to type in. The only required field here is the previous City otherwise the family and criminal questions can remain empty.

These questions help fill out the Records List, which will be shown next, and allow Civil Protection to get a better grasp of what type of character you may be playing ontop of using Combine-acquired knowledge to their advantage against you.





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This revamped records list shows off everything that you need to know.

General Information (Questions asked previously) Are displayed upon the right screen besides the Ref photo that you have inserted via the F3 Character menu. Below is your characters name and their CID to accompany it along with a notes section for CCA to fill out, that be about interrogations or potential crimes.

1777441480402.pngOntop of that we have the new addition of a Bolo to be set out upon a player. This will play a file, which I put into a cheeky little link here of which one it is. Ontop of that it is also announced over the CCA radio similar to how I did PDA messages when the Emission was starting. It sends a Dispatch message with your characters CID issuing a warrant for them.