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Polloneitor

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  1. Won't say this out of my ass since I don't know the code of the server. But since damage output is universally tied to Perception and Intelligence, it isn't an impossible suggestion if the variables and functions of shooting in the server can also be linked to the entitie's stats, as if the code can also be changed for the weapon sweps. Since I know that vehicles stats such as damage, AOE, Speed, etc can be changed. I would optimistically say that the weapon's reload speed can be dinamic. An easy formula like: (weapon's reload speed)% + (characters.agilitysum/100)% should be enough to make a direct change. But again, it depends if the weapon's swep can be also be involved in the character's S.P.E.C.I.A.L. Stats. And also make a boolean to check if the perk was bought to make all changes. Also balance will be quite difficult to check cause weapons that deal better damage plus pip boy or vats could be better as long as you kill the target before you reload, and if a perk is added means that you would sacrifice something in the build that may not be worth it for a sum of people. I could see this better on characters with sidearms that has less ammo, if they are good enough of course.
  2. As for example, one simple mistake I did but I had to carry it on again is what is a Precipitation Measurement Radar. These are essentially weather registry for detecting weather phenonemons and changes. Basically meteorology and hydrology. While retrieving in black mountain I tried to incorporate this idea, but I mistakenly keep referencing as a way to detect water, while it isn't just that.
  3. Could've been better. Imma post the references, of course I wasn't going to apply a 100% of each article/business details on what are prospecting underground water. But if you wanna take a glance and read a couple of paragraph you will most likely find a deviant of what I tried to do. https://www.weather.gov/abrfc/map https://www.iris-instruments.com/ https://www.researchgate.net/publication/46567799_SUSTAINABLE_DRINKING_WATER_SUPPLY_IN_PUNE_METROPOLITAN_REGION_ALTERNATIVE_POLICIES I find this fascinating as it should be 100% replicated in the game's map (frankly in nay map), but of course a lot I feel it's fast talking or trying to persuade to make it a thing, and plus the measurement of finding dots by dots may not appeal to all people. So I just stick with using a simplistic narrative of that when measuring the travelling distance by getting a receptor can be triggered to "detect water". Although other IEDs can detect merely liquids and I feel would've been easier to explain it than finding out water. You'll see a lot of potential to make a narrative and make drawings, but I've been sorta down and not a lot of time after irl stuff. Maybe some day I'll make an improvement on this concept.
  4. Project Title: Project H20 Against Minerals Duration/Time Spent on Project: 4 Days x 1,75 FOA Boost for Chems & Utility => 7 Days Project Description: Continuing the Research and Tasks given by HC. I was informed to manage to get dirty water (dirty sink) into the PLA's base. Being that the base is currently some distance underground, it would propose a good opportunity to get around prospecting, drilling and manage to get a receptor that can detect the existance of water. Project Goal/Purpose: Add Dirty Water Sink to the PLA Base Project Execution: Day 1: https://imgur.com/a/dnwaFvw [33 Screenshots] Day 2: https://imgur.com/a/HCVXL48 [43 Screenshots] Day 3: https://imgur.com/a/szpXspS [28 Screenshots] Day 4: https://imgur.com/a/g3N8ETC [24 Screenshots] Logbooks Compilation: https://imgur.com/a/4ScVAVs Google Docs Text of the Logbooks' content: https://docs.google.com/document/d/1YFvhqOIvIH7Ukk25Y-WbcMI7PsQgdE2y6nQrK2NJfGg/edit Research Personnel: Follower Pright Trave: Total Intelligence = 34. Int= 25; Armour+Int Mod=9 (https://imgur.com/a/sc17SsH) Have you reviewed the Rules of Research to ensure this project meets the submission criteria? Yes Is your project a raw stat change to an item, if so, do you have pre-approval via suggestion / staff council? No Insert your accepted research project pre-approval thread link: None Do you understand that your project maybe denied outright for gameplay balance? Yes
  5. Apologies for the misunderstanding, that's it on my part. I meant as what's the most likely hangout location from PF to the most frequent hub for kidnapping and mugging. And as well to check the spawn area for PF for how likely will people be travelling nearby and how much conflict they will encounter. You don't really have to take this approach of course, eyeball it if needed, but it would be good to check the map control and difficulty when travelling back and forward, that's what I wanted meant. But to give you more of an example of what I meant as measure the distance, and I'll use the Source Units for reference (https://developer.valvesoftware.com/wiki/Dimensions/pl) Hypothetically speaking, let's say that FS will still be a hub area that will still gather most players of any faction, and PF base is now moved away from FS. So the shortest path to reach the entrance of the PF Spawn Area and FS Center Point with Market District is around 30000 units, a player default speed is 320 units per second and let's consider a flat curve/line that can be met. So, take 30000u divided by 320u/s. You'll get 93,75 seconds and multiply by 2 so it meets the route of going towards the place, and getting back to the base. You've got 187,5 seconds of travel. Taking the average knock out, should be like 10 or 15 seconds? Unsure about it but let's go with 15 seconds, and we'll go with 5 seconds to place handcuffs as well. And just for the sake of average, let's say you spend 40 seconds waiting for a validated target (it varies way more of course, let's just use 40). If the criteria for a perfect kidnap without obstacles is met, you could try to estimate units traversed = caps/1*10^4 , and units*(time/100) can be estimated as a possible reward to set for the vendor. Making it 60000/10000*((187,5+15+5+40)/100) and you've got 600*2,475. Equals to 1485 caps for every default selling to the vendor. Of course, the equation can be adjusted and you can always shape any value that's seems fair for PF, it is a mere example I've given to say "this value is what I feel it's fair and makes more sense with the current PF situation and areas involved." I didn't mean as make the system calculate the distance of the player while handcuffed a person. As I said at the beginning, I didn't explain it correctly. Edit: Although, if you were to make a copy of the Handcuff swep but only for PF as a class weapon that measures the distance of the slaver (not the prisoner), you could theoritically add a sort of taximeter to the handcuff that checks how much the player travelled. Makes it more of a risk for PF by travelling to far, but if they were to meet a challenge it could be an option for them to do so. But it seems a bit overcomplicated and adds a gimmick other than anything.
  6. I feel a lot of criticism and comments are pretty based without much of a thought, I personally feel it has to be evaluated the economical value and the changes tied down to the new conquest system that it'll be brought up with the update, checking what effects it'll have to core and custom factions before rolling out all things to make updates and buffs/nerfs. These changes suggested can actually nerf by comparing to slaving, which some folks would have problems due its timer overall. This empathize that you can do things quicker in PF by simply just selling them to the vendor rather than just slaving them and put them to farm. This actually is not a bad trade if you think about it, making complaints from people that dislike being enslaved mitigated in favour of a quicker alternative. However, I'm more inclined to still make it communist sharing, but giving more caps. I say this since I need to also imagine what's the bonus for the Enlisted/NCO to this? Especially since the more experienced PF would normally be NCO/Officers with PAs, while newer to PF would be not as helped around unless other members step up to aid them. It's just more of a thought on that this would only benefit to those more experienced in PF, and has already better equipment or takes advantage of low-populated places to engage with a non-officer characters. (or that has relationships with a faction, and thus mugging or kidnapping in front of allied bases won't affect the kidnapper). Other than that, I like the suggestion, I think there's also the factor of the new map and the location that PF will be located, so it would be good to revise first the distance of bases and locations in the map to see what estimated caps should be brought up when selling to the vendor as suggested in your post. In the previous map, I feel PF had a lot of advantage to have their base next to Freeside, where wasters would spawn, and a lot of buildings to get a good presence or positions for knockout, especially with the mesmetron and tranquilizer. I would've argued the amount of caps you specified due of that, but if PF is farther away from spawn points for muggings, then I would believe 100% the amount of caps specified here. Lastly, hopefully the cooldown or the method of selling to vendor can be changed too in that regard. So in a way, you can get a better alternative. TLDR: Good changes that would be used rather than enslaving people, I like the communist sharing but make it a better amount of caps for players present in the moment (all ranks) in PF, adjust the caps based on the distance taken with the new map, it is important to know geographically how much you need to move yourselves when engaging, make sure the map does fit your activities, and check for difficulties that you may encounter.
  7. What do you want changed or added on the map? An Irradiated Indoor and Outdoors Area, any sort of theme or building construction (Bunker, Ruined Building, Subterranean Caves, or Sewers) that would replace the Junk Junction Area from the previous map. Extra consideration; A whole new extractor location or replacement of a previously extractor. Why would this benefit the server as a whole? It is more of a variety idea than a whole new change or addition. Having seen some areas with radiation fog in the map, some feel a bit too dull, as it is just filling space for movement control, and while some make more sense, maybe since there are new directions in between spawn for factions and areas to visit. Making a new designated area that is filled with radiation (similar to the junk area), but adding an extractor or theme into it can make an engaging point for Ghouls & Mutants, or as well players that wishes to do PvP or loot in more endangered areas. Ideally, what differs from the junk area, it's the extractor, the amount of loot crates to find, and the construction around. I will link 3 areas that come up to mind for me. Especially after the showcase of HELIOS One in the meeting. If the suggestion is referencing another map post the link to it here: NaN If the suggestion has a reference link or image(s) (post here): -Reference Areas as an example: --- Small Indoors and Outdoors based on the Mesquite Mountain Crater, which also has a house where perhaps a loot or extractor could be placed. https://fallout.fandom.com/wiki/Mesquite_Mountains_crater https://fallout.fandom.com/wiki/Mesquite_Mountains_crater?file=Mesquite_Mountains_Crater.jpg --- A medium/larger size from the previous reference based on Camp Searchlight: https://fallout.fandom.com/wiki/Camp_Searchlight https://fallout.fandom.com/wiki/Camp_Searchlight?file=Camp_Searchlight.jpg --- Same as before, but perhaps limiting the amount of entrances and making it strictly outdoors. As Clark Field near HELIOS One. https://fallout.fandom.com/wiki/Clark_Field https://fallout.fandom.com/wiki/Clark_Field?file=Clark_Field.jpg
  8. Edited a Have you reviewed the Rules of Research to ensure this project meets the submission criteria? Since it was answered as "No" for some reason. Apologies, may have mis-read or thought to read another line where I answered no.
  9. Project Title: Project SCM "Succulent Chinese Meal" Duration/Time Spent on Project: 4 Days x 1,75 FOA Boost for Chems & Utility => 7 Days Project Description: After asking to Director Clements Evander to investigate a case. He tasked me out to research MRE's for the PLA, on which I began scavenge machinery and ingredients for dishes by himself, so the research for PLA can be completed. Project Goal/Purpose: Add MRE's to PLA's Vendor Project Execution: Day 1: https://imgur.com/a/1qqTFut [ 21 Screenshots ] Day 2: https://imgur.com/a/qgnUrut [ 49 Screenshots ] Day 3: https://imgur.com/a/r3X0qWk [ 72 Screenshots ] Day 4: https://imgur.com/a/OyJ78eo [ 25 Screenshots ] Logbooks Compilation: https://imgur.com/a/OsMXWui Research Personnel: Follower Pright Trave: Total Intelligence = 35. Int= 25; Armour+Int Mod=10 (https://imgur.com/a/EknVlxe) Have you reviewed the Rules of Research to ensure this project meets the submission criteria? Yes Is your project a raw stat change to an item, if so, do you have pre-approval via suggestion / staff council? No Insert your accepted research project pre-approval thread link: None Do you understand that your project maybe denied outright for gameplay balance? Yes
  10. After looking for myself on this problem, I did the next steps. 1) Went into vendors to sell the frames that were inside the original backpack, and later transfer unnaccesible items into the stash. 2) I tried to use my fix whenever the trash container breaks in-game, in which meant to fill my inventory with Farm Water, and begin trashing the items. 2.1) This took a noticeable change as the trash bin began to bug out, and the slot being used for the missing backpack, began to be transfering to the trash. 3) The trashing process was done like this. Farm Water bought<Noticed empty slots not being filled with the buy<Open Trash Can<Move recent bought water into empty slots<Transfer the recently moved water into the trash can<Check if the icon of the item is overlapped in trashcan<If it was, move the overlapped icon into the inventory<Moved the icon again into the trash can. This method has to be repeated until the void slots began moving and beginning to be removed from the player's matrix [as in matrices built in the code]. It takes a good chunk of time, but managed to find a temporarily solution. I didn't stick around to find if the items were still in the void space, I wouldn't know for sure unless I am able to replicate the issue. I am uploading all evidence on how to fix it in a folder called "Alternative Fix" inside the drive I shared. https://drive.google.com/drive/folders/1f1SUiLATgsCWJXiEBVpf-GPAuxfGpQdP?usp=drive_link This is a direct link to that folder, rn I am uploading a clip to showcase what I did in step one. Edit: The clip I got it removed by mistake, nothing was missing. It is how the first step says, selling to vendors and transfering to stash.
  11. This was sorta announced in Discord, but Gmod got an update just recently that changed around functions & classes. Meaning that some have a different name to call a function, or the parameters of a function may also have changed around. Now, I haven't seen this happening to me just recently, it could be perhaps your gmod version or a server issue, just in case, do verify your files, unsubscribed workshop list and subscribed again. Might be worth a shot, but cannot guarantee it'll fix. Edit: Whoops. Thanks Gremlin! Edit2: also, GMOD also deprecated some other stuff if I am not mistaken, may also involve why is messed up in your end.
  12. And just to add, in the 2nd video, I've noticed that. I've tried to move my items from the medium size into the empty large, and later remove my medium size backpack, by doing so I thought that maybe I could have the 6 slots now emptied and now able to get the large backpack. It didn't work. The only thing I haven't tried yet it's to get rid of my large backpacks until I can get the other missing backpacks.
  13. Check the footage if you can and you will see what I meant. Before the mug, I had 4 large backpacks and 1 medium sized backpack. You can see me looting as well and saving items into my 4th large backpack that's on the right. When Negan mugged me, my empty backpack dissappeared. This would've been harmless if it wasn't by the fact that the moment I relogged to see if the bug would have been fixed, the empty backpack reappared but now it tried to adjust the position of my medium size backpack to where my last large was originally positioned. That last large backpack is making issues since the game still believes it is in my inventory, it is trying to save 6 slots in the inventory to try to place it correctly, but it cannot. You can see I am trying to buy another large backpack, and while I buy it, it just keep adding it to the void. I bought farm water to showcase that even with empty slots, it will keep saving 6 slots to have the large backpack shown. The content of the voided backpack is still in the inventory space, as I can still sell frames to vendors, and stash items from the contents of said entity. Now, I do not want to point fingers so fast to the mug, but it sorta seems that was the way it happened, I've been mugged before with empty backpacks, but this recent update may have done something, which doesn't make sense a lot of sense, but it is how it seems it happened. You can see that I am normally using the 4 backpacks before the mug, and afterwards it got eaten away.
  14. In-Game name: Follower Pright Trave Date & Time of bug/error: March 14th 07:25:37 UTC Time (Recording File save time at 7:35:37) Description of bug: Empty-Backpack Transposition to Void by Mug, when mugging a player with an empty backpack it will place the backpack to a void space. This void space cannot be interacted with, but the player's content will still be there. How do you perform/trigger this bug: When a mug of caps or maybe inventory check is done to a player. Error console stack: None-Taken Supporting screenshots/videos: https://drive.google.com/drive/folders/19bS4qm9OicT_dOVNdDz1Rv4L7GUEXIQN?usp=sharing - Google Drive with footage of 20 minutes and a text file with medal clips (sharing it under this text) https://medal.tv/es/games/garrys-mod/clips/20TIqgQETENpUZ/d1337Z2xPzVL?invite=cr-MSw1MTIsMjE0NzExMjk2LA - Disappeared Backpack's content still in the player's inventory. https://medal.tv/es/games/garrys-mod/clips/20TEXHSBb7Blbd/d1337VE4tbqj?invite=cr-MSxBdXosMjE0NzExMjk2LA - Negan telling me that he didn't touch any backpack, reinforcing the idea it seems that the mug broke something. I've been mugged before with empty backpacks, and this never happened. It makes me believe that the update to mug may be interacting with someone's inventory and nullifying a conditional for a class, therefore, maybe the backpack that is empty will be deleted since the triggers to remove backpacks require them to be emptied first.
  15. A bit of a commentary just in case, I am fully aware on that we don't really make researches on making new chems or plants. The outcome is just a purely cosmetic change of colour and some unimportant details overall. But the reaction was on how this change were able to be carried in day 2, and that maybe there could be a way to find out new reactions when grafting. It is merely just a character's desire or goal, but knowningly so, it's not a thing to do powergaming by making desired reactions on plants, or make an entire entity. Just saying in case someone looks a bit weird the summarize given. I am aware of the server rules.
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