Oxide Animal Controlv1.4.0
MinorAdded
- Dedicated tranquilizer darts. The dart gun now uses its own
ammo_dartitem and its own ammo type instead of pistol ammo, and it does no health damage. An item image ships initemimages/ammo_dart.png. You must register the new item before updating; see the Migration Guide. - Tranquilize players setting (
Config.Tranquilizer.playerEffects). This used to be always on. It's now off by default and only works for officers on shift. - The incoming call pop-up now shows the animal, the street, and an icon for the call type.
Changed
- Extra dart packs are now paid from pay already earned this shift. If earnings don't cover the price, the purchase is refused. The first pack is still free.
- When a shift ends for any reason, the dart gun and any unused job darts are taken back.
- Destroying the truck now ends the shift for both crew members, with the fine and complaint. Before, they stayed on shift with no truck and no new calls.
Config.Crew.maxSizenow works: set it to1for solo-only shifts. Crews are pairs, so saved values above2are lowered to2.- Players can't clock in while dead or downed, or while the dart gun or dart item is missing from your inventory's item list. They get an equipment error instead of half a kit.
- The dart gun, gun item and dart item can't be changed in
/animalcontrol settingswhile anyone is on shift. - The server now checks every step of a call (darting, capturing, loading and delivery). A call completes only once the animal is loaded and the truck is at the drop-off.
Removed
Config.AnimalLoading.loadDurationandConfig.AnimalLoading.unloadDuration: they had no effect. Loading and unloading times are set byConfig.LoadAnimation.durationandConfig.UnloadAnimation.duration.
Fixed
- Killing the call's animal went unnoticed. The call now ends with the kill fine (
Config.Complaints.animalKillFine) and a complaint. - Dying on shift went unnoticed. The shift now ends, earned pay is paid out and the death complaint is filed. On QBCore and QBX, being downed counts too.
- Reaching the complaint limit mid-shift left the officer on shift with no clock-out option. The shift now ends and earned pay is paid out before the suspension starts.
- Being auto clocked out for missed calls left the player with the dart gun and the work uniform.
- When one crew member clocked out mid-call, the animal, bait and reporting civilian could be deleted, leaving the partner with a call they couldn't finish. The partner now keeps the scene, including remains or bait the other officer was holding.
- Darted animals are no longer dropped to 1 health while sedated, so a small knock can't kill them.
- A truck that disappears (for example, removed by a cleanup script) now ends the shift without the destruction fine or complaint.
- An unanswered crew invite no longer blocks that player from being invited again after it expires.
- Cancelling the body-bag load no longer makes the bag vanish from your hands.
- The default event list shipped an aggressive-animal call at the map origin (0, 0, 0). It's removed. Dispatch now skips any event with no animal, an invalid call type or a (0, 0, 0) location, and logs a console warning. The settings editor won't save such events.
- These settings had no effect and now work:
Config.Stealth.fallbackSpookChance,Config.AnimalLoading.loadRange,Config.BaitPlaceAnimation,Config.ReportingNPC.farScenarioandanimationDistance, and each animal'shealthandnameinConfig.Animals. The reporting civilian now cycles through all ofConfig.ReportingNPC.animations, not just the first. - The shift menu shows your partner's name instead of always saying "Solo", and the level progress bar measures progress toward the next level correctly.
- Switched-off settings no longer turn themselves back on after a restart.
- If the database returned nothing at startup, saved settings could be overwritten with the config file defaults. Startup now only adds settings that are missing.
- Decimal settings no longer show rounding noise like
0.90000000000009in the editor. - Tutorial text now says missed calls lead to automatic clock-out; they don't add complaints.
Documentation
docs/INSTALLATION.md: dart setup for QBCore and ox_inventory, and a new "Updating an existing installation" section.docs/CONFIGURATION.md: new "How Settings Work" section. Office and event changes now point to/animalcontrol settings, and the tranquilizer, crew and loading tables are updated.docs/ADMIN.md,docs/FEATURES.md,docs/TROUBLESHOOTING.md: updated for in-game settings and the new dart, crew, complaint and truck behavior.
Migration Guide
- No SQL to run.
- Before starting this version, register
ammo_dartand switch the dart gun to the new dart ammo, following "Updating an existing installation" indocs/INSTALLATION.md. Until you do, nobody can clock in.- QBCore: add
ammo_darttoqb-core/shared/items.lua. Changeweapon_g2'sammotypetoAMMO_ANIMALCONTROL_DARTinqb-core/shared/weapons.luaandqb-core/shared/items.lua. Add theammo_dartentry toConfig.AmmoTypesand theConfig.WeaponRepairCosts.animalcontrolline toqb-weapons/config.lua. - ESX / QBX (ox_inventory): set
ammoname = 'ammo_dart'onWEAPON_G2, and addammo_dartto theAmmotable inox_inventory/data/weapons.lua. - Copy
itemimages/ammo_dart.pnginto your inventory's image folder.
- QBCore: add
- Fully restart the server and have players reconnect, because the gun's weapon data changed.
- A saved ammo item of
ammo_pistol,pistol_ammoorammo-9switches toammo_dartautomatically on first start. A custom tranquilizer weapon needs its own ammo type and dart item. - If your saved event list still has the old call at (0, 0, 0), dispatch now skips it. Remove it or move it in
/animalcontrol settings.