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Feature Showcase: Devices -  Bugs, wires, trackers

 

Information

 

You can now obtain devices to use for investigation or spying purposes, these tools are available to LEO detectives and to illegal roleplayers through regular suppliers.

 

The available devices are:

  • Bugs : Place it anywhere (inside a house, vehicle, in an exterior) to listen to what's being discussed and record conversations.
  • Vehicle trackers : Place it inside or under a vehicle to track the live location of a vehicle
  • Wires : Place it on yourself or on another player to record conversations around as you walk
  • Device scanners : Detect any devices in a range of 10 meters.

All devices comes with a 10 days battery once placed.

 

Commands

 

The personal menu will now include a "Devices" category which will list your devices upon click. From there, all the available commands are always printed and explained

 

/devices will list your current devices.

/useitem or the I menu to use your items will use the various items.

/ddisable to permanently disable a device

/dfaction to share a device with your faction

/dname to set a name for your device

/dpick to pick up a device in a range of 2 meters (usable once every hour if unsuccessful)

/dtrack to get the location of an active vehicle tracker

/dmute to mute an active recording device

/djoin to listen to an active recording device

/dwire or /placewire to place a wire on yourself or another character

/wireremove to remove a wire from yourself

/wireaccept to accept a wire request

 

Screenshots

 

Device scanner usage

6e5JgYC.png

 

Device listing

3XWmT9t.png

 

Example of a conversation being recorded

BNo4w38.png

 

Faction devices

FC8ZE2m.png

  • 2 weeks later...
Posted
 GTA World Forums - GTA V Heavy Roleplay Server
Feature Showcase: Dynamic Fire Script

 

Introduction

 

The dynamic fire script is a fully customizable and dynamic system allowing for the creation and modification of fires in-game without a server restart. The old system was clunky, broken, with disappearing fires and wouldn't allow choosing specific position and settings for fires.

This new system is made for everyone to be able to use it and bring something that works - all players will now have access to a command to request fires for their roleplay needs.

 

Goals

 

This system was created with two main goals in mind. These are as follows:

  • To provide more in-depth, varying roleplay for the Fire Department. This is achieved through fires being fully customizable from the type of fire that spawns; how it looks, to how long it takes to extinguish and even how far or how fast it spreads.
  • To help facilitate arson or fire roleplay through synchronized fires that can be seen by everyone. Previously, due to RageMP limitations, fires may not be seen by everyone present, which makes these scenes confusing and hectic. Now that the fires are synchronized, everyone present will have a clear idea of the fire and the extent to which it has caused damage.

 

Key Components

 

This system comes with two key components: the fires themselves; and the ability to fight these fires. 

 

The Fires

 

Firstly, the fires. Fires can be created by an administrator level 2+ or high ranking Fire Department member (Deputy Chief+) using /firemanager. These fires are stored in the database, and can be customized at any time.

 

Fires can be created, edited, deleted, teleported to or extinguished if active while in-game with the admin panel in /firemanager.

 

Each fire has the following attributes:

  • Origin (X, Y, Z)where the fire originated from in the world.
  • Chance to SpreadThe % chance every time the aggression timer ticks that the fire will spread (assuming it can spread!)
  • Aggression TimeA timer which will run every X seconds (X specified by the user). Once this timer elapses, there is a chance for the fire to spread - or for the fire to be destroyed ("knocked down") if all the flames have been extinguished.
  • Max LifespanThe maximum lifespan of the overall fire in minutes. This is usually where the fire has run out of oxygen or fuel and can no longer sustain itself.
  • Max Spread RadiusIn metres, the maximum distance about the origin that the fire can spread (circular).
  • Max ChildrenThe number of smaller fires that can be created from the origin fire.
  • Minimum FD onlineAs a fire can be made more or less intense by the creator, this regulates the number of qualified firefighters online (rank 2+) so that the fire does not go unattended when spawned.
  • Particle InfoThere are over 400 different fire particles in GTA V. To make things simple, 8 of the easiest to use fire particles have been stored. These have varying effects from spreading along the ground, to killing the player if they get too close. Images for the different fires can be found below:
Spoiler

 

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hRXVRTY.png

 

ebn5ozX.png

 

4mnYa38.png

 

towF1KE.png

 

4UFJNOa.png

 

 

  • Max Child LifespanThe maximum time in minutes that a child fire from the origin can survive before it extinguishes due to a lack of fuel or oxygen. Child fires will have a health randomly selected between 1 minute and this value to prevent the fire from becoming stale.
  • Max Child HealthThe maximum health that the child particle has. By default, 100. This is reduced by attacking the fire with the extinguisher or hose. The higher this value, the longer the fire takes to be extinguished. Child fires will have a health randomly selected between 1 and this value.

 

Fighting the Fires

 

Fires can be fought with two main methods: a fire extinguisher, or a hose.

  • The fire extinguisher is used as always - aim at the fire and left click. This should be sufficiently roleplayed as Fire Extinguishers may deplete.
  • Secondly, the hose. This hose can be taken from a Fire Truck with /hose. This will allow the player to hold a hose that fires a stream of water at a given point.

 

6oQ2a1w.png

 

The red marker is where the hose is hitting and is the de-facto hitbox for the hose. This should be placed over the fire you wish to extinguish, and can be controlled with PageUp or PageDown to raise or lower the marker respectively.

 

Fire spawns

 

Fires will randomly spawn for the fire department to handle, and all roleplayers can also request a fire with /requestfire <description> for admins to help them spawn a fire based on their need.

 

 

 

 

  • 5 weeks later...
  • 4 weeks later...
Posted
Feature Showcase: Boombox

 

Information

All new boombox system which you must buy a physical boombox and place before being able to use it. This should make passive roleplay more enjoyable.

 

How do I get a boombox?

You can buy a boombox at a 24/7 in the same manner as you would buy any item from a 24/7.

 

How does this improve my roleplay and experience?

You are now able to spawn a physical boombox and be able to set it's station. Server Administrators can change the range of the boombox for special occasions (and it's object).

 

Who can modify my boombox?

Only you (the owner) and an on-duty admin can modify the boombox station. You can pass ownership of a boombox to another player if you are going to log off.

 

What if I crash or log out whilst using my boombox?

Your boombox will stay in-game for 10 minutes before being automatically despawned by the system (and returned to you).

 

Will /setstation work for my boombox?

Yes, it will.

 

What if I spawn a boombox inside a property?

It is authorized if you wish to play different musics in specific areas, however to avoid abuses (placing a boombox in a club etc.) admins will always be alerted if you spawn a boombox inside a property.

 

Commands

 

/putboombox (or /useitem, inventory menu use) - This will spawn the boombox at your position.

/takeboombox (or Y) - This will despawn your boombox and place it back in your inventory.

/giveboombox - This will give a currently spawned boombox to another player.

Photos

92LqvMi.png
  • 4 weeks later...
  • Nervous changed the title to [TEXT] GTAW Roleplay - 800/850 players peak time
  • Nervous changed the title to [TEXT] GTAW Roleplay - 800 to 1000+ players peak time
  • 1 month later...
Posted
Drugs revamp

 

Information

Drug Overhaul that now includes more realistic effects for using drugs and should make drugs more valuable.

 

What does this do?

This overhauls the drug effects including adding withdrawal symptoms and a new framework to allow us to implement drugs easier in the future. Certain drugs can have a pungent smell (such as Weed) or affect the look of your eyes (Cocaine & Weed for example).

 

The goal is to motivate roleplayers in keeping an active addiction to one or multiple drugs, as being a regular user of a drug will allow you to get benefits up to x5 compared to a casual usage. You'll also have to properly deal with your addiction due to strong withdrawal effects, which will bring more roleplay to FD and a stronger drug economy as you'll also need to use more drugs to avoid withdrawal effects and to keep a good effect with a high tolerance.

 

Purity level of drugs will directly impact your tolerance  & addiction increase too.

 

You'll not get a big HP boost from the usage of only 1g, you'll now need to build tolerance & addiction to be able to use more of a specific drug and thus maximize the effect without overdosing.

 

What kind of effects can drugs have?

Certain drugs might increase your unarmed melee damage, increase your carrying capacity, increase your current health, increase your resistance, or any combination of the four. They can also have effects on your screen such as a shaky camera or drunken effect. Generally the more you use a certain drug, the stronger the positive benefits will increase (such as more health or lifting capacity).

 

Other drugs can give you a chance to ignore a % of damages received during combat (inc. from guns and tasers)

 

Certain drugs also have noticeable effects on the eyes (dilated pupils) or might have a smell associated with them.

 

These drugs are as follows:

  • Marijuana
  • Cocaine
  • Crack Cocaine
  • MDMA

 

Other drugs might force a /ame if you're experiencing withdrawal effects.

 

How strong is each drug?

Certain drugs (such as Marijuana) only have minor light effects whereas other drug (such as Crack Cocaine) might have strong effects with nasty withdrawal effects. This is something that you will need to find out about through in-game sources. Drugs that have been cut also have lesser effects than if they weren't cut, meaning for example, Cocaine that was cut is going have a lot less benefits than cocaine that wasn't cut.

 

How does tolerance works?

Tolerance will allow you to use more grams of a specific drug and thus increase the overall effect. But it'll also decrease the effects if you use only 1g for example compared to a casual user.

 

What does Withdrawal do?

Drug withdrawal symptoms don't show up until at least 12 hours after you have taken a drug item and only if you are addicted to said drug. This generally means that if you're a regular cocaine user, you can experience withdrawal symptoms if you don't use cocaine within 12 hours. Drug withdrawal symptom's can include losing health, tripping over onto the ground or a combination of the two.

 

The following drugs have withdrawal effects:

  • Cocaine
  • Crack Cocaine
  • Adderall
  • Heroin
  • MDMA
  • Oxycodone
  • Vicodin
  • Meth
  • PCP

 

Does this change how drugs are obtained?

For illegal factions, this does not change how drugs are obtained but Pillbox Hill Medical Center (PHMC) can prescribe certain drugs to players using /treatmentitems.

 

What drugs can PHMC prescribe?

  • Methadone (treats drug addiction)
  • Adderall (increases health)
  • Oxycodone (increases health)
  • Codeine (increases health)

 

How would someone know if someone is under the influence of drugs?

You can check a players attributes using /examine to see if they are under the influence of drugs.

 

Can I die from an overdose?

You may get PK'd from an overdose if you use too many drugs in a short time. Your tolerance will determine the maximum amount of drugs you may use. Specific drug damages are also added in /damages and you'll not be able to use /fixrevive

 

 

2) Advertisement changes

 

The long awaited advertisement changes is now here thanks to @St3fan[NL]! We've revamped the advertisement system to be fully CEF based by default and full of settings to customize it. The cooldowns will also change to personal cooldowns avoid the annoying general cooldown. If you like the current system, it'll remain available and you can completely ignore the CEF system if you wish.

 

Advertisements UI

 

General Information

Are you tired of the spam in your chat from all the advertisements? Or were you just too late to read up on an advertisement? Well good news, we have developed the Advertisements User Interface. This interface allows you to search through the specific advertisements (normal, business, company) and you can choose to toggle the chat advertisements off and get on screen notifications. Oh... and it supports Emoticons!

 

Within the Ads UI we have also integrated a Calendar, with this calendar you can schedule events in exchange for World Points, the costs depend on how far ahead you wish to plan your event. People with the Event Reminder option enabled will get a popup 30 and 15 minutes prior to the event starting, when the event starts and a reminder every 15 minutes.

 

There are also plenty of user preference settings you can set to your liking to give you the best user experience.

 

Cooldowns have been revamped to be a personal cooldown : you can now write an advertisement once every 60 minutes (30 minutes for gold, 10 for platinum)

 

Commands

/ads - Shows the User Interface (it shows the last 100 advertisements you've received since you're online) - also available through Phone or X menu

/toggle adnotify - This toggles the bottom right screen notifications on/off (this saves on reconnecting) - also available on /ads settings

/toggle ad - This toggles the chat advertisements on/off  - also available on /ads settings

 

 

Screenshots

9x52ISI.png

 

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New calendar feature (not related to advertisements): 

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3) Blood spatters from @Seanny

 

Blood Spatters

 

Information

Shooting and stabbing victim's now causes the victim to drop blood spatters which should make crime scene's more interesting.

 

LEO Balance

It gives LEO more work to do in order to actually identify a suspect and overall if you shoot/stab someone and didn't get shot or stabbed yourself, your chances of getting caught will not differ as to how they are now (i.e. you won't get caught if you're smart).

 

Also, LEO's cannot identify a person based on a blood type right away as that person need's an already existing DNA sample on record (this is done already by LEO's when going to Twin Towers Correctional Facility) and secondly the quality of the blood spatters goes down over time.

 

If a blood spatters found when it's too late, then it'll be essentially useless.

 

But, on the other hand... if your blood was found at a crime scene and you have a DNA sample on record, there is a chance that you might get identified by LEO forensics.

 

What weapons cause blood spatters?

Every weapon causes blood spatters except the following:

  • Nightstick
  • Pool Cue
  • Taser
  • Wrench
  • Baseball Bat
  • Flash Light
  • Fists

 

These weapons were purposely excluded so that a simple brawl doesn't turn the street red.

 

How can LEO's test blood samples?

LEO's must collect the blood sample using /sampleblood (alternatively, pressing Y) which adds a blood sample to their inventory. They must then take the blood sample to a Blood Lab which will be documented internally by LEO factions.

 

Does blood deteriorate?

YES! Blood does deteriorate over time. Blood deteriorates by 1 point every 5 seconds and the lower the blood quality, the higher the chance of it returning a negative result.

 

What other things should I know?

You will now bleed for up to 30 seconds after being shot/stabbed, meaning that you will continue to drop blood after being stabbed. You also get a random string of text assigned to your character meaning that if your blood was found at a scene in the past but unidentified, you can later be linked to that scene if your DNA sample has been documented by LEO's.

 

Blood Type?

Yes, blood type is now a thing which is randomly assigned upon name change / character creation. The following blood types are available:

  • A+
  • A-
  • B+
  • B-
  • O+
  • O-
  • AB+
  • AB-

 

Blood type is only used internally right now but it might make it's way as part of other features in the future.

 

What new commands have been added?

  • /sampleblood (/sampblood) or Y to collected a blood sample from the ground.
  • /checksample (/checksamp) to check a blood sample at a blood lab.
  • /checkallsamples (/checkallsamps) to check all blood sample's in your inventory.
  • /stopbleeding to stop any active bleeding. (requires roleplay)
  • /cleanblood to clean up blood at a crime scene (requires few minutes of animation / roleplay)

 

Photos

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4) Pool table script

 

Pool table games

 

Information

You'll soon be able to purchase pool table and place them down to start pool games with your friends!

 

How to use it?

You may purchase a pool table in any 24/7, from there you can deploy it in any property you own / rent / use as a faction member using /useitem or the I menu.

 

Commands

/poolplay - Initiates a game

Right click - Aims with the cue

Q / D - Moves the cue left & right

Left click - Hit the white ball with he cue

/poolpickup : Picks up the table

Photos

mO5g1M4.png

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  • 4 weeks later...
  • 2 weeks later...

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