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[03/09/2020] DARKRP UPDATE

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Hello fam! Good to see you all here! DarkRP has seen a lot of work over the last month. I have taken some time to optimize it as best as I can. I wanted to give it some care and attention, it's been a while! Things turned out pretty good, and I am proud to be able to release this here today. There were many reported issues that have now been addressed. Gameplay and staffing especially should now be easier than ever before. Much of the requests and feedback we have received along the way during this update has been included so that we can be as optimal and thorough as humanly possible.

Your administration system has been improved upon in various ways - including fixes to the admin mode. Admins will now see a HUD display so they will never forget their current state. Admins will no longer lose god mode when they change classes or respawn for any reason. Many of the remover tool and physgun permissions have been improved to make things easier to manage. The majority of job related purchasables can now be picked up using the physgun, locked in place, or removed using the remover tool if need be. This includes registers, shelving, and much of the F4 content you can buy. Players using special jobs such as president, serial killer, etc will now correctly be removed from the job when killed. Wanted status will now be removed as intended when a player gets killed and starts a new life. Performance was increased by removing unnecessary particle effects from the Meth Cook combiner. So much more! These changes are the most common requests I received, but they only represent a mere fraction of the changes released here today. This is just the basics, check out the rest for yourself!

There is a bulk amount of class changes and gameplay enhancements to go over as well. You can reference the full list of alterations, accounted for below in organized fashion. I wrote down everything.. and I mean everything. We took our time and gave the players what they requested on the class change document (shown here) and more than enough time was provided to allow each person to get their suggestions in if they wanted to! I was glad that the class changes came together quite easily this time around, everyone worked together for the best ideas possible. It seems to me that DarkRP really deserves this one for their great patience. With that said this is yet another gift to you, and we hope you will enjoy! And as always - thank you for playing at Icefuse Networks.

Psyche [Developer]

JoshD [Division Leader]
Sylvexn [C.M]
Christian [A.S]
Mandus [SL]
Ari [HA]
Danj [HA]

Psyche [Developer]


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[DONE] ADMIN SYSTEM: Fixed the issue of losing godmode when you respawn while within admin mode for any reason.

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[DONE] ROLEPLAY: Wanted status will now be effectively removed when you die.

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[DONE] ADMIN SYSTEM: Updated the MoTD and /rules command to show the DarkRP Rules instead of the forum.

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[DONE] ADMIN SYSTEM: Updated the main server messages to reflect the correct daily restart time (7 AM EST).
[DONE] ADMIN SYSTEM: Updated the /help information to reflect the correct daily restart time (7 AM EST).

[DONE] ADMIN SYSTEM: Fixed the permissions for spawning of shipments while in admin jail (restricted).
[DONE] ADMIN SYSTEM: Fixed the permissions for spawning of purchasables while in admin jail (restricted).

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[DONE] LOGS SYSTEM: Removed the 'Demotions' category from Plogs.
[DONE] LOGS SYSTEM: Removed the 'Lockpick' category from Plogs.

[DONE] ADMIN SYSTEM: Added a HUD notification whenever admin mode is active.

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[DONE] COMMANDS: Fixed '/pcon' and '/mcon'.
[DONE] COMMANDS: You can now access the police menu using '/pcon', '/policemenu', '/police_menu'.
[DONE] COMMANDS: You can now access the president menu using '/mcon', '/presidentmenu', '/president_menu'.
[DONE] COMMANDS: You can now use '!' with all menu related commands as well as '/'.
[DONE] COMMANDS: Added new menu commands to the messages of the server when switching to allowed jobs.

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[DONE] COMMANDS: Added "/laws" to the ignore list to prevent "unknown command" errors from appearing in chat when toggling the HUD.

[DONE] METH COOK: Fixed particle effects on the 'Combiner' so that they do not stack (this was causing fps loss and client crashing!).
[DONE] METH COOK: Removed all residual particle effects from the 'Combiner' while it is not cooking. No gas will appear if you are not currently processing the batch!

BEFORE:
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AFTER:
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[DONE] TOOLS: Added all printers to the physgun permissions.

[DONE] TOOLS: Added new entity permissions to the Physgun.
--BASIC
light_armor
medium_armor
heavy_armor
wt_rocketboots
wt_rocketboots_remover

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[DONE] TOOLS: Added new entity permissions to the Remover Tool.
--BASIC
light_armor
medium_armor
heavy_armor
wt_rocketboots
wt_rocketboots_remover

--BITMINERS
bit_miner_light
bit_miner_heavy
bit_miner_medium

--COCA
icefuse_coca_plant_lab_desk
icefuse_coca_plant_level1
icefuse_coca_plant_level2
icefuse_coca_plant_level3

--CRACK
the_crack_barrel
the_crack_bowl
the_crack_bucket
the_crack_npc
the_crack_compcan
the_crack_ferment
the_crack_heater
the_crack_mircowave
the_crack_pipekit

--DRUGS
drug_antitoxin
drug_booze
drug_ciggies
drug_meth
drug_dextradose
ent_ebolacure
drug_gunslinger
drug_vampire
drug_preserver
drug_booze2
drug_relaxant
drug_painkiller
drug_pingaz
drug_roids
drug_vitalex
drug_volatile
drug_weed
drug_vaporwave

--LSD
icefuse_lsd_level1
icefuse_lsd_level2
icefuse_lsd_level3
icefuse_lsd_stove

--WEED
plant_pot
weed_seed
plant_grow

--WEED TABLES
icefuse_weedtable
icefuse_weed_level1
icefuse_weed_level2
icefuse_weed_level3

--METH
icefuse_crystal_meth_lab
icefuse_crystal_meth_level1
icefuse_crystal_meth_level2
icefuse_crystal_meth_level3

--MASTER METH COOK
zmlab_aluminium
zmlab_combiner
zmlab_filter
zmlab_frezzer
zmlab_meth
zmlab_methylamin
zmlab_palette
zmlab_collectcrate

--OPIUM
the_opium_barrel
the_opium_bottle
the_opium_codeine
the_opium_gas
the_opium_heater
the_opium_packed
the_opium_packer
the_opium_papaverine
the_opium_sulfate
the_opium_water

--PRINTERS
icefuse_printer_bronze
icefuse_printer_copper
icefuse_printer_emerald
icefuse_printer_gold
icefuse_printer_legendary
icefuse_printer_ruby
icefuse_printer_sapphire
icefuse_printer_silver

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[DONE] WEAPONS: Added "Molotovs x10" to the shipments section for Terrorist Leader and Terrorist Members.

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[DONE] WEAPONS: Organ Harvester: Added a new configuration value to the addon config file (ORGAN_HARVESTER.Cooldown).
[DONE] WEAPONS: Organ Harvester: Used the new value to reduce the cooldown between organ harvests by half (30s > 15s).
[DONE] WEAPONS: Organ Harvester: Increased the time it takes to harvest an organ by 5 (3s > 8s).
[DONE] WEAPONS: Organ Harvester: Increased the amount gained per organ ($1500 > $4000).

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[DONE] WEAPONS: Fixed all donator weapons that would not reload.
icefuse_donator_browningauto5
icefuse_donator_dbarrel
icefuse_donator_ithacam37
icefuse_donator_mossberg590
icefuse_donator_remington870
icefuse_donator_spas12
icefuse_donator_striker12
icefuse_donator_usas
icefuse_donator_1887winchester

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[DONE] WEAPONS: Fixed all donator weapons that were having issues with the scope.
icefuse_donator_aw50
icefuse_donator_m98b
icefuse_donator_intervention
icefuse_donator_m24
icefuse_donator_contender

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[DONE] DOOR GROUPS: New doorgroup was created! 'Bank' - this includes all the regular government jobs as well as the banker role, so he can use the doors as needed.

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[DONE] JOBS: Government: President: Description/job format updated.
[DONE] JOBS: Government: President: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: President: Fixed: When the President is killed, the player's job is force changed, as intended.
[DONE] JOBS: Government: Secret Service: Description/job format updated.
[DONE] JOBS: Government: Secret Service: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: FIB [T6]: Description/job format updated.
[DONE] JOBS: Government: FIB [T6]: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: SWAT Chief [T5]: Description/job format updated.
[DONE] JOBS: Government: SWAT Chief [T5]: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: SWAT Heavy [T4]: Description/job format updated.
[DONE] JOBS: Government: SWAT Heavy [T4]: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: SWAT Sniper [T3]: Description/job format updated.
[DONE] JOBS: Government: SWAT Sniper [T3]: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: SWAT Medic [T1]: Description/job format updated.
[DONE] JOBS: Government: SWAT Medic [T1]: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: SWAT: Description/job format updated.
[DONE] JOBS: Government: SWAT: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Sheriff: Description/job format updated.
[DONE] JOBS: Government: Sheriff: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Police Officer: Description/job format updated.
[DONE] JOBS: Government: Police Officer: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Highway Patrol: Description/job format updated.
[DONE] JOBS: Government: Highway Patrol: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Prison Guard: Description/job format updated.
[DONE] JOBS: Government: Prison Guard: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Fire Fighter: Description/job format updated.
[DONE] JOBS: Government: Fire Fighter: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Iron Man: Description/job format updated.
[DONE] JOBS: Government: Iron Man: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: War Machine: Description/job format updated.
[DONE] JOBS: Government: War Machine: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Spider-Man: Description/job format updated.
[DONE] JOBS: Government: Spider-Man: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Yoda Hulk: Description/job format updated.
[DONE] JOBS: Government: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Aquaman: Description/job format updated.
[DONE] JOBS: Government: Aquaman: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Batman: Description/job format updated.
[DONE] JOBS: Government: Batman: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Superman: Description/job format updated.
[DONE] JOBS: Government: Superman: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Black Lightning: Description/job format updated.
[DONE] JOBS: Government: Black Lightning: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Firestorm: Description/job format updated.
[DONE] JOBS: Government: Firestorm: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Power Ranger: Description/job format updated.
[DONE] JOBS: Government: Power Ranger: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Ninja Turtle: Description/job format updated.
[DONE] JOBS: Government: Ninja Turtle: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.
[DONE] JOBS: Government: Star Lord: Description/job format updated.
[DONE] JOBS: Government: Star Lord: Weapons: Removed "ifn_fradio" to fix F4 menu weapon loadout display.

[DONE] JOBS: Government: NEW JOB! - Pvt. Ryan [T1]
model = "models/player/dod_american.mdl",
weapons = {"m9k_svt40", "icefuse_stungun", "weapon_r_handcuffs", "icefuse_police_baton", "arrest_stick", "unarrest_stick", "weaponchecker", "ifn_fradio"},
PlayerSpawn = function(ply) ply:SetRunSpeed("300") ply:SetHealth("100") ply:SetMaxHealth("100") ply:SetArmor("25") return CLIENT end,

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[DONE] JOBS: Criminals: Mob Boss [T1]: Description/job format updated.
[DONE] JOBS: Criminals: Mob Boss [T1]: Title changed (Mob Boss > Mob Boss [T1]).
[DONE] JOBS: Criminals: Mob Boss [T1]: Tier changed (M > T1).
[DONE] JOBS: Criminals: Gangster: Description/job format updated.
[DONE] JOBS: Criminals: Hitman: Description/job format updated.
[DONE] JOBS: Criminals: Hitman: Increased the max player cap (3 > 4).
[DONE] JOBS: Criminals: Thug: Description/job format updated.
[DONE] JOBS: Criminals: Kidnapper: Description/job format updated.
[DONE] JOBS: Criminals: Kidnapper: Title changed (Kidnapper [T1] > Kidnapper).
[DONE] JOBS: Criminals: Kidnapper: Tier changed (T1 > M).
[DONE] JOBS: Criminals: Thief: Description/job format updated.
[DONE] JOBS: Criminals: Cultist Leader [T3]: Description/job format updated.
[DONE] JOBS: Criminals: Cultist Member [T1]: Description/job format updated.
[DONE] JOBS: Criminals: Blackhat Hacker: Description/job format updated.
[DONE] JOBS: Criminals: Meth Cook: Description/job format updated.
[DONE] JOBS: Criminals: Coca Plant Farmer: Description/job format updated.
[DONE] JOBS: Criminals: Opium Cook: Description/job format updated.
[DONE] JOBS: Criminals: Moonshiner: Description/job format updated.
[DONE] JOBS: Criminals: Thanos: Description/job format updated.
[DONE] JOBS: Criminals: Joker: Description/job format updated.
[DONE] JOBS: Criminals: Chucky: Description/job format updated.
[DONE] JOBS: Criminals: Chucky: Fixed: When Chucky is killed, the player's job is force changed, as intended.
[DONE] JOBS: Criminals: Ghostface: Description/job format updated.
[DONE] JOBS: Criminals: Ghostface: Fixed: When Ghostface is killed, the player's job is force changed, as intended.
[DONE] JOBS: Criminals: Howard The Alien: Description/job format updated.
[DONE] JOBS: Criminals: Dementor: Description/job format updated.
[DONE] JOBS: Criminals: Dementor: Reduced the max player cap (5 > 3).
[DONE] JOBS: Criminals: Venom: Description/job format updated.

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[DONE] JOBS: Pro Criminals: Ku Klux Klan Leader [T6]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Ku Klux Klan Leader [T6]: Weapons: Removed "m9k_remington1858".
[DONE] JOBS: Pro Criminals: Ku Klux Klan Leader [T6]: Weapons: Added "m9k_1897winchester".
[DONE] JOBS: Pro Criminals: Ku Klux Klan Member [T5]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Ku Klux Klan Member [T5]: Weapons: Added "m9k_remington1858".
[DONE] JOBS: Pro Criminals: The Ballas: Description/job format updated.
[DONE] JOBS: Pro Criminals: The Ballas: Title changed (The Ballas [T6] > The Ballas).
[DONE] JOBS: Pro Criminals: The Ballas: Tier changed (T6 > M).
[DONE] JOBS: Pro Criminals: The Ballas: Reduced the max player cap (20 > 10).
[DONE] JOBS: Pro Criminals: The Families: Description/job format updated.
[DONE] JOBS: Pro Criminals: The Families: Title changed (The Families [T6] > The Families).
[DONE] JOBS: Pro Criminals: The Families: Tier changed (T6 > M).
[DONE] JOBS: Pro Criminals: The Families: Reduced the max player cap (20 > 10).
[DONE] JOBS: Pro Criminals: Terrorist Leader [T6]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Terrorist Leader [T6]: New Function: Upon death, player is forced to change jobs.
[DONE] JOBS: Pro Criminals: Terrorist [T5]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Pro Hitman [T5]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Serial Killer [T6]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Serial Killer [T6]: Fixed: When the Serial Killer is killed, the player's job is force changed, as intended.
[DONE] JOBS: Pro Criminals: Marauder [T4]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Combat Medic [T3]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Crack Cook [T5]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Master Meth Cook [T6]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Dead Man Walking [T4]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Pro Thief [T1]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Pro Thief [T1]: Title changed (Pro Thief [T2] > Pro Thief [T1]).
[DONE] JOBS: Pro Criminals: Pro Thief [T1]: Tier changed (T2 > T1).
[DONE] JOBS: Pro Criminals: Pro Thief [T1]: Increased the max player cap (4 > 5).
[DONE] JOBS: Pro Criminals: Pro Hacker [T2]: Description/job format updated.
[DONE] JOBS: Pro Criminals: Pro Hacker [T2]: Title changed (Pro Hacker [T1] > Pro Hacker [T2]).
[DONE] JOBS: Pro Criminals: Pro Hacker [T2]: Tier changed (T1 > T2).
[DONE] JOBS: Pro Criminals: Pro Hacker [T2]: Increased the max player cap (4 > 5).

[DONE] JOBS: Pro Criminals: NEW JOB! - Zombie [T6]
model = "models/player/zombie_classic.mdl",
weapons = {"rp_organ_harvester"}
PlayerSpawn = function(ply) ply:SetHealth("450") ply:SetMaxHealth("450") ply:SetArmor("200") return CLIENT end,

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[DONE] JOBS: Pro Criminals: NEW JOB! - Rebel [T3]
model = "models/player/Group03/male_01.mdl",
weapons = {"m9k_ump45"},
PlayerSpawn = function(ply) ply:SetHealth("110") ply:SetMaxHealth("100") ply:SetArmor("0") return CLIENT end,

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[DONE] JOBS: Pro Criminals: NEW JOB! - Nazi Leader [T6]
model = "models/player/dod_german.mdl",
weapons = {"m9k_mp40", "m9k_fg42"},
PlayerSpawn = function(ply) ply:SetHealth("100") ply:SetMaxHealth("100") ply:SetArmor("0") return CLIENT end,

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[DONE] JOBS: Pro Criminals: NEW JOB! - Nazi [T5]
model = "models/player/dod_german.mdl",
weapons = {"m9k_luger", "m9k_fg42"},
PlayerSpawn = function(ply) ply:SetHealth("100") ply:SetMaxHealth("100") ply:SetArmor("0") return CLIENT end,

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[DONE] JOBS: Pro Criminals: NEW JOB! - The Anarchist [T6]
model = "models/icefuse_networks/players/cops/blackops01smy.mdl",
weapons = {"icefuse_master_lockpick", "icefuse_master_keypad_cracker", "icefuse_pickpocket", "icefuse_blowtorch"},
PlayerSpawn = function(ply) ply:SetHealth("100") ply:SetMaxHealth("100") ply:SetArmor("0") return CLIENT end,

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[DONE] JOBS: Merchants: Gun Dealer: Description/job format updated.
[DONE] JOBS: Merchants: Black Market Dealer: Description/job format updated.
[DONE] JOBS: Merchants: Doctor: Description/job format updated.
[DONE] JOBS: Merchants: Cook: Description/job format updated.
[DONE] JOBS: Merchants: Drug Dealer: Description/job format updated.
[DONE] JOBS: Merchants: Hotel Manager: Description/job format updated.

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[DONE] JOBS: Entertainment: Performer: Description/job format updated.
[DONE] JOBS: Entertainment: Prostitute: Description/job format updated.
[DONE] JOBS: Entertainment: Snoop Dogg [T4]: Description/job format updated.
[DONE] JOBS: Entertainment: Casino Manager: Description/job format updated.

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[DONE] JOBS: General: Security Guard: Description/job format updated.
[DONE] JOBS: General: Bouncer [T3]: Description/job format updated.
[DONE] JOBS: General: Banker: Description/job format updated.
[DONE] JOBS: General: Bank Security [T2]: Description/job format updated.
[DONE] JOBS: General: Hobo: Description/job format updated.
[DONE] JOBS: General: Body Builder [T3]: Description/job format updated.
[DONE] JOBS: General: Meat Head [T3]: Description/job format updated.
[DONE] JOBS: General: Father John [T4]: Description/job format updated.
[DONE] JOBS: General: Streaker: Description/job format updated.
[DONE] JOBS: General: Martha the Mother [T6]: Description/job format updated.
[DONE] JOBS: General: Martha's Kid Billy [T6]: Description/job format updated.

[DONE] JOBS: General: NEW JOB! - Feminist
model = "models/player/p2_chell.mdl",
weapons = {"icefuse_slappers"},
PlayerSpawn = function(ply) ply:SetHealth("100") ply:SetMaxHealth("100") ply:SetArmor("50") return CLIENT end,

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[DONE] JOBS: General: Doge: Description/job format updated.
[DONE] JOBS: General: Mordecai: Description/job format updated.
[DONE] JOBS: General: AT-ST: Description/job format updated.
[DONE] JOBS: General: Goat: Description/job format updated.
[DONE] JOBS: General: Brainman: Description/job format updated.
[DONE] JOBS: General: Dew Man: Description/job format updated.
[DONE] JOBS: General: Dorito Man: Description/job format updated.
[DONE] JOBS: General: Dewrito Man: Description/job format updated.
[DONE] JOBS: General: Goku: Description/job format updated.
[DONE] JOBS: General: Stick-Man: Description/job format updated.
[DONE] JOBS: General: John Marston: Description/job format updated.
[DONE] JOBS: General: Left Shark: Description/job format updated.
[DONE] JOBS: General: Spyro: Description/job format updated.
[DONE] JOBS: General: Dumbledore: Description/job format updated.
[DONE] JOBS: General: Hagrid: Description/job format updated.
[DONE] JOBS: General: Harry Potter: Description/job format updated.
[DONE] JOBS: General: Citizen: Description/job format updated.
 
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Brooks

Previous HA
I Love the changes you've done by looking at the changelogs and stuff. It's gonna be a blast to get on DRP

Thank you Mr Psyche!
 
Thank you for your work and effort you made to improve our server. Great to work with and an amazing job done!
 
Hey @Psyche the Anarchist job says it comes with bitminers & printers but you can't spawn them: -

The "darkrp_customthings/entities.lua" file needs updated along with any new jobs that were created because they are using totally new IDs. Seems also to be affecting:

Pro Criminals: Rebel [T3]
Pro Criminals: Nazi Leader [T6]
Pro Criminals: Nazi [T5]
General: Feminist

Easy fix. Give me a moment to do that for these jobs. Will require a server restart to apply however.
 
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