CITY 13 REDUX ETERNITY SCRIPT CHANGES

Deadeye

HL2 Admin
May 21, 2011
1,151
I'm going to go over basically most of the changes made to the script so far and what you should expect to see on launch day.

Business prices will now fluctuate overtime, giving you either favorable or unfavorable market conditions for certain items.

0c6b53be3b36ffd6e2fe140be51fa13f.png


Crafting overlay has been overhauled, giving you a categories section at the top. If you're a GMD/BMD you will see the items you can craft. There is a new resource/materials system that is relevant to GMD/BMD that flood or someone else will probably go over in due time

883373ea24be87341ba74bc5fb94ad1e.png


In the CCA records system you can now assign a housing block. You can also view and pay down their loan.

3b83c4a3d5df16d7d51ba8a26672272e.png


Civilian terminal that will allow you to either take a loan or grab a newspaper.


472101d90e86d6ab03bbef818f894f98.jpg


There is a new newspress entity where, if you have a generic_newscard (news editor ID) then you can edit the day's newspaper and issue a new one.

3b4bbc547f0b8d434ff4f3b6834d1181.png




49a457a14d5d8162c086f05e69198421.jpg


(yes as editor you can enter your own gyazo images. Obviously posting inappropriate stuff will get you permabanned. Don't let my coding go to waste if i have to remove that feature...)

Delivery system rewritten with a new and more clean interface

6429e6912280da48c81eab944ebaa894.png



Lots of new clothing items


A new dumpster and incinerator system. Destroy option has been removed for players to encourage them to instead dispose their items into a dumpster, which can then be collected by garbage men (it all gets swooped up into a single garbage bag) which they can then take to the incinerator for credits.

377ce5c87c8701e1d5e0d89cc0b6d456.jpg



Food items will now leave behind empty versions of themselves to compliment this system (empty breenwater etc). Plenty of work opportunities with this I think.


A new graffiti spray can which will allow you to graffiti walls with your own gyazo/discord linked images (atm admin only since abusable). These can be saved onto the map so they persist on server restart.

bbe7d504305829fe65c4606846207075.jpg



CP and COTA animations make a return. This is an optional toggle on your helmet, where you can right click and either apply the CP animation or return to using civilian animations

481a4b42b71b232f260f71d07fde8dc3.jpg




Posters script re-added

Cigarettes are now a usable item. Smoking them will give you a 10% health boost (cause why not. smoke before an s2k is the meta now)

60828d8290e2d9de0ab0ba0474d4d225.png



Food will also provide a health boost if you are satiated. Your character will now forcefully do a '/me's stomach growls' if your hunger is too high for too long to encourage people to eat.


Clothing will now get dirty over time (Dirty just gets added to the name of the item, no other effects. Just flavor text). You can wash them at a washer

ef07a129910c89057f79496ac3ea05b6.jpg



CR device makes a return. It will have 3 uses before the battery has to be replenished (bought from a misc license shop).

You will now spawn in with your own identiband that displays basic information

73de082d46de1feaaf469fcedb1c63b8.jpg


Stoves and grills can be purchased from a misc license shop, letting you deploy them and cook in your communal area or where ever.

Paper script added where you can write onto it and even change the handwriting from arial (printed) to cursive and even chickenscratch. There is also a combine version with a combine stamp at the bottom

446a98f42cb8f36e467c9b9d4a76fd3c.jpg


76c41c814ef25321f8cf74f697e56319.jpg



There are also a lot of other minor fixes, but one last thing to showcase is the new medical system. Keep in mind this system is non intrusive to your experience, so you can choose to participate in it or not and it won't affect you (except the fact that when you get shot you bleed now, just patch it with a bandage).


If any of you are familiar with SS13, the system is fairly similar but obviously incredibly stripped down (I'm not scripting in every feature lol). It's will a WIP with more features to be added, but it's pretty functional as is (once I iron out the kinks)

Every damage you take will reflect in the health analyzer script

976f65bd788bc10fbfc174413c5c3f42.png



If you are shot or injured and it displays here, you can choose to have surgery. There are several new scripts to help with this. These are the new scripts:

generic_med_bonegel
generic_med_bonesetter
generic_med_cautery
generic_med_healthanalyzer
generic_med_hemostat
generic_med_retractor
generic_med_scalpel
generic_med_suture


Depending on the affliction, each surgery will require a different set of tools and their own process. However, all surgeries start with the scalpel.

If you are shot and the damage is not critical (<40) you may perform an ordinary bullet extraction surgery. The process is as follows:

Right click scalpel onto the limb you're performing surgery on > Use Hemostat > Use Suture > Done, bullet extracted

If the bullet damage is critical (>40) you must perform a bone fracture surgery:

Scalpel > Retractor > Hemostat > Bonesetter > Bonegel > Suture


All other types of damage will fall under a general operation process:

Scalpel > hemostat > Cautery

In addition to surgeries, there are also ailments now which periodically sends you flavor text regarding your condition (again, all non-intrusive, so you can ignore if you want). Drinking too much? You'll acquire alcoholism. Ate something bad? Food poisoning. Drinking too much breenwater? You might start to forget things (memory loss).

There is also now a chemical dispenser, which will dispense syringes with many different types of chemicals, each with their own effects. They'll help with ailments depending on the chemical you inject into your patient.

96f756f7422ad0ce8230003b3a5903b6.png



There is also a general 'brute' damage you'll accumulate which can be healed down with antibiotics. This will go up with damage taken or even when surgery is performed on you. Meaning you'll need some antibiotics once the operation is done.

I plan to add more surgeries and ailments in the future since this can be fleshed out a lot more. If you have suggestions let me know. I'd like to see people's initial reactions first though to see if it's worth pursuing. Atleast CMS will have a lot more to do.

Much of this is subject to change.


Last but not least, vortigaunts have different skins and clothing now. Video won't imbed so you'll probably just have to use your imagination for now.
 
Last edited:
I can't wait to prescribe 40u of epinephrine to the sql next time he calls me an idiot
 
I'm going to go over basically most of the changes made to the script so far and what you should expect to see on launch day.

Business prices will now fluctuate overtime, giving you either favorable or unfavorable market conditions for certain items.

0c6b53be3b36ffd6e2fe140be51fa13f.png


Crafting overlay has been overhauled, giving you a categories section at the top. If you're a GMD/BMD you will see the items you can craft. There is a new resource/materials system that is relevant to GMD/BMD that flood or someone else will probably go over in due time

883373ea24be87341ba74bc5fb94ad1e.png


In the CCA records system you can now assign a housing block. You can also view and pay down their loan.

3b83c4a3d5df16d7d51ba8a26672272e.png


Civilian terminal that will allow you to either take a loan or grab a newspaper.


472101d90e86d6ab03bbef818f894f98.jpg


There is a new newspress entity where, if you have a generic_newscard (news editor ID) then you can edit the day's newspaper and issue a new one.

3b4bbc547f0b8d434ff4f3b6834d1181.png




49a457a14d5d8162c086f05e69198421.jpg


(yes as editor you can enter your own gyazo images. Obviously posting inappropriate stuff will get you permabanned. Don't let my coding go to waste if i have to remove that feature...)

Delivery system rewritten with a new and more clean interface

6429e6912280da48c81eab944ebaa894.png



Lots of new clothing items


A new dumpster and incinerator system. Destroy option has been removed for players to encourage them to instead dispose their items into a dumpster, which can then be collected by garbage men (it all gets swooped up into a single garbage bag) which they can then take to the incinerator for credits.

377ce5c87c8701e1d5e0d89cc0b6d456.jpg



Food items will now leave behind empty versions of themselves to compliment this system (empty breenwater etc). Plenty of work opportunities with this I think.


A new graffiti spray can which will allow you to graffiti walls with your own gyazo/discord linked images (atm admin only since abusable). These can be saved onto the map so they persist on server restart.

bbe7d504305829fe65c4606846207075.jpg



CP and COTA animations make a return. This is an optional toggle on your helmet, where you can right click and either apply the CP animation or return to using civilian animations

481a4b42b71b232f260f71d07fde8dc3.jpg




Posters script re-added

Cigarettes are now a usable item. Smoking them will give you a 10% health boost (cause why not. smoke before an s2k is the meta now)

60828d8290e2d9de0ab0ba0474d4d225.png



Food will also provide a health boost if you are satiated. Your character will now forcefully do a '/me's stomach growls' if your hunger is too high for too long to encourage people to eat.


Clothing will now get dirty over time (Dirty just gets added to the name of the item, no other effects. Just flavor text). You can wash them at a washer

ef07a129910c89057f79496ac3ea05b6.jpg



CR device makes a return. It will have 3 uses before the battery has to be replenished (bought from a misc license shop).

You will now spawn in with your own identiband that displays basic information

73de082d46de1feaaf469fcedb1c63b8.jpg


Stoves and grills can be purchased from a misc license shop, letting you deploy them and cook in your communal area or where ever.

Paper script added where you can write onto it and even change the handwriting from arial (printed) to cursive and even chickenscratch. There is also a combine version with a combine stamp at the bottom

446a98f42cb8f36e467c9b9d4a76fd3c.jpg


76c41c814ef25321f8cf74f697e56319.jpg



There are also a lot of other minor fixes, but one last thing to showcase is the new medical system. Keep in mind this system is non intrusive to your experience, so you can choose to participate in it or not and it won't affect you (except the fact that when you get shot you bleed now, just patch it with a bandage).


If any of you are familiar with SS13, the system is fairly similar but obviously incredibly stripped down (I'm not scripting in every feature lol). It's will a WIP with more features to be added, but it's pretty functional as is (once I iron out the kinks)

Every damage you take will reflect in the health analyzer script

976f65bd788bc10fbfc174413c5c3f42.png



If you are shot or injured and it displays here, you can choose to have surgery. There are several new scripts to help with this. These are the new scripts:

generic_med_bonegel
generic_med_bonesetter
generic_med_cautery
generic_med_healthanalyzer
generic_med_hemostat
generic_med_retractor
generic_med_scalpel
generic_med_suture


Depending on the affliction, each surgery will require a different set of tools and their own process. However, all surgeries start with the scalpel.

If you are shot and the damage is not critical (<40) you may perform an ordinary bullet extraction surgery. The process is as follows:

Right click scalpel onto the limb you're performing surgery on > Use Hemostat > Use Suture > Done, bullet extracted

If the bullet damage is critical (>40) you must perform a bone fracture surgery:

Scalpel > Retractor > Hemostat > Bonesetter > Bonegel > Suture


All other types of damage will fall under a general operation process:

Scalpel > hemostat > Cautery

In addition to surgeries, there are also ailments now which periodically sends you flavor text regarding your condition (again, all non-intrusive, so you can ignore if you want). Drinking too much? You'll acquire alcoholism. Ate something bad? Food poisoning. Drinking too much breenwater? You might start to forget things (memory loss).

There is also now a chemical dispenser, which will dispense syringes with many different types of chemicals, each with their own effects. They'll help with ailments depending on the chemical you inject into your patient.

96f756f7422ad0ce8230003b3a5903b6.png



There is also a general 'brute' damage you'll accumulate which can be healed down with antibiotics. This will go up with damage taken or even when surgery is performed on you. Meaning you'll need some antibiotics once the operation is done.

I plan to add more surgeries and ailments in the future since this can be fleshed out a lot more. If you have suggestions let me know. I'd like to see people's initial reactions first though to see if it's worth pursuing. Atleast CMS will have a lot more to do.

Much of this is subject to change.


Last but not least, vortigaunts have different skins and clothing now. Video won't imbed so you'll probably just have to use your imagination for now.
No joke this is everything I've ever wanted (and needed lol) since I started running laundromats, pharmacies, and doing CEC flavorposting very cool thank you developers. I could run things so much smoother now and probably bring in more roleplay as a result :D
 
Pretty important update here too so I'll just let you all know. I've added a new door type called communal. If a housing manager gives you a housing unit you'll always have lock/unlock access to that door. CCA can also set the housingblock for a citizen in the records system

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image.png
 
deadeye has been absolutely incredible and has taken on every little idea we've thrown at him - and that's without mentioning just how many great things he just implemented on his own
 
Also forgot to mention, but I figure this might affect a lot of businesses. You'll now have the ability to set the name for foods, so you can give it your own branding and etc
 

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