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Server Patch 5.0
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Page 1 of 1
Server Patch 5.0
Note: So it's done 5.0 is finally here. Probably my biggest patch so far. There are probably going to be bugs. But this is a step in the right direction. Thanks for all the years guys. Hope we get to see 6.0 in a few years as well.
Summary
- The invasion is added as /iov with new rewards. /iovrewards. Getting ready for Bod 2. See minigame section for more information
- Added new GUI. See the GUI section.
- Added property minigames by the community with their corresponding rewards. /fanrewards. Can be found in jobs.
- Upgraded the property system to be able to almost everything I can do. Allowing players to add minigames and jobs for the most part. See the property system section.
- Made changes to the map removing objects and converting them to reduce lag. See map change section.
- Added self-driving cars for properties and world 1. See NPC System section.
- Added a new 300 VK token door with new rewards plus made room for a total of 2 more rooms to be added in the future. Got no ideas for them, but they will probably be used eventually.
- Daily free skins have been added as a new free for all team member. The skin changes every day to a different custom skin depending on what day of the month it is. This will give more usage out of the custom skins allowing people to try them out for 1 day of a month.
- Diaz team now has one less team member because it got moved into a menu instead to make room for the new skin
- Made changes to almost all other systems as well just look below.
DM
- Added /addgoto and /removegoto which lets you define a list of people you want that can still teleport to you with /nogoto full and /nogoto on.
- Added /ignoreann and /unignoreann has been added to ignore announcement messages from event staff members and marcus have been added. I know a lot of DMers have wanted this for a long time. I decided to give in and also add a note message everytime an announcement occurs to remind people of this command. This command works like nogoto and will be reset once you exit the server. For event staff members people who are still interested in events will not ignore these announcements trust me, it's just the pure dmers that never want to do anything other than DMing that needs this command. Also the setting gets reset anyway. Hope you understand.
- People in the same /joingc can now teleport to each other with /nogoto on.
- Spawn protection now gets disabled after you've teleported with /gotoloc and /goto. I got this suggestion pretty late so it was the only one of the three I could pull off for this patch.
- Spawn protection also gets disabled if you start shooting now.
- /respawn can no longer be used unless you're frozen after the command is executed, disallowing any abuse with the command.
- Lag has hopefully been improved during DMing. See Lag section.
Map
- All map objects in world 1 that are still there have been converted to XML. What that means is that hopefully the lag the objects causes in world 1 will be reduced. But there is no way to know for sure unless we see it ourselves. The objects converted include: World 1 properties, the admin office and the death arena.
- With the conversion of XML, you can now push certain objects around in the death arena and other places.
- The fences around the police station, printworks and construction site has been removed. Since I can't really keep them in XML. The police station sphere can still be locked however but it won't have any doors. For the construction site that means that 4K who is the only owner ther can just change the glass. Making the property kinda useless. But it was a change I had to do and I am sure he never locked the property anyway. For the printworks the same thing goes there. There are only two owners Max and Signal. They can unfortunately not lockdown the property anymore but I don't think they did it anyway and I had to make these changes.
- All the world 1 objects from the map are now also visible in every world as a result of this. For property builders, I don't think it will be a big deal since the world 1 properties are all underground and so is the admin office. The death arena is in the middle of the ocean so I don't really think anything will get in the way.
- The ground at the admin office that used to be available is now visible with the conversion of XML. Hopefully, it won't be a big problem either.
- The ground at the police station /gotoloc police is no longer visible on the ground at the backside of the office. This is a fix I wanted to make for a long time.
- The Halloween objects (that hasn't been seen yet) and the Christmas objects (the trees) have been converted to XML as well. They exist in all worlds now and are hidden map objects until their respective holidays. The halloween objects and events that were added a few months ago will be seen at the start of October.
- Added /halloweenobjectspawn, /halloweenobjectdespawn, /christmasobjectspawn, /christmasobjectdespawn for level 10 admins to spawn or hide the objects automatically. I mostly added them for testing purposes, but I guess in worst case if they cause some sort of lag they can removed through commands as well.
- Removed a fence at /gotoloc ammo that makes the area behind ammunation available. This fence belonged to the map and I think having it gone will make that area behind there more useful. It also has a stunt and this change will allow for people doing the Josho mission in /cop to just walk in there. Special thanks to Mason for this.
- At /gotoloc dock2 the second dock near the yatch. There has always been one gate that is closed off and leads to the yatch. Thanks to wHoMe that gate has been removed from the map and replaced by a copy of the opened gate. Which means we can now walk to the yatch without having to stunt.
- At the vercetti estate island (starfish island) two gates have been removed. One gate is the one next Alvin where you have to run all the way to the back to get in. That place is a pretty common hidding place for Alvin and most people had to jump the hedge or go around to get there. Having this opened makes it a lot easier to access that area and it's not really a gate that people use to protect themselves against drivebyers. The other gate is just a random one next the one mentioned above that just makes it faster to get into the properties. Special thanks to Mason once again for doing this.
- All removed or changed map objects are saved as /gotoloc newmapobj1-4. So that you can check out the changes. I think they all improve stuff.
Lag
- The NPC system has been optimized to increase performance when there are lots of NPCs in the last stages of /bod and /iov for example. The performance have been reduced to 100-40 ms to 6-10 ms from what I have seen testing it alone. See the NPC system in case I got more details about this.
- The property system has also been optimized fixing an issue that causes the performance to decrease slightly due to the number of properties in game.
- With the conversion to XML VKs will have lesser count of objects active at a time and we hope this will decrease the lag slightly.
- Added /performtest that let's level 4 admins and higher keep track of the timer performances on the server. It reports the execution time of the one second and 5 second timer on the server. This might help me in the future to find issues with lag and other stuff that is not easy to see when you're just alone on the testing server.
Other
- Added /anim or /doanim for basically doing all animations there are in the game. Feel free to suggest some to be added into commands.
- Added /aplaysound for admins to play sounds as jokes in a certain world. But do not annoy players with it no spamming remember.
- Added /checkcooldown to check the cooldown for commands. Also added it in /unlockedcmds and as a message to use it when you use the commands during cooldown.
- Added /toplist 17 for the worst ratio on the server with over 5000 kills. Luckily, I don't have 5000 kills yet though.
- Liberty news and Freedom 95 the radio channels that don't work have been removed since they have been reported to cause crashes for certain users.
- The colors a car uses is now displayed in /car so that people who don't want to check the wiki can get all details in the server they need to make their own cars.
- The weapon system has been upgraded so that all custom weapons (and not just) can be entered in /wep by name as well as ID.
- The spiderman skin has been replaced by a new one thanks to a request from a user, since that skin looked terrible anyway.
- /mastermind no longer requires you to wait 1 day to solve the riddle.
- /arena , /map and /dm now checks that you're in a vehicle before letting you use the commands.
- wHoMe has now been added as an additional scripter for his constributions. Both him and 3moreee has also been added as beta testers.
- The image display class that just displays an image with a window you can close. Has been improved making it look way better.
- GUI for the JDAM has been added. See the JDAM section.
- /teamids now displays an image from wiki.vc-mp.org that has been slightly edited so that people can check team colors in-game.
- /mapicons has been added that displays a modified image from wiki.vc-mp.org that shows how the different map icons look like.
- /propvehhelp now displays car colors in-game through GUI. /vehiclecolor and /vehcolor is also an alternative now.
General
- Upgraded the property system to pretty much allow you to do everything I can in script form (almost).
- Added 51 properties for hosting property minigame and jobs. This can basically be used in script form by Angel to turn your properties into minigames and jobs.
- /radaroff now works when /setpropradar is turned off, in case some players are still visible on the map. Similarily, /radaron now works if /setpropradar is on and some players are not visible on the map.
- Property upgrades are now cleared when someone is not in the property and not saved at all time.
- Map markers now exist in properties. see /addmarkerpickup.
- /setpropzlimit now returns you to checkpoints and other spawn points now if you below the limit.
Command Changes
- /addpropmember now requires you to enter the level into the command as well so players don't have to type it twice.
- /lockpickup and /unlockpickup now allows you to enter a list of IDs into the commands instead of just one.
- /setpropcash is no longer an alternative to /setpropcashreward which sets how much cash drops from a player/NPC when you kill them. Instead it's used to set the actual cash of a player.
- /setpropcashall is now the only command for setting cash to a specific value.
- /givepropcash is now the only command for increasing/decreasing the cash of a player.
- /givepropcashashall is now the only command for increasing/decreasing the cash of a player.
Pickup System (New pickups)
- Moved some new pickup commands to other sections below to make some space.
- Added /addmarkerpickup that allows you to add a map icon inside your property. So far the maximum limit is 5. You can trigger these pickups once with /autotriggerpickup 3 to have them avaiable on property starts.
- Added /addremovemarkerpickup that must be used when removing icons on the map or when simply moving the icons.
- Added /addtriggerpickup2 allowing you trigger a list of pickups instead of a range, finally ending that annoyance lots of people had. Some people would like me to make it so /addtriggerpickup still works if you remove pickups added before it, and I will look into it. But it's kinda hard. For now just move pickups instead of deleting them if you're afraid it will mess up /addtriggerpickup. But pickups added after triggerpickups should not affect it and can be deleted.
- Added /addmovepickup that moves a pickup with a certain index to a certain location. This command allows for indexes between 0-400 to be put into the pickup before they exist, which means you can move addtriggerpickups you want to trigger the actual addmovepickup.
- Added /addmsgpickup2 has been added allowing you to make messages without that "Property Message:" infront of it.
- Added /addannpickup (with "property message:") and /addannpickup2 (no "property message:") has been added which sends a message to everyone in the property when a pickup is entered. /autotriggerpickup can be used on these to spam some announcement messages.
- Added /addhppickup2 and /addarmourpickup2 that increases/decreases the armour/hp instead of setting a value everytime. The limit of the armour/hp that can be set is /setprophp and /setproparmour. Players can not collect more than those limits. For armour however the limit is 100 if you don't set anything (just like in normal VC).
- Added /addweppickup2 that instead of giving you a specific ammo always, it increases/decreases it. Note however that there is a bug with VC-MP displaying negative ammo in its GUI if you don't give the ammo in mags. What I mean by that is that UZI has 30 ammo in one mag. If you give someone 20 ammo it will kinda glitch out the GUI, but the ammo is still there.
- Added /addremoveupgradepickup that removes an upgrade from a player.
- Added /addupgradepickup2 which makes you unlock a certain upgrade only if you have a list of other upgrades. If you don't have the upgrades required it will show a message telling you: "You're missing the following upgrades: ". This will allow you to set multiple upgrade requirements on certain pickups by simply putting /changepickupupgrade to the upgrade you unlock from /addupgradepickup2
- Added /addremoveupgradepickup2 that works in the same way as /addupgradepickup2 but actually removes the upgrade if you have the list of upgrades.
- Added /addclearcashpickup has been added to only clear the players property cash.
- Added /addclearupgradepickup has been added to only clear the players property upgrades.
- Added /addrotationbypickup has been added which can allow for you to make spinning objects using /autotriggerpickup, which was not possible before.
- Added /addautotriggerpickup has been added that basically works like /autotriggerpickup but is in pickup form and can allow for you to create some cool scripts basically.
- Added /addrandomtriggerpickup that randomly triggers a pickup. Triggerpickups can also be triggered. But they can not trigger randomtriggerpickups.
- Added /addcountdownpickup has been added to start /setpropcountdown from a pickup. It can be autotriggered.
- Added /addsoundpickup (for position), /addsoundpickup2 (for playing in the world) for playing sounds.
- Added /addanimationpickup for changing a players animation when entering the pickup.
- Added /addimmunitypickup for changing the immunity of the player.
- Added /addlockpickup, /addlockpickuprange, /addunlockpickup, /addunlockpickuprange for locking other pickups.
- Added /addlockproppickup and /addunlockproppickup for locking and unlocking the property useful for minigames and job properties.
- Added /addbombpickup2 for selecting different explosions than the one in the first command.
- Added /addboosterpickup2 for boosting forward speed. For both vehicles and players. For players however this only works when the player is in the air.
Pickup System (General)
- You can now define a quanity (how many times a pickup can be used) with /changepickupquantity or /changepickupcount. After the count is reached the pickup gets locked. After that you can unlock it again to make it start over either through the unlock pickups or the command.
- You can now define a limit for how many players are required in the property for a pickup to be used useful during minigames/jobs and property events.
- /autotriggerpickup with setting 1 now allows the triggered of many of the new player independent commands.
- /autotriggerpickup now allows for triggering something once only (more useful in addautotriggerpickup)
- /autotriggerpickup now allows you to enter a setting 2 (for triggering it for all players entering it) upgrades and property cash must match for players to move on.
- /autotriggerpickup will now check the cooldown of the pickup before triggering it, as well not trigger it when /lockpickup is on or there is a limit or player count limit. As well as upgrades and cash if setting 2 is used.
Vehicle System
- Added /addvehmovepickup for moving a vehicle without having a player inside. Use /addtelepickup for the other case.
- Added /addvehhppickup for changing the HP of a vehicle without having a player inside. Use /addfixpickup for the other case.
- Added /addvehimmunitypickup for changing immunity of a vehicle without having a player inside.
- Added /addvehlockpickup and /addvehunlockpickup for locking/unlocking a vehicle without a player inside.
- Added /addvehenterpickup for entering a vehicle when entering the pickup.
NPC/Object System
- Property car NPC models are now free to use in properties without any upgrades.
- All objects and NPCs from BOD 2 and Wod can now be spawned in properties expect the bod 2 castle. I don't want you guys to get used to the location before you get a chance to play bod 2.
- Properties can now have 150 NPCs instead of 100.
- Increased the damage of /setnpcdamage so that properties can have NPCs that can kill people in one hit.
- /autotriggerpickup can now trigger pickups every second instead of just every 2, if the user wants that.
- /setnpcrespawntime now has a minimum time of 2 seconds
- Added /setnpcspeed for changing the speed of an NPC in your property.
- Added /setnpcattacktype for changing the attack type of an NPC. 26 IDs are available. 26 does absolutely nothing and is a new ID.
- Added /setnpcattacktype allowing you define which of the currently 25 different NPC types you want the NPC to attack as. Some are: Tommy Dirac, Clegane, Normal, Brutes, Teleporters, Dummychief Dumbson (basically just follow you). It even has some attacks that I have never used anywhere else like: ID 7 which is a thrower and a few more interesting attacks.
- Added /addnpccheckpointpickup that makes a range of NPCs walk to a checkpoint. Note that you need to use /setnpccheckpointtype to use this.
- Added /setnpccheckpointtype allowing you to change between two different walking styles and if the NPC should walk by itself or only when /addnpccheckpointpickup is triggered.
- Added /setnpctype that works similar to /setobjecttype that defines what happens to an NPC on object shot and bump.
- Added /setobjectpickup that definies which pickup to be triggered on either bump, shot, both or with the lumberjack setting.
- Added /setnpcpickup that defines which pickup that is triggered on the shooting, bumping, lumberjack setting or detection of a player.
- Added /addnpcattackpickup for making NPCs from Index start to end attack you.
- Added /addnpckillpickup for killing NPCs from index start to end.
- The /suspects levels have been changed slightly to give more accurate results for new players and make life a little easier for them with the anti hack system.
- Two new suspect levels have been added to /suspect. Level 5 being that an UID basically joined right now for the first time. Level 4 being an extremely new UID only with a few kills, deaths and very short playtime.
- /evadeban has been added to temporarily stop ban evaders from joining immediately after they get banned. The first level of this command stops any new UIDs that hasn't connected before from entering the server for a limited time. The second level goes into a little deeper check. This command will not be used very often, but might be required in case a ban evader is joining every 30 seconds and the admin can't stay in the server to ban him. It's also included in /permaban. So every time that command is used (which should be for evaders only) it puts on evade ban at level 1 for 15 minutes.
- /ban and other commands have been updated to give admins brief overviews of what they should use each command for.
- The NPC system now supports a new type of NPC. NPC cars. They are NPCs that are placed inside cars.
- A Y direction rotation has been added for NPC cars. What that means is that the NPC car will lean up and down depending on if it's going up a hill or down a hill. This makes them look for more realistic.
- The NPC cars will explode and disappear when dying.
- Three NPC cars have been added in world 1 that drives around the map and can be killed similar to malibu NPCs. They are called: The french dick (blue cheetah), Biker Chad (Guy on a bike), and The bunny and honey couple (a normal black car). They will hopefully not get in the way since it's a pretty big map.
- The NPC car models are completely free to use.
- Most of the /addpropnpc are now available in government and VK props without the upgrade.
- Made changes to property NPCs under the "NPC system" in property section.
- Made a new checkpoint system for NPCs that is a lot more fluent (the NPCs never makes awkward stops). Unfortunately, I could not just apply it to old NPCs since that might bug out /wod and stuff like that. But luckily you can use it in properties using /setnpccheckpointtype.
- Improved the NPC system decreasing the performance when there are lots of NPCs on screen walking to a player by approximately 80-90 %.
- Improved the NPC target system removing NPCs from a players target list if they are no longer in combat with said NPC.
- Made it so NPCs can actually see and attack players even if a players unique world or secworld is the same. (not used at the moment)
- Added (Tommy Dirac) to the NPC model called creeper in /nlist and /objlist.
- Added support for NPC models with the wrong z coordinate in the system.
- A completely new update to the JDAM has been released, scripted by our very own DarkRazor.
- Added the FIM92 rocket launcher (ID 130), giving the ability to lock on Hydras end eliminating them in an instant.
- Improved enemy detection when attempting to bomb.
- You can eject out of Hydras by pressing 'J'. You'll be given a parachute as well on the way.
- IR flares have been introduced to Hydra fanatics. These will help out to attract incoming missiles on your lead. Pressing 'H' will shoot out of the plane and its cooldown with 20 seconds.
- The JDAM cockpit now contains a new UI.
- Sound effects has been added.
- When you're inside the JDAM cockpit, a UI bar has been added to know when the bomb is loaded.
- /whoworld, /escapehell and /escaperoom has been added as new jobs/minigames made by wHoMe and Rainbow_Dash from properties. They have their own joining and leaving messages. Most of them are 1 person minigames but with the new property system two people can still do it at the same time by loading the property into one of the 51 minigame properties automatically. Simply use /setproplimit or /addlockproppickup to define if you want new players to be in a different world or the same one. If you want to make your own job/minigame just do it and then contact Angel to just include it as a minigame/job.
- Minigames/jobs made by the community have their own rewards in /fanrewards. Test it out!
- /whoworld enables /ignoreall when you enter it.
- /iov 1-3 has been added. To do the invasion minigames.
- There are new rewards for completing iov that everyone can unlock even people who completed it before. /iovrewards.
- /wep and buddies now work in /iov.
- 5 player limit is now removed from /iov, but I don't think anyone can solo it yet.
- Messages when joining bod and server announcements now advertise /iov. There are also messages for finishing IoV and marcus messages no longer sends to the whole server and only for the people inside the minigame.
- The hotel owner in a /cop mission has been nerfed so he doesn't have super powers to see you everywhere and making you fail the job.
- /serialkiller now ends if you die, like it was supposed to from the start, instead of letting you do the kill with no weapons.
- Killing the robberer in two of the cop missions have now been made easier.
- Distances to the tires in the third last cop job has been added, so that players can actually find them more easily. Cop job is soon becoming extremely noob friendly and it excites me that a lot of new players are constantly doing it for the first time even though it's been 1-2 years since it was scripted.
- Slightly increased the ammo for the secretworld mission where you kill all the dummies.
- Event titles for the July event as well as Sufy's president event has been added.
- Marcus will no longer starts events in properties with just fist as a weapon.
- Added /egoto for event staff members to teleport to other players.
- Hopefully fixed a bug with everyone dying if the leader is not the first one to enter the minigame in iov.
- Fixed a bug with Luficer attacking players in /secretworld last mission for no apparent reason.
- Fixed a bug with markers not appearing for the first pickup in the final cop job when searching for the memories.
- Fixed a bug with addpropnpc not allowing you to use the models even if you had the upgrade.
- Fixed a bug with /bodheal being able to heal people that are paused with zero HP and also people that are unspawned.
- Fixed a bug with /setnpcrespawnpickup not working if the NPC had /setnpchp set.
- Fixed a bug with /copypickup not working in vk properties and government properties.
- Fixed a bug where you could enter a property with a limit if you entered it within 3 seconds to the last player to join.
- Fixed a bug with /stylish and /stunt kicking while entering from inside a vehicle
- Fixed a bug with David Davis model ID being listed wrong in /objlist.
- Fixed a bug with Marcus ending his event and giving you rewards for dueling, when a property event is active.
- Fixed a bug with trigger pickups triggering pickups twice if they had property cash on them.
- Fixed a syntax error in /addarmourpickup.
- Fixed a bug with players receiving different HP at the start of bod and at the end of rounds when they don't have the 255 HP upgrade and have the 100 % HP on round start upgrade.
- Fixed a bug with world 1 property pickups being seen in every world after selling or buying a prop.
- Fixed a syntax bug with /setpropteams and /setpropteam displaying the wrong message.
- Fixed a bug with addupgradepickup displaying that you lost 0 property cash when not setting a property cash value for the pickup.
- Fixed a bug with /addtriggerpickup.
- Fixed a bug with the NPC model list when doing /addpropnpc
- Fixed a bug with ashowpms
- Fixed a bug with /transferprop
- Fixed a bug with /changedummycoins saying the vk tokens were changed instead of dummycoins.
- Fixed a message syntax bug with /changevktokens and /changedummycoins
- Attempted once again to fix bugs with /Td not ending.
Extra bug fixes already on the server
- Fix invasion part 3 announce
- Fix invasion part 3 npcs attacking.
- Fixed a bug with targets in bod not selecting you if you attack them and you are alone.
PATCH 5.0
General
Summary
- The invasion is added as /iov with new rewards. /iovrewards. Getting ready for Bod 2. See minigame section for more information
- Added new GUI. See the GUI section.
- Added property minigames by the community with their corresponding rewards. /fanrewards. Can be found in jobs.
- Upgraded the property system to be able to almost everything I can do. Allowing players to add minigames and jobs for the most part. See the property system section.
- Made changes to the map removing objects and converting them to reduce lag. See map change section.
- Added self-driving cars for properties and world 1. See NPC System section.
- Added a new 300 VK token door with new rewards plus made room for a total of 2 more rooms to be added in the future. Got no ideas for them, but they will probably be used eventually.
- Daily free skins have been added as a new free for all team member. The skin changes every day to a different custom skin depending on what day of the month it is. This will give more usage out of the custom skins allowing people to try them out for 1 day of a month.
- Diaz team now has one less team member because it got moved into a menu instead to make room for the new skin
- Made changes to almost all other systems as well just look below.
DM
- Added /addgoto and /removegoto which lets you define a list of people you want that can still teleport to you with /nogoto full and /nogoto on.
- Added /ignoreann and /unignoreann has been added to ignore announcement messages from event staff members and marcus have been added. I know a lot of DMers have wanted this for a long time. I decided to give in and also add a note message everytime an announcement occurs to remind people of this command. This command works like nogoto and will be reset once you exit the server. For event staff members people who are still interested in events will not ignore these announcements trust me, it's just the pure dmers that never want to do anything other than DMing that needs this command. Also the setting gets reset anyway. Hope you understand.
- People in the same /joingc can now teleport to each other with /nogoto on.
- Spawn protection now gets disabled after you've teleported with /gotoloc and /goto. I got this suggestion pretty late so it was the only one of the three I could pull off for this patch.
- Spawn protection also gets disabled if you start shooting now.
- /respawn can no longer be used unless you're frozen after the command is executed, disallowing any abuse with the command.
- Lag has hopefully been improved during DMing. See Lag section.
Map
- All map objects in world 1 that are still there have been converted to XML. What that means is that hopefully the lag the objects causes in world 1 will be reduced. But there is no way to know for sure unless we see it ourselves. The objects converted include: World 1 properties, the admin office and the death arena.
- With the conversion of XML, you can now push certain objects around in the death arena and other places.
- The fences around the police station, printworks and construction site has been removed. Since I can't really keep them in XML. The police station sphere can still be locked however but it won't have any doors. For the construction site that means that 4K who is the only owner ther can just change the glass. Making the property kinda useless. But it was a change I had to do and I am sure he never locked the property anyway. For the printworks the same thing goes there. There are only two owners Max and Signal. They can unfortunately not lockdown the property anymore but I don't think they did it anyway and I had to make these changes.
- All the world 1 objects from the map are now also visible in every world as a result of this. For property builders, I don't think it will be a big deal since the world 1 properties are all underground and so is the admin office. The death arena is in the middle of the ocean so I don't really think anything will get in the way.
- The ground at the admin office that used to be available is now visible with the conversion of XML. Hopefully, it won't be a big problem either.
- The ground at the police station /gotoloc police is no longer visible on the ground at the backside of the office. This is a fix I wanted to make for a long time.
- The Halloween objects (that hasn't been seen yet) and the Christmas objects (the trees) have been converted to XML as well. They exist in all worlds now and are hidden map objects until their respective holidays. The halloween objects and events that were added a few months ago will be seen at the start of October.
- Added /halloweenobjectspawn, /halloweenobjectdespawn, /christmasobjectspawn, /christmasobjectdespawn for level 10 admins to spawn or hide the objects automatically. I mostly added them for testing purposes, but I guess in worst case if they cause some sort of lag they can removed through commands as well.
- Removed a fence at /gotoloc ammo that makes the area behind ammunation available. This fence belonged to the map and I think having it gone will make that area behind there more useful. It also has a stunt and this change will allow for people doing the Josho mission in /cop to just walk in there. Special thanks to Mason for this.
- At /gotoloc dock2 the second dock near the yatch. There has always been one gate that is closed off and leads to the yatch. Thanks to wHoMe that gate has been removed from the map and replaced by a copy of the opened gate. Which means we can now walk to the yatch without having to stunt.
- At the vercetti estate island (starfish island) two gates have been removed. One gate is the one next Alvin where you have to run all the way to the back to get in. That place is a pretty common hidding place for Alvin and most people had to jump the hedge or go around to get there. Having this opened makes it a lot easier to access that area and it's not really a gate that people use to protect themselves against drivebyers. The other gate is just a random one next the one mentioned above that just makes it faster to get into the properties. Special thanks to Mason once again for doing this.
- All removed or changed map objects are saved as /gotoloc newmapobj1-4. So that you can check out the changes. I think they all improve stuff.
Lag
- The NPC system has been optimized to increase performance when there are lots of NPCs in the last stages of /bod and /iov for example. The performance have been reduced to 100-40 ms to 6-10 ms from what I have seen testing it alone. See the NPC system in case I got more details about this.
- The property system has also been optimized fixing an issue that causes the performance to decrease slightly due to the number of properties in game.
- With the conversion to XML VKs will have lesser count of objects active at a time and we hope this will decrease the lag slightly.
- Added /performtest that let's level 4 admins and higher keep track of the timer performances on the server. It reports the execution time of the one second and 5 second timer on the server. This might help me in the future to find issues with lag and other stuff that is not easy to see when you're just alone on the testing server.
Other
- Added /anim or /doanim for basically doing all animations there are in the game. Feel free to suggest some to be added into commands.
- Added /aplaysound for admins to play sounds as jokes in a certain world. But do not annoy players with it no spamming remember.
- Added /checkcooldown to check the cooldown for commands. Also added it in /unlockedcmds and as a message to use it when you use the commands during cooldown.
- Added /toplist 17 for the worst ratio on the server with over 5000 kills. Luckily, I don't have 5000 kills yet though.
- Liberty news and Freedom 95 the radio channels that don't work have been removed since they have been reported to cause crashes for certain users.
- The colors a car uses is now displayed in /car so that people who don't want to check the wiki can get all details in the server they need to make their own cars.
- The weapon system has been upgraded so that all custom weapons (and not just) can be entered in /wep by name as well as ID.
- The spiderman skin has been replaced by a new one thanks to a request from a user, since that skin looked terrible anyway.
- /mastermind no longer requires you to wait 1 day to solve the riddle.
- /arena , /map and /dm now checks that you're in a vehicle before letting you use the commands.
- wHoMe has now been added as an additional scripter for his constributions. Both him and 3moreee has also been added as beta testers.
GUI System.
- The image display class that just displays an image with a window you can close. Has been improved making it look way better.
- GUI for the JDAM has been added. See the JDAM section.
- /teamids now displays an image from wiki.vc-mp.org that has been slightly edited so that people can check team colors in-game.
- /mapicons has been added that displays a modified image from wiki.vc-mp.org that shows how the different map icons look like.
- /propvehhelp now displays car colors in-game through GUI. /vehiclecolor and /vehcolor is also an alternative now.
Property System
General
- Upgraded the property system to pretty much allow you to do everything I can in script form (almost).
- Added 51 properties for hosting property minigame and jobs. This can basically be used in script form by Angel to turn your properties into minigames and jobs.
- /radaroff now works when /setpropradar is turned off, in case some players are still visible on the map. Similarily, /radaron now works if /setpropradar is on and some players are not visible on the map.
- Property upgrades are now cleared when someone is not in the property and not saved at all time.
- Map markers now exist in properties. see /addmarkerpickup.
- /setpropzlimit now returns you to checkpoints and other spawn points now if you below the limit.
Command Changes
- /addpropmember now requires you to enter the level into the command as well so players don't have to type it twice.
- /lockpickup and /unlockpickup now allows you to enter a list of IDs into the commands instead of just one.
- /setpropcash is no longer an alternative to /setpropcashreward which sets how much cash drops from a player/NPC when you kill them. Instead it's used to set the actual cash of a player.
- /setpropcashall is now the only command for setting cash to a specific value.
- /givepropcash is now the only command for increasing/decreasing the cash of a player.
- /givepropcashashall is now the only command for increasing/decreasing the cash of a player.
Pickup System (New pickups)
- Moved some new pickup commands to other sections below to make some space.
- Added /addmarkerpickup that allows you to add a map icon inside your property. So far the maximum limit is 5. You can trigger these pickups once with /autotriggerpickup 3 to have them avaiable on property starts.
- Added /addremovemarkerpickup that must be used when removing icons on the map or when simply moving the icons.
- Added /addtriggerpickup2 allowing you trigger a list of pickups instead of a range, finally ending that annoyance lots of people had. Some people would like me to make it so /addtriggerpickup still works if you remove pickups added before it, and I will look into it. But it's kinda hard. For now just move pickups instead of deleting them if you're afraid it will mess up /addtriggerpickup. But pickups added after triggerpickups should not affect it and can be deleted.
- Added /addmovepickup that moves a pickup with a certain index to a certain location. This command allows for indexes between 0-400 to be put into the pickup before they exist, which means you can move addtriggerpickups you want to trigger the actual addmovepickup.
- Added /addmsgpickup2 has been added allowing you to make messages without that "Property Message:" infront of it.
- Added /addannpickup (with "property message:") and /addannpickup2 (no "property message:") has been added which sends a message to everyone in the property when a pickup is entered. /autotriggerpickup can be used on these to spam some announcement messages.
- Added /addhppickup2 and /addarmourpickup2 that increases/decreases the armour/hp instead of setting a value everytime. The limit of the armour/hp that can be set is /setprophp and /setproparmour. Players can not collect more than those limits. For armour however the limit is 100 if you don't set anything (just like in normal VC).
- Added /addweppickup2 that instead of giving you a specific ammo always, it increases/decreases it. Note however that there is a bug with VC-MP displaying negative ammo in its GUI if you don't give the ammo in mags. What I mean by that is that UZI has 30 ammo in one mag. If you give someone 20 ammo it will kinda glitch out the GUI, but the ammo is still there.
- Added /addremoveupgradepickup that removes an upgrade from a player.
- Added /addupgradepickup2 which makes you unlock a certain upgrade only if you have a list of other upgrades. If you don't have the upgrades required it will show a message telling you: "You're missing the following upgrades: ". This will allow you to set multiple upgrade requirements on certain pickups by simply putting /changepickupupgrade to the upgrade you unlock from /addupgradepickup2
- Added /addremoveupgradepickup2 that works in the same way as /addupgradepickup2 but actually removes the upgrade if you have the list of upgrades.
- Added /addclearcashpickup has been added to only clear the players property cash.
- Added /addclearupgradepickup has been added to only clear the players property upgrades.
- Added /addrotationbypickup has been added which can allow for you to make spinning objects using /autotriggerpickup, which was not possible before.
- Added /addautotriggerpickup has been added that basically works like /autotriggerpickup but is in pickup form and can allow for you to create some cool scripts basically.
- Added /addrandomtriggerpickup that randomly triggers a pickup. Triggerpickups can also be triggered. But they can not trigger randomtriggerpickups.
- Added /addcountdownpickup has been added to start /setpropcountdown from a pickup. It can be autotriggered.
- Added /addsoundpickup (for position), /addsoundpickup2 (for playing in the world) for playing sounds.
- Added /addanimationpickup for changing a players animation when entering the pickup.
- Added /addimmunitypickup for changing the immunity of the player.
- Added /addlockpickup, /addlockpickuprange, /addunlockpickup, /addunlockpickuprange for locking other pickups.
- Added /addlockproppickup and /addunlockproppickup for locking and unlocking the property useful for minigames and job properties.
- Added /addbombpickup2 for selecting different explosions than the one in the first command.
- Added /addboosterpickup2 for boosting forward speed. For both vehicles and players. For players however this only works when the player is in the air.
Pickup System (General)
- You can now define a quanity (how many times a pickup can be used) with /changepickupquantity or /changepickupcount. After the count is reached the pickup gets locked. After that you can unlock it again to make it start over either through the unlock pickups or the command.
- You can now define a limit for how many players are required in the property for a pickup to be used useful during minigames/jobs and property events.
- /autotriggerpickup with setting 1 now allows the triggered of many of the new player independent commands.
- /autotriggerpickup now allows for triggering something once only (more useful in addautotriggerpickup)
- /autotriggerpickup now allows you to enter a setting 2 (for triggering it for all players entering it) upgrades and property cash must match for players to move on.
- /autotriggerpickup will now check the cooldown of the pickup before triggering it, as well not trigger it when /lockpickup is on or there is a limit or player count limit. As well as upgrades and cash if setting 2 is used.
Vehicle System
- Added /addvehmovepickup for moving a vehicle without having a player inside. Use /addtelepickup for the other case.
- Added /addvehhppickup for changing the HP of a vehicle without having a player inside. Use /addfixpickup for the other case.
- Added /addvehimmunitypickup for changing immunity of a vehicle without having a player inside.
- Added /addvehlockpickup and /addvehunlockpickup for locking/unlocking a vehicle without a player inside.
- Added /addvehenterpickup for entering a vehicle when entering the pickup.
NPC/Object System
- Property car NPC models are now free to use in properties without any upgrades.
- All objects and NPCs from BOD 2 and Wod can now be spawned in properties expect the bod 2 castle. I don't want you guys to get used to the location before you get a chance to play bod 2.
- Properties can now have 150 NPCs instead of 100.
- Increased the damage of /setnpcdamage so that properties can have NPCs that can kill people in one hit.
- /autotriggerpickup can now trigger pickups every second instead of just every 2, if the user wants that.
- /setnpcrespawntime now has a minimum time of 2 seconds
- Added /setnpcspeed for changing the speed of an NPC in your property.
- Added /setnpcattacktype for changing the attack type of an NPC. 26 IDs are available. 26 does absolutely nothing and is a new ID.
- Added /setnpcattacktype allowing you define which of the currently 25 different NPC types you want the NPC to attack as. Some are: Tommy Dirac, Clegane, Normal, Brutes, Teleporters, Dummychief Dumbson (basically just follow you). It even has some attacks that I have never used anywhere else like: ID 7 which is a thrower and a few more interesting attacks.
- Added /addnpccheckpointpickup that makes a range of NPCs walk to a checkpoint. Note that you need to use /setnpccheckpointtype to use this.
- Added /setnpccheckpointtype allowing you to change between two different walking styles and if the NPC should walk by itself or only when /addnpccheckpointpickup is triggered.
- Added /setnpctype that works similar to /setobjecttype that defines what happens to an NPC on object shot and bump.
- Added /setobjectpickup that definies which pickup to be triggered on either bump, shot, both or with the lumberjack setting.
- Added /setnpcpickup that defines which pickup that is triggered on the shooting, bumping, lumberjack setting or detection of a player.
- Added /addnpcattackpickup for making NPCs from Index start to end attack you.
- Added /addnpckillpickup for killing NPCs from index start to end.
Admin & Security System
- The /suspects levels have been changed slightly to give more accurate results for new players and make life a little easier for them with the anti hack system.
- Two new suspect levels have been added to /suspect. Level 5 being that an UID basically joined right now for the first time. Level 4 being an extremely new UID only with a few kills, deaths and very short playtime.
- /evadeban has been added to temporarily stop ban evaders from joining immediately after they get banned. The first level of this command stops any new UIDs that hasn't connected before from entering the server for a limited time. The second level goes into a little deeper check. This command will not be used very often, but might be required in case a ban evader is joining every 30 seconds and the admin can't stay in the server to ban him. It's also included in /permaban. So every time that command is used (which should be for evaders only) it puts on evade ban at level 1 for 15 minutes.
- /ban and other commands have been updated to give admins brief overviews of what they should use each command for.
NPC System
- The NPC system now supports a new type of NPC. NPC cars. They are NPCs that are placed inside cars.
- A Y direction rotation has been added for NPC cars. What that means is that the NPC car will lean up and down depending on if it's going up a hill or down a hill. This makes them look for more realistic.
- The NPC cars will explode and disappear when dying.
- Three NPC cars have been added in world 1 that drives around the map and can be killed similar to malibu NPCs. They are called: The french dick (blue cheetah), Biker Chad (Guy on a bike), and The bunny and honey couple (a normal black car). They will hopefully not get in the way since it's a pretty big map.
- The NPC car models are completely free to use.
- Most of the /addpropnpc are now available in government and VK props without the upgrade.
- Made changes to property NPCs under the "NPC system" in property section.
- Made a new checkpoint system for NPCs that is a lot more fluent (the NPCs never makes awkward stops). Unfortunately, I could not just apply it to old NPCs since that might bug out /wod and stuff like that. But luckily you can use it in properties using /setnpccheckpointtype.
- Improved the NPC system decreasing the performance when there are lots of NPCs on screen walking to a player by approximately 80-90 %.
- Improved the NPC target system removing NPCs from a players target list if they are no longer in combat with said NPC.
- Made it so NPCs can actually see and attack players even if a players unique world or secworld is the same. (not used at the moment)
- Added (Tommy Dirac) to the NPC model called creeper in /nlist and /objlist.
- Added support for NPC models with the wrong z coordinate in the system.
JDAM System
- A completely new update to the JDAM has been released, scripted by our very own DarkRazor.
- Added the FIM92 rocket launcher (ID 130), giving the ability to lock on Hydras end eliminating them in an instant.
- Improved enemy detection when attempting to bomb.
- You can eject out of Hydras by pressing 'J'. You'll be given a parachute as well on the way.
- IR flares have been introduced to Hydra fanatics. These will help out to attract incoming missiles on your lead. Pressing 'H' will shoot out of the plane and its cooldown with 20 seconds.
- The JDAM cockpit now contains a new UI.
- Sound effects has been added.
- When you're inside the JDAM cockpit, a UI bar has been added to know when the bomb is loaded.
Event & Minigame & Job System
- /whoworld, /escapehell and /escaperoom has been added as new jobs/minigames made by wHoMe and Rainbow_Dash from properties. They have their own joining and leaving messages. Most of them are 1 person minigames but with the new property system two people can still do it at the same time by loading the property into one of the 51 minigame properties automatically. Simply use /setproplimit or /addlockproppickup to define if you want new players to be in a different world or the same one. If you want to make your own job/minigame just do it and then contact Angel to just include it as a minigame/job.
- Minigames/jobs made by the community have their own rewards in /fanrewards. Test it out!
- /whoworld enables /ignoreall when you enter it.
- /iov 1-3 has been added. To do the invasion minigames.
- There are new rewards for completing iov that everyone can unlock even people who completed it before. /iovrewards.
- /wep and buddies now work in /iov.
- 5 player limit is now removed from /iov, but I don't think anyone can solo it yet.
- Messages when joining bod and server announcements now advertise /iov. There are also messages for finishing IoV and marcus messages no longer sends to the whole server and only for the people inside the minigame.
- The hotel owner in a /cop mission has been nerfed so he doesn't have super powers to see you everywhere and making you fail the job.
- /serialkiller now ends if you die, like it was supposed to from the start, instead of letting you do the kill with no weapons.
- Killing the robberer in two of the cop missions have now been made easier.
- Distances to the tires in the third last cop job has been added, so that players can actually find them more easily. Cop job is soon becoming extremely noob friendly and it excites me that a lot of new players are constantly doing it for the first time even though it's been 1-2 years since it was scripted.
- Slightly increased the ammo for the secretworld mission where you kill all the dummies.
- Event titles for the July event as well as Sufy's president event has been added.
- Marcus will no longer starts events in properties with just fist as a weapon.
- Added /egoto for event staff members to teleport to other players.
Bug Fixes
- Hopefully fixed a bug with everyone dying if the leader is not the first one to enter the minigame in iov.
- Fixed a bug with Luficer attacking players in /secretworld last mission for no apparent reason.
- Fixed a bug with markers not appearing for the first pickup in the final cop job when searching for the memories.
- Fixed a bug with addpropnpc not allowing you to use the models even if you had the upgrade.
- Fixed a bug with /bodheal being able to heal people that are paused with zero HP and also people that are unspawned.
- Fixed a bug with /setnpcrespawnpickup not working if the NPC had /setnpchp set.
- Fixed a bug with /copypickup not working in vk properties and government properties.
- Fixed a bug where you could enter a property with a limit if you entered it within 3 seconds to the last player to join.
- Fixed a bug with /stylish and /stunt kicking while entering from inside a vehicle
- Fixed a bug with David Davis model ID being listed wrong in /objlist.
- Fixed a bug with Marcus ending his event and giving you rewards for dueling, when a property event is active.
- Fixed a bug with trigger pickups triggering pickups twice if they had property cash on them.
- Fixed a syntax error in /addarmourpickup.
- Fixed a bug with players receiving different HP at the start of bod and at the end of rounds when they don't have the 255 HP upgrade and have the 100 % HP on round start upgrade.
- Fixed a bug with world 1 property pickups being seen in every world after selling or buying a prop.
- Fixed a syntax bug with /setpropteams and /setpropteam displaying the wrong message.
- Fixed a bug with addupgradepickup displaying that you lost 0 property cash when not setting a property cash value for the pickup.
- Fixed a bug with /addtriggerpickup.
- Fixed a bug with the NPC model list when doing /addpropnpc
- Fixed a bug with ashowpms
- Fixed a bug with /transferprop
- Fixed a bug with /changedummycoins saying the vk tokens were changed instead of dummycoins.
- Fixed a message syntax bug with /changevktokens and /changedummycoins
- Attempted once again to fix bugs with /Td not ending.
Extra bug fixes already on the server
- Fix invasion part 3 announce
- Fix invasion part 3 npcs attacking.
- Fixed a bug with targets in bod not selecting you if you attack them and you are alone.
VK.Angel.OfDeath- Server Owner & Forum Admin
- Chuck NorrisedYou been norrised.
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Re: Server Patch 5.0
Great Job! Excited too much for it.Will try out new commands i.e iov etc... today.
Appreciated!
Appreciated!
S.- Legendary Member
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Re: Server Patch 5.0
Great work!
QaisAla- Event Staff
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Re: Server Patch 5.0
Thanks for the amazing update
Thunder_B!rd- Ultra Legendary
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Re: Server Patch 5.0
-BUGs found:
1. FIM92 rocket launcher bugged
2. [You must be registered and logged in to see this link.]
when will we be rewarded please.
3. Ejecting out the hydra bugged too
1. FIM92 rocket launcher bugged
2. [You must be registered and logged in to see this link.]
when will we be rewarded please.
3. Ejecting out the hydra bugged too
Yes, Agree to you- Distances to the tires in the third last cop job has been added, so that players can actually find them more easily. Cop job is soon becoming extremely noob friendly and it excites me that a lot of new players are constantly doing it for the first time even though it's been 1-2 years since it was scripted. wrote:
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Re: Server Patch 5.0
very good to see this finally out now i can finally make my jobs and other minigames.
Emma- Event Staff
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Re: Server Patch 5.0
good job
ĤēʟʟƧأиĞ- Veteran Member
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Emma- Event Staff
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Re: Server Patch 5.0
Nice.
SuFyastiC- Ultra Legendary
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Re: Server Patch 5.0
I can't understand everything but you did a great work.
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VCMP Fights 2021 (click here)
SJIsNotHere- Server Admin
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Re: Server Patch 5.0
Thanks, everyone.
I am aware of this. Bugs happen. Have already talked to DarkRazor about this.
I don't think anyone is supposed to understand everything here. I try to explain it as much as I can, but I have some smaller things that I mention here too just for my own sake and because I like to write down my work in patch form.
Nerd.
Mr.Alone wrote:-BUGs found:
1. FIM92 rocket launcher bugged
2. [You must be registered and logged in to see this link.]
when will we be rewarded please.
3. Ejecting out the hydra bugged too
Yes, Agree to you
I am aware of this. Bugs happen. Have already talked to DarkRazor about this.
ShadowJacK. wrote:I can't understand everything but you did a great work.
I don't think anyone is supposed to understand everything here. I try to explain it as much as I can, but I have some smaller things that I mention here too just for my own sake and because I like to write down my work in patch form.
Helathien wrote:Server patch 5.0 more like patch 1.0
Got em
Nerd.
VK.Angel.OfDeath- Server Owner & Forum Admin
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Re: Server Patch 5.0
Loved /ignoreann and /iov commands.Again great work Nerd.
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Re: Server Patch 5.0
good work .
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Re: Server Patch 5.0
The event is not of Sufy's. It's mine :C
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Re: Server Patch 5.0
QaisAla wrote:Great work!
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Re: Server Patch 5.0
guess we can bump it one last time for people interested in reading the patch notes.
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Location : Next room to angel.Ofnoob (i am Rainbow)
Re: Server Patch 5.0
Nice keep it up
Dolphin^- Veteran Member
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