Convoy Trucking

Server related => Suggestions => Topic started by: Doc. on December 21, 2016, 10:28

Poll
Question: Missions at road works
Option 1: I like this votes: 8
Option 2: I dont like this votes: 3
Title: Roadwork load/unload
Post by: Doc. on December 21, 2016, 10:28
Hello. My suggestion is this: Why cant we unload materials (artic tr) and load trash/garbage/sand (Dumper tr and trash truck) from road works? As road works are temporary the missions will also be temporary.Tell me what you think
Title: Re: Roadwork load/unload
Post by: Kushikimi on December 21, 2016, 11:02
Hm, it could be, and maybe, maybe earn like a little percent bonus for helping them, but yes, the temporary would give an more alive feeling to server I think
Title: Re: Roadwork load/unload
Post by: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.
Title: Re: Roadwork load/unload
Post by: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
Title: Re: Roadwork load/unload
Post by: Ari on December 21, 2016, 13:08
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.
True :like:
Title: Re: Roadwork load/unload
Post by: Doc. on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
Title: Re: Roadwork load/unload
Post by: Mr.majmun on December 21, 2016, 14:29
This is not a good idea. I like a lot of suggestions, but this one is not one of those  :dislike:
Title: Re: Roadwork load/unload
Post by: Kake on December 21, 2016, 15:26
Quote from: DOC on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
I believe scripters have better work to do than adding/removing a load point that is temporary.
Title: Re: Roadwork load/unload
Post by: Doc. on December 21, 2016, 15:48
Quote from: Kakeshi on December 21, 2016, 15:26
Quote from: DOC on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
I believe scripters have better work to do than adding/removing a load point that is temporary.
We dont have to a put a deadline, they can do it whenever they want. When they have time.
Title: Re: Roadwork load/unload
Post by: Martin on December 21, 2016, 17:09
Quote from: DOC on December 21, 2016, 15:48
Quote from: Kakeshi on December 21, 2016, 15:26
Quote from: DOC on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
I believe scripters have better work to do than adding/removing a load point that is temporary.
We dont have to a put a deadline, they can do it whenever they want. When they have time.

Well, wouldn't be that simple of a task to make either, and whenever a new roadblock gets added/removed, the scripters have to search for certain hauls and either remove them or add new ones that should pop up in the menu work. Hence that'll make a lot of work.
Title: Re: Roadwork load/unload
Post by: Doc. on December 21, 2016, 17:13
Quote from: Martin on December 21, 2016, 17:09
Quote from: DOC on December 21, 2016, 15:48
Quote from: Kakeshi on December 21, 2016, 15:26
Quote from: DOC on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
I believe scripters have better work to do than adding/removing a load point that is temporary.
We dont have to a put a deadline, they can do it whenever they want. When they have time.

Well, wouldn't be that simple of a task to make either, and whenever a new roadblock gets added/removed, the scripters have to search for certain hauls and either remove them or add new ones that should pop up in the menu work. Hence that'll make a lot of work.
It would make the things look more realistic. Scripters worked a lot to get what we have now, i dont think this is that difficult besides what they scripted so far since 2010
Title: Re: Roadwork load/unload
Post by: Martin on December 21, 2016, 18:15
Quote from: DOC on December 21, 2016, 17:13
Quote from: Martin on December 21, 2016, 17:09
Quote from: DOC on December 21, 2016, 15:48
Quote from: Kakeshi on December 21, 2016, 15:26
Quote from: DOC on December 21, 2016, 14:08
Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
So?
I believe scripters have better work to do than adding/removing a load point that is temporary.
We dont have to a put a deadline, they can do it whenever they want. When they have time.

Well, wouldn't be that simple of a task to make either, and whenever a new roadblock gets added/removed, the scripters have to search for certain hauls and either remove them or add new ones that should pop up in the menu work. Hence that'll make a lot of work.
It would make the things look more realistic. Scripters worked a lot to get what we have now, i dont think this is that difficult besides what they scripted so far since 2010

You have no clue how big CT's script is, neither I do, but I got some clue. Moving/removing each time a roadwork is implemented isn't quite a funny task, as you probably do not know.
Title: Re: Roadwork load/unload
Post by: CarlJohnson on December 22, 2016, 02:01
It's easy to add / remove load / unload point at roadworks, but if anything while adding them goes wrong, server will crash. Although adding them through code is still a messy work as schema version will increase every time a roadwork is added. They can be added by one more way but only admins can do that (all 4 admins are scripters anyway :p)
Title: Re: Roadwork load/unload
Post by: Doc. on December 22, 2016, 06:32
Quote from: CarlJohnson on December 22, 2016, 02:01
It's easy to add / remove load / unload point at roadworks, but if anything while adding them goes wrong, server will crash. Although adding them through code is still a messy work as schema version will increase every time a roadwork is added. They can be added by one more way but only admins can do that (all 4 admins are scripters anyway :p)
So it will be added?
I can help with road works
Title: Re: Roadwork load/unload
Post by: Martin on December 22, 2016, 06:48
Quote from: DOC on December 22, 2016, 06:32
Quote from: CarlJohnson on December 22, 2016, 02:01
It's easy to add / remove load / unload point at roadworks, but if anything while adding them goes wrong, server will crash. Although adding them through code is still a messy work as schema version will increase every time a roadwork is added. They can be added by one more way but only admins can do that (all 4 admins are scripters anyway :p)
So it will be added?
I can help with road works

Don't get high hopes until it actually isn't confirmed. And so far this is just a suggestion. Also, only mappers' maps are getting added onto the server.
Title: Re: Roadwork load/unload
Post by: Benny on December 22, 2016, 06:57
Well if this will be a thing i would be happy haha, it would be cool to see roadworks improve like each week, updating them wouldnt be hard.
Title: Re: Roadwork load/unload
Post by: Doc. on December 22, 2016, 08:24
Quote from: Benny on December 22, 2016, 06:57
Well if this will be a thing i would be happy haha, it would be cool to see roadworks improve like each week, updating them wouldnt be hard.
Thats the right attitude