Jump to content

Osvaldon

Founder
  • Posts

    2,093
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by Osvaldon

  1. This issue will be resolved in the next server restart.
  2. This issue will be resolved in the next server restart.
  3. I do not know if it's intentional, the script was made by @Paulius
  4. Duplicate report:
  5. Seems like all RAGE servers are experiencing issues with custom mods. It should be fine on our end, so I am unable to do anything, so I can only wait for RAGE to patch it.
  6. Does it say in the weapon wheel that the Heavy Pistol has "Tracer Ammo"? Also, try to move the weapon to the inventory and back to the loadout. You may also try to restart the game if you had downloaded fresh server files for the first time as sometimes RAGE mods need a game restart to load properly.
  7. @Tenbae this issue has been resolved.
  8. This is a GTA V mapping issue, they put a giant collision inside the whole building and character peds think that there are walls everywhere, so they don't aim their guns to shoot. This will be fixed some time in the future by our modder team.
  9. @BlueFlame should be fixed by now.
  10. I think I see the issue, it will be resolved in the next server update.
  11. ECLIPSE ROLEPLAY - Changelog July 19th to August 8th, 2023 [Action Timers] Fixed an issue with /RemoveFDO not working for admins from anywhere on the map; [Admin] Fixed the /aduty command causing weapon customizations to disappear; [AFK Script] Players will now be logged out instead of being kicked; [AFK] Fixed an issue that caused the AFK logout screen to keep restarting; [AFK] Closing the logout screen will restart the AFK timer; [Bullets] Made bullet casing piles collisionless; [Commands] Prevented staff members from spawning cosmetic weapon components; [Commands] Disabled the spawning of UNARMED as a weapon; [Credit Store] Finished the credit weapon skin component functionality; [Credit Store] Some UI improvements for displaying weapon skins; [Credits] Fixed the credit store weapon skin preview error; [Death] Made the death in car animation more reliable; [Death] Updated the death reason messages; [DLC] Fixed the vehicle model collisions of the Scout and the Taxi Moonbeam; [DLC] Added/Updated SED vehicle liveries for Caracara, Kamacho, Scout and TARV; [DLC] Fixed certain custom DLC clips not being loaded; [DLC] Fixed all DLC special ammunition clips; [DLC] Miscellaneous custom clip component DLC fixes; [Factions] Faction weapons will no longer exceed the maximum amount of ammo (certain items have high weight due to excessive ammo); [Factions] Fixed the F4 menu not working for faction members without admin/owner permissions; [Factions] Fixed an issue that caused too many weapons to show on the character's back; [Gun Stores] Added minimum trucker payment check; [Gun Stores] Set minimum store prices to import prices; [Gun Stores] Added successful stock import order notification; [Gun Stores] Added the minimum trucker payment on display; [Gun Stores] Added a button to reset the current stock import order; [Gun Stores] Fixed guns not being counted in the price and not being imported; [Gun Stores] Fixed not being able to set the import price to 0 (not for sale); [Gun Stores] Made gun purchase restriction messages more clear; [Gun Stores] The trucker order cargo capacity will now depend on the total weight of the ordered items; [Gun Stores] Fixed a bug that prevented purchasing weapons if the gun store had no tint color stock; [Gun Stores] Fixed a few UI crash cases (screen stuck at preview); [Gun Stores] Fixed the preview not being turned off in some cases; [Hunting] Gutting now works with Switchblades and Machetes; [Inventory] Fixed most inventory items being shown as the default bag image; [Inventory] Fixed most inventory items being shown with incorrect or generic names and weights; [Inventory] Fixed the weight of the prison stamp item; [Laws] Fixed the penal code not loading when exceeding the data limit; [Licences] Completely removed the weapon permit from the /PoliceDesk to simplify licensing; [Licences] Firearms licence will show all authorized weapons; [Licences] /AuthorizeWeapon will no longer work on weapons that can't be purchased from a gun store; [Prison] Fixed the maximum prison sentence upper limit when trying to extend the sentence; [Shipments] Enabled adding/updating/removing shipment packages without a server restart; [Truckers] Fixed gun store trucker orders showing incorrect cargo values. [Truckers] Set the minimum gun store cargo to around 5 minutes. [Vehicles] Added more new vehicles to the server (all 815 are present + 20 custom vehicles); [Vehicles] Added the Police, Police Unmarked, Sheriff and EMS Buffalo STX vehicles; [VIP] Added a new VIP perk that reduces food and water intake by 50%; [Weapons] Added missing inventory icons of some new weapons; [Weapons] Added all missing weapon inventory icons; [Weapons] Added custom flashlight synchronization (gun flashlights included); [Weapons] Added a "Check" option to weapon component and ammunition items to check the compatible weapons; [Weapons] Fixed weapon items not having most of the inventory actions; [Weapons] Fixed the error messages when shooting at another player with special rounds; [Weapons] Fixed the weapon swapping animations; [Weapons] The inventory item "Hand Over" script will now spawn weapons with their customizations; [Weapons] Fixed a bug that caused weapon customizations to temporarily disappear when toggling /aduty; [Weapons] Fixed a bug that caused ammunition loss; [Weapons] Ammunition hash will now be provided by the server instead of the client; [Weapons] Ammunition resynchronization fixes; [Weapons] Made the hand flashlight toggleable and applied the gun flashlight fixes to it; [Weapons] Fixed stungun position on the characater's body; [Weapons] Fixed the weapon component stacking/splitting issues; [Weapons] Fixed not being able to equip a parachute; [Weapons] Stackable weapon components will now be used one unit at a time; [Weapons] Returned the "Check Serial" action message back to the chatbox; [Weapons] Enabled weapon customization support for faction duty weapon (still requires a menu); [Weapons] Fixed the player damage logs and /MyWounds command; [Weapons] Added more information when trying to use a weapon ammo item with no compatible weapons; [Weapons] Changed weapon related models to load on demand instead of everything on player connnect; [Weapons] Re-worked the weapon look script, improved reliability in showing the correct gear; [Weapons] Re-applied the flashlight synchronization script to the new weapon look script; [Weapons] Potential server crash fix related to the weapon look script; [Weapons] Added a check to weapon object creation to see if the entity has actually spawned; [Weapons] Fixed some weapon names showing as 0 in the panel damage logs; [Weapons] Moved flashlight synchronization into it's own class and file; [Weapons] Fixed weapon liveries not being instantly applied in gun store weapon previews; [Weapons] Fixed weapon look objects lingering on in some instances; [Weapons] Additional checks and optimization; [Weapons] Changed the shotgun ammunition naming according to GTA V; [Weapons] Fixed the recoil script not detecting aiming when "Toggle Aim" is used; [Weapons] Improved the reliability of the instant stealth kill fix (knife kill, pistol melee kill, etc.);
  12. I have noted that not all of my plans have yet been completed. I intend to continue work on the update and customize the damage of melee weapons, add AP, HP and FMJ ammunition to illegal shipments, create weapon presets (with weapon customization support) for legal factions, add an option to customize old guns at gun stores, add an option to purchase lone components at gun stores, add an option for criminals to color their weapons without exposing themselves, and work on some more gun store UI improvements.
  13. @RAttlesnake7473 I will look into making a custom indicator with more blood and stuff as the default indicators are not triggered by our new custom damage script.
  14. @Kellie were there any more attempts to mod the vehicle again?
  15. Do you add any components, ammunition or other customization options to your purchase?
  16. @alexalex303 this must be an old issue. Actually, the recoil script does not detect aiming if you enable the "Toggle Aim" option as it looks at what key the player is holding, as a result recoil is not reduced. Luckily, there is a different approach that lets me check the actual aiming state of a player instead of a key press, so this will be resolved in the next server update.
  17. @JakeFromStatefarm do you get an error message or it just loads and stops loading?
  18. @NickJohansson this issue has been resolved or at least mitigated, it's difficult to test as it's not a consistent issue for me.
  19. @Kmann96 No changes had been made and everything seems to be in order. It could be just bad luck or someone is trying to intercept the shipments more actively. Make sure that your faction has high influence in your own turfs, that will decrease the information leak chance.
  20. @Kjaer this issue has been resolved.
  21. @HobGoblin this issue has been resolved.
  22. Dear Eclipse Community, The long-awaited gun update is finally out! I do hope that all of you enjoy the changes and the new content. Initially, I had only planned to release a quick update that only included the addition of a few new guns that got introduced by some newer GTA V updates, but then I proceeded to change some scripts here and some other ones elsewhere, and before I knew it, a simple update had grown into a major one with many of the outdated features getting an upgrade and a bunch of new ones being added. Nevertheless, I had hoped to release the gun update much sooner, as I had already made good progress by November 2022. However, my entire progress on the gun update had to be delayed by a lengthy 6 months due to personal reasons and important events happening in my life during that period. At the time, I could only perform minor updates, fixes, and server maintenance. Luckily, everything that had been holding me back got resolved by late spring. I finally had enough time to devote to the development of the server, and I had been extremely eager to finish the update. I had to work long hours to make the gun update playable as soon as possible. I got really tired in the process, but now I am satisfied as the effort has paid off. However, due to rushing the update, some planned features are still in development and should be released in August. Let us have a look at what has been done already. Gun Store UI The gun store UI has been completely overhauled and now uses a similar style to the style of the vehicle customization menu. It provides much more detailed and accurate information on each firearm. It also includes customization and ammunition options, so the player can customize their new weapon and buy ammunition before completing the purchasing process. Gun store owners will also notice new or upgraded business management features, such as business and business money logs, manager permissions, finance management, or just being able to build and review one single order that includes multiple different items before finalizing and sending the import order to the truckers. Gun stores can now order any amount of ammunition and other small items rather than being forced to order them in stacks. As a result, the trucker cargo capacity for gun store import orders has been readjusted, so the capacity is dependent on the total inventory weight of the ordered items instead of being based purely on the item count. P.S. Gun stores are the only businesses that I had ever made myself a very long time ago, so they got a lot of love in this update. New Available Weapons Civilians, police officers, and criminals now have access to new weapons that can be obtained from gun stores, legal faction lockers, or illegal shipments. The most notable additions include pump shotguns, revolvers, and Mk II firearms. New pistols, rifles, MGs, SMGs, and shotguns can also be obtained from illegal shipments. Prices of said items got updated to better reflect their performance and DPS, and gun store prices have also been lowered to match those of criminals (gun store owners still pay taxes, so their merchandise is still more expensive). Weapon Customization Prior to the gun update, our scripts had supported just a few weapon components (attachments). After the gun update, all GTA V weapon components have become supported. In addition, our modder team has created new specialized ammunition magazines for "non-Mk II" firearms. Finally, players can now also purchase and apply cosmetic upgrades to their weapons, such as, tint colors, liveries, and skins. Ammunition & Special Types Before the update, each gun had its own unique ammunition. As more new weapons and ammunition types have been made available, I have also decided to assign a caliber (or ammunition type) for each gun, and then I have merged all old ammunition items according to the caliber of their respective weapon. This enables players to use the same ammunition for multiple compatible guns and also makes the inventory easier to manage. Furthermore, I have implemented special ammunition types, such as Tracer, AP, HP and FMJ rounds (incendiary and explosive rounds are supported, however, they are unavailable to mortals due to balance issues). Note that these rounds require an ammo mod clip component. Tracer rounds are cosmetic and add bright tracers (trails) to your shots (the tracer color depends on the weapon's tint color); Armor-piercing rounds deal normal damage to armored players and a bit of bonus penetration damage to the target's health, however, these rounds deal reduced damage against unarmored players. Hollow-point rounds deal increased damage against unarmored players but do less damage to armored targets. FMJ rounds deal increased damage to vehicles and can penetrate bullet-resistant glass; however, they do reduced damage to players. These special rounds are intentionally designed to be situational (being both bad and good in certain situations), so players may want to have 2 or more guns with different special ammunition types in their loadout if they want to use them efficiently. Inventory Item Indicators I needed to name all these new items and special ammunition types, but the texts were just too long. To reduce the amount of text in the inventory, I have added indicator icons to weapon, component, and ammunition items to help players identify which weapons have components on them and what kind of special ammunition type an inventory item is associated with. Firearm Damage All firearms now use our custom damage system. This new damage system has allowed us to nerf and introduce previously overpowered firearms, such as revolvers. The damage output is calculated taking multiple factors into account. This includes the weapon itself, the type of ammunition used, the body area hit (3 categories: head, torso, limbs), the distance to the target, whether the target has armor, etc.. You can expect different guns to be affected differently by these factors. For example, rifles and snipers are far better at retaining their damage output at greater distances than say MGs, SMGs, or pistols, while shotguns are powerful at close range but have extremely low effective range and low maximum range overall. Firearm Licensing Firearms used to have two licences (one called a weapon permit and the other one a firearm's licence), which I always found confusing. I have removed the weapon permit entirely. In order to purchase guns from a gun store, players now only need to apply for a firearm's licence at their local police station. A police officer can now scriptly specify (authorize) the exact gun models that can be purchased by the player.
  23. @SunflowerBecci hello, thank you for your bug report. This issue will be resolved after the next server restart.
  24. @TheCactus thank you for the bug report, this issue will be resolved after the next server restart.
  25. @MrTimbsy hello, thank your for your bug report. This issue has been resolved.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and our Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.