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License: GNU General Public License v3.0
Optimized, Efficient & Reliable RP-DayZ Framework
License: GNU General Public License v3.0
Get rid of this outdated resource and reimplement a light-version and optimized port of it.
Make Prop list category based, You can toggle into each category and go back to enter another category (For clumped objects) since its spammy apparently.
in file player_handler\handlers\hud
line 58 , 70 can't find background texture image slot slotBG1.png and slotBG2.png
Often clicking Play
button kick me back to lobby. Especially 100% of the time when client logout and tries to login again.
Medical Box:
Military Box:
Resource Box:
Weapon Box:
Ammo Box:
Cargo Box:
Drop Box:
Warehouse Crates:
Helicopter Crash:
Vehicle Crash:
Make it as 3D sound for more realism. Reduce the volume (Long/Medium Only) abit and make it controlled by day/night ratio.
Allow volume to be passed to CSound.playSound3D(..., volume = 1.0)
Some clumps cause MTA to crash especially the non TShirt ones for me?
Nametag shows over the UI, does beautify account for render ordering?
Add a buffer pool for multiple languages on notification too for easier editing.
Save the locale setting for the client when they join the server in a settings.json
and use it until they override in server.
Add category based models. For example as illustrated below:
Medical Items:
Snack:
Beverage:
Cookable (Player will be able to cook this on firewood):
Backpack:
Helmet:
Armor:
Placeable:
Utility:
Industry:
Add Clothing deck and header exclusively for the character's clothing section. Would be great if it had icons as well.
Make Tree assets work based on clumping technique to avoid spamming models.
local dummyElement = assetify.createDummy(assetType, assetName, assetClump, clumpMaps, dummyData)
Add somewhat similar support for dummy creation. Its only working with non clump assets currently.
Allow stream to be controlled dynamically per element. Would be useful to make streaming work less intensive for some element.
Extend this to bones mainly.
For example:
local boneData = {
id = yourParentBoneIDHere,
position = {x = 0, y = 0, z = 0},
rotation = {x = 0, y = 0, z = 0},
streamRate = 25
}
assetify.setBoneAttach(element, parent, boneData)
Replace {}
& unpack
with Assetify's built in table.pack
& table.unpack
.
Module isn't accounting for entity's rotation. Also add a property to pass rotation relative to the object rotation.
Character customizer doesn't load the hair model correct only for saved character. It loads when you play the game.
Player's health is always 0 no matter whatsoever its always 0, why? When creating a new character health should be explicitly set to max.
Allow developer to extend settings, Dynamically create if it doesn't exist in a priv cache. This could be useful for storing temp cookies and session as well.
One of the Hair model is floating abit (Either of Survival, Generic).
Allow jumping while in FPS mode (Check ground physics based on proximity range)
Maybe it would be more efficient to connect the models based on camera and character movement instead of recursively loop?
Survival-Time doesn't gets resetted when the player is wasted. It should get resetted to 0.
Let there be categories of deps and selective categories will be having special function. For example:
{
"assetDeps": [
"texture": {
"inventory_icon": "icon/inventory.png",
"hud_icon": "icon/hud.png"
}
]
}
texture
deps will be retrieved as texture element when dependency is retrieved via API.
API proposal syntax:
local cFile = assetify.fetchDep(assetType, assetName, depType, depIndex)
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