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xSilvermanx authored May 1, 2020
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Expand Up @@ -90,29 +90,63 @@ Shoutouts go out to:
- Everyone involved in testing the mod prior to this release.
- DrBlackError for creating and managing our wonderful [Discord](https://discord.gg/3DNTHeT)!

## Newest Patch Notes: The Console Peasant Update

- Added controller support for radialmenu and warmenu
- Integrated Warmenu and Radialmenu into PD5M
- Finished ESX- and vRP-permissions. Every menu should be permission-guarded now
- fixed a bug in radialmenu that could mess up the controls of other
menus
- Completely rewrote armories and garages
- Added large config sections so you can customize most aspects of
armories and garages
- Changed the crosshair-function not to use the SniperScope but a sprite
- Changed the help-function to also display controller-buttons
- Fixed a bug that made it impossible to pull over cars with trailers

v0.1.3.1
- Fixed a bug related to multicharacter-scripts in ESX / vRP that caused a crash of radialmenu.

v0.1.3.2
- Rewrote coroner and tow stuck check. They will hopefully do their duty way more reliable.

v0.1.3.3
- Fixed a bug that had LaMesa-coroners spawn under a bridge on Los Santos Freeway
- Fixed a bug that caused radialmenu to be stuck open when opening chat
- Changes to tow and coroner-scripts to hopefully improve their behavior
- Sorted `__resource.lua`-config options
- Added three tow truck-stations
## Newest Patch Notes: Ambient Events
- Added a system that provides work for officers while on-duty
- System works fully automatic, doesn't need to be activated nor started
- Added ambient event: car ignoring red lights (randomized, more things may happen)
- Added ambient event: car not in a road-worthy condition (randomized, different things may happen)

Tbh this is not the big update I was hoping to bring to you guys. However Callouts are a huge problem and the first version didn't work at all. Thus I completely removed the Callout-system to publish the mostly-working ambient events. I'll target callouts later on, an idea on how to get a dynamic system done does exist. However this will be extremely complicated so might take a long while.

More patchnotes, sorted for files:
`common_cl_fct.lua`:
- Added sync to automatically create data for all entities when peds drive vehicles
- Mission System Handler added: when using the SyncPedAndVeh()-function the mission system detects the used entities as interacted
- Fixed a bug where vehicles and peds wouldn't have synced data if you used the CheckPlate()-command without prior interaction to the vehicle

`config_cl.lua`:
- Edited the Standard Driving Behavior. The peds should now drive way more predictable, and should not overtake anymore after being stopped.
- The towtrucks and coroners shouldn't drive the wrong direction of streets anymore.

`station config Pillbox Hill Medical Center`:
- Markers at Pillbox Hill Medical Center now heal you instead of displaying the controls.

`cleanupthreads_cl.lua`:
- Added events that trigger SetEntityAsMissionEntity and SetEntityAsNoLongerNeeded on every client
- Added event that sets mission entities to wander if they exist
- Added checks to make sure that mission entities properly get deleted and properly start wandering around after an interaction. Deletion of mission entities only works if the script doesn't get restarted.

`def_gl.lua` and `dev_sv.lua`:
- Every custom list that was defined serverside only is now global (items, weapons, names, offenses, ...)
- Serverside definitions of lists related to the mission system

`interaction_cl.lua`:
- Fixed interaction with E-menu for players with ping > 200 (now problems will occur with a ping > 1000)
- Changed the FinePed()-function so you can directly start typing a sum instead of deleting huge amounts of text
- Upped the distance to grab peds using GrabPed()-function
- included targetveh-support in pedflee()-event. Should properly delete cars now
- peds in vehicles will now drive way slower when sending them on their way after a traffic stop
- Fixed a bug that caused a crash of the interaction-script when trying to set weapons for a ped which shouldn't have them
- Changed the speed at which the peds drive after interacting with you. Should be less speedy in the city, maybe a little bit too slow on the highway.
- Upped the distances at which you can use RunPlate to reflect the changes made to TrafficStops
- Set the max cruise speed of fleeing targets in vehicles higher and changed their driving style to be less chaotic. Chases should be harder now.
- Deleted Blips for fleeing peds. Chases should be harder now.
- Deleted Blips for hostile peds that get triggered through the interaction script.
- Fixed a bug where peds you interacted with wouldn't get properly marked as no longer needed.

`interaction_sv.lua`:
- Fixed a bug where illegal weapons for peds would generate out of the list for legal weapons thus rendering illegal weapons never used
- Added `flagismissionped` which if set prevents dead bodies from despawning without calling a coroner. Used for mission peds.

`markers_cl.lua`:
- Deleted large chunks of commented code that was left on accident
- Changed the creation of the vehicle blip such that it is not named 'Getaway Vehicle' anymore

`towtruck_cl.lua`, `towtruck_sv.lua`, `coroner_cl.lua` and `coroner_sv.lua`:
- Changed distances and speeds of the coroner during approach and on-scene. Should behave way calmer now
- Hopefully fixed a bug where the coroner would sometimes only pick up the first dead body. He'd go to every body, pick them up, the bodies would disappear and reappear almost instantly.
- Fixed towtruck and coroner spawning with incorrect orientation (should work 95% of the time now, last 5% are not a bug but a result of how the script works)

`startup_cl.lua`:
Deactivated dispatch services for cruising PD and pulled over PD

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