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Driver Jobs
#1
I've just had a random idea that I'd be keen to implement:

Driver Jobs
"3/40 driver jobs complete!"

The idea

Special cars parked in specific locations. When a player enters one of these cars, they are prompted with a message:

You have entered a driver job car. Would you like to attempt the driver mission? Yes/No

If they click No they are ejected from the car.
If they click Yes...

A checkpoint shows at a location that has previously been set and the countdown begins.
For example, a player enters a special Super GT parked near the casino. They must drive to Los Santos Airport in 120 seconds. They cannot exit the car.
If they do it, they pass the driver job.
This has the same concept as hidden packages: We create about 40 of these jobs. For every one a player passes, a message shows: "x out of 40 driver jobs complete!".

When a player finds all of the special cars and completes all of the driver jobs, they unlock a new command similar to /inf, but speaks for itself: /maverick.

Each individual job can have different levels of difficulty. This system can be nice and dynamic so that its easy to add new driver jobs.

It should be fun for players because they have to:
- Explore to find these special vehicles
- When they finally find one they have to actually complete the mission, unlike the spraytags
- Its addicting: If a player misses the deadline by a few seconds they're gunna keep trying.
- Its easy and fun to understand for new players.

The implementation

Whilst I'd like this to be nice and dynamic, I don't see the need to include the possibility for any run-time editing of the job like changing the route or so on. I'd like to keep this short and sweet so everything works as expected, nice and easy. On this basis I also don't see the need to store anything (relating to the job data) externally.

Whilst leaving options in for further improvement and expansion in the future, for now I only see the need for three classes:

Job - core class which maintains information relating to the state of the mission and attributes for controlling this. Contains information for the location of the completion point and time to complete it. Future expansion may include storing of best times but this will be omitted from the first version.

Vehicle - Subclass which stores information relating to the vehicle: State (in use? available?), (current) location. Any additional features that may be included such as distance to location meter could be included here. Again however, this will be omitted from the first version.

Player - Subclass which contains attributes for the player element that's taking part in the mission. Obviously given SA-MP's use of vehicles only one player can undertake a mission at any one time and this class needs to maintain this. Communication with the job class is obviously vital. It should also handle integration with the players account - each completed mission needs to be saved along with some stats such as times.

If I get some time tomorrow morning I'll draw a detailed class diagram.

Thoughts?
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#2
Moved to this section since we seem to be doing all these discussions publicly nowadays
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#3
That'd be an interesting minigame to implement, which might replace the old truck missions.
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#4
Sounds great!
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#5
This sounds like an excellent idea. Be sure to make the minigames truely challenging, make the distance relatively large and the time generally short. Maybe there should be a rule about taking damage. when a car is delivered with 1000 health ( 0 damage taken) there might be a bonus, or make it mandatory to deliver the car with 0 damage. (everytime you take damage you will lose time)
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#6
Sounds good, Jay. But maybe you should work on fixing the weapon handler first it's been fucked for years.
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#7
(03-07-2013, 04:12 AM)Jerome link Wrote: Sounds good, Jay. But maybe you should work on fixing the weapon handler first it's been fucked for years.
Welcome to sa:mp  :X
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#8
(03-06-2013, 02:13 PM)Kase link Wrote: That'd be an interesting minigame to implement, which might replace the old truck missions.


why replacing them? i keep doing them from time to time ..


+1 on Jay's idea.. would be the first to search for the vehicles  :D
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#9
Agreeing with Matrix about the car health bonux, and h4Xx0r about not replacing the trucks.

Excellent idea, sounds great :) Gotta fix that red-marker bug first tho...
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#10
ye and when someone accepts that mission, make sure he gets highlighted and everyone will start chasing him (smthg like kill the red guy)
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