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I'm keeping a list of my suggestions (some of them I have already mentioned), but I'll go ahead and post it anyway.
» Returning 0 under OnPlayerTakeDamage should negate all damage
Let's say you want to implement your own damage system (more precisely: handle death events your way). Currently, the only reliable way to achieve invulnerability is by setting the player's health very high. The problem with that is, that you can't base a damage system on this, since the health bars will always be shown to be full. Slice bypassed this with showing the player a custom textdraw-based health bar and sending fake health data to all players. That way, a player can have a health bar displaying anything below full HP and still be invulnerable.
» Create3DProgressBar(...)
This is an alternative to returning 0 under OnPlayerTakeDamage. Scripters could just use ShowNameTags(0) to hide all nametags, health and armor bars and attach a 3D progress bar to every player. Player's health could be set to infinity, and the serverside progress bar could display something else.
» "letterspacing" parameter for 3D text labels
This is the second alternative to returning 0 under OnPlayerTakeDamage. This parameter would effectively allow scripters to create character-based progress bars in 3D space. By moving the characters of a 3D text label closer together, one could create the illusion of a progress bar and keep it fairly small in size. With the current letter spacing, in order to make the bars somewhat accurate, they turn out way too long.
» OnVehicleTakeDamage(...) (+ returning 0 negating all damage)
Allows for custom vehicle damage system, e.g. damage unoccupied vehicles, damage vehicles with a passenger but no driver.
» OnTextDrawHover(...) & OnPlayerTextDrawHover(...)
Great for static tooltips.
» Mapicon macros for the chat and for 3D text labels
Adds to visual language.
» AttachMapiconToPlayer(...), AttachMapiconToVehicle(...), AttachMapiconToObject(...)
Of course, this can be done by setting a mapicon to a player's position under OnPlayerUpdate. But why not, considering you could have also argued that way about moving an object?
» Split ShowNameTags into Show/HideHealthBars(...), Show/HideArmourBars(...) and Show/HideNameTags(...)
» Split ShowPlayerNameTagForPlayer into Show/HidePlayerHealthBarForPlayer(...), Show/HidePlayerArmourBarForPlayer(...) and Show/HidePlayerNameTagForPlayer(...)
Adds some more customizability.
» SetPlayerCameraMode(...), TogglePlayerCameraMode(...)
Can already be done by attaching the player's camera to an object, but why not have it this way if there already are camera modes?
» GetPlayerLungCapacity(...) and SetPlayerLungCapacity(...)
Underwater gameplay is not exactly where this game shines, but nevertheless, this opens up a ton of new possibilities.
» GetPlayerStamina(...) and SetPlayerStamina(...)
Constantly having to kill myself off to recharge my stamina made me want to ask for this.
» SetPlayerMaxHealth(...)
Health levels from singleplayer with extended health bar size.
» EnableTeargasCoughing()
Why not make it optional?
» EnableVehicleDirt()
Why not make it optional?
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That would serve me a lot, hahaha
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Does someone even read this?
Like this thread has so many good suggestions and nobody replies with "Yeah, we are trying to do X and Y", thinking about "W and Z"...
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I think they read the suggestions, even if they refuse to implement them.
I suggested a modular rope bridge to be added among other objects, and the next RC version had it.
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Special Actions for actors.
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Here is a list of cool ideeas(sorry if anyone mentioned them before):
1.Ability to enable/disable casino peds.
2.Ability to modify player stamina.
4.Ability to set gravity individual for each player(this will allow for things like traveling to the moon)
5.It will be nice to be able to bind others keys than the usual ones.
6.If you search a bit in the game files you will discover a lot of unused skins from cutscenes and beta stages. It will be so nice to have more skins added to the game.
Thats all ftm, if i manage to get more ideeas i will make an other post.
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Default = max. skill level