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Houses
#2
Last Summer I wrote a house handler for another server which has some pretty cool features:-

- Customizing house data such as names, etc
- Spawning in the house
- Storing a vehicle at the house
- Storing weapons and money in a safe
- Renting and viewing

It was nice and dynamic, too. An admin would literally go ingame and type /house create and the handler would do the rest. It would pick a random price and a suitable sized interior to match the price. Or admins could also type /house create [price] [interiorsize(small/medium/large/huge) [name] - all of these parameters being optional.

Decorating is an excellent idea but it requires a lot of discussion regarding how to store the data for each individual decoration for each house, as well as designing the object editor and allowing specific object IDs to be used as decorations.

(11-12-2011, 08:41 PM)oostcoast link Wrote: Types of houses
Types of houses from cheap to expensive (pics)
  • Motel room
  • Apartment
  • Suburban house
  • Penthouse (apartment with bigger interior)
  • Villa

Nice idea. In the handler I wrote I seperated these into categories based on sizes: Small, Medium, Large and Huge. Now that I think about it this method would indeed make much more sense.

Quote:Things to be considered/thought about

The prices of the houses
Available interiors
What to do when all ingame houses are occupied?
Are houses available to purchase from a LVP store (donate system)
How many houses can a player own at once
Are houses resell-able by the player or only bought back by the server?
How many objects is a player allowed to add to a house?
What objects should be available in the catalog and how to the player review those?
How does the object editor work?
Can weapon pickups be bought?
Can the owner add a parked car outside?

Prices: These should be expensive imo. Perhaps we could make houses really hard to get. Most people on LVP are rich and can afford to pay whatever they want. Maybe we should make them work for this feature. Small houses are unlocked for everyone, Medium houses require the player to export 50 cars, Large Houses require them to export 70 cars, be ingame for 50 hours and win at least 50 minigames. Huge houses are only available for special people: 1000+ hours ingame, 100+ exports, 100+ minigame wins.

Available Interiors: In this handler I've been through every interior ID available in SA and already compiled a nice list.
Here is the text document that the server reads from.

Availability: Since this is only a basic system it should be available for all players just like properties, imo.

How many houses can a player own at once: Since houses will save beyond sessions this should be one imo

Are houses resell-able by the player or only bought back by the server?: Hmm, tough one. Perhaps this could be an option for the player to make. Selling it to the server obviously resulting in the player receiving less money

Can the owner add a parked car outside?: Perhaps this could depend on the house. EG only some houses have "garages", or parking spaces


I have ported over the first alpha version of this onto the test server and created some houses near the ship for testing. Obviously there are a few bugs whilst I adapt it to the gamemode however I'm not going to be spending much time on this as I have other priorities.
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Messages In This Thread
Houses - by Joeri - 11-12-2011, 08:41 PM
Re: Houses - by Jay - 11-14-2011, 05:20 PM
Re: Houses - by Joeri - 11-14-2011, 09:15 PM
Re: Houses - by Russell - 11-16-2011, 04:09 PM
Re: Houses - by Tpimp - 11-22-2011, 08:15 AM
Re: Houses - by Russell - 11-22-2011, 04:32 PM