Argonath RPG - A World of its own

GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: sseebbyy on October 11, 2013, 11:17:43 pm

Title: Fireman job
Post by: sseebbyy on October 11, 2013, 11:17:43 pm
First of all, hello Argonath RPG Comunity !!



I found a way to implement the fireman in the RPG world :)

So this is my idea:     A player just damaged his vehicle enough to burn, if there is any fireman spawned, the victim has to stay in the radius (let's say 10 metters) of the vehicle, an announce message will be sent to all firemen with the location and the vehicle type (in this time the vehicle should be stuck on burning). The victim's marker will be flashing to be easier for firemen to see the accident place on map. If the fireman will not be there in max 40-50 seconds, then the car will be let to explode ! If there is no fireman spawned, then the vehicle will just make BOOM, as we were used.

Hope you enjoy it !
Title: Re: Fireman job
Post by: brian1996 on October 12, 2013, 01:05:02 am
I think that that's not even possible in 0.3z, maybe possible in 0.4.
Title: Re: Fireman job
Post by: Klaus on October 12, 2013, 04:15:19 am
If its possible, cool. I'm pretty sure some sort of Fireman job has already been scripted though.
Title: Re: Fireman job
Post by: Kessu on October 12, 2013, 05:19:12 am
I remember testing something along those lines in the first 2.0 beta.

It was something like car got in flames, it's hp was reset constantly to not blow up the car and not make it respawn. Firemen would get announce in radio that there's a fire and they go shut it down.

Also I remember food being absolutely godlike when doing that version of fireman job since you kept losing hp while shutting down the fire :D
Title: Re: Fireman job
Post by: ~Legend~ on October 12, 2013, 12:32:11 pm
We have been thinking up some different models for the firefighter job. The main aim is to make it as multiplayer as possible. Although we could have them being random events auto-generated by the server, it would take away the MP aspect.

There are 3 stations across the map and last year we looked at how we could set each one up so that they'd provide good RP experiences for players.
Title: Re: Fireman job
Post by: SugarD on October 12, 2013, 11:11:00 pm
Although we could have them being random events auto-generated by the server, it would take away the MP aspect.
Not necessarily, so long as the event itself involves a multiplayer aspect. ;)
Title: Re: Fireman job
Post by: freestyle_Shadow on October 20, 2013, 12:26:09 am
I remember quite well doing this in 2.0 beta, it was awesome :)

Consider readding this to current script.
Title: Re: Fireman job
Post by: Luca Man on October 26, 2013, 05:20:00 pm
What if the fire script would be as in SA:MP? A random fire starts at like 30 minutes and you will be supposed to extinguish it, but this time with the water cannon. You're supposed to extinguish like 15 fires and some vehicles also to avoid easyness.
Title: Re: Fireman job
Post by: Kessu on October 26, 2013, 08:49:19 pm
What if the fire script would be as in SA:MP? A random fire starts at like 30 minutes and you will be supposed to extinguish it, but this time with the water cannon. You're supposed to extinguish like 15 fires and some vehicles also to avoid easyness.
No thanks, I personally feel like that's too easy money since you don't even need a partner (or didn't need).

In addition to that, I think it isn't even possible to script such feature to VCMP.
Title: Re: Fireman job
Post by: SugarD on October 27, 2013, 02:15:56 am
What if the fire script would be as in SA:MP? A random fire starts at like 30 minutes and you will be supposed to extinguish it, but this time with the water cannon. You're supposed to extinguish like 15 fires and some vehicles also to avoid easyness.
No thanks, I personally feel like that's too easy money since you don't even need a partner (or didn't need).

In addition to that, I think it isn't even possible to script such feature to VCMP.

That system you guys are speaking of will be severely changed in SA:MP RS5.

As for it being possible in VC:MP, it is...however not easily, and not nearly as advanced until at least VC:MP 0.4 is released.

If the VC:MP Developers wish to contact me directly, I *might* be able to set up a meeting between them, myself, and Conroy so we could see what ideas they would be willing to give to the VC:MP Developers that they have used in SA:MP RS5 already. I'm not sure what they want to share right now, and I'm not about to leak anything...even if half of the ideas are of my own. :lol:

I'm also willing to share some of the ideas for LU with the VC:MP Developers, should they contact me directly, and agree to not leak them.
Title: Re: Fireman job
Post by: Call_me_Dad on October 27, 2013, 07:42:06 am
I'm not really convinced with any of the firefighter ideas because they all lack multiplayer aspect. Even if it takes more than one fireman to do the job, it is not multiplayer. The player vs environment elements makes it more like a co-op. All the players involved in firefighting are on the same side, so firemen are not challenged by any human player unless we talk about trolls and DMers.

Title: Re: Fireman job
Post by: SugarD on October 27, 2013, 08:05:06 am
I'm not really convinced with any of the firefighter ideas because they all lack multiplayer aspect. Even if it takes more than one fireman to do the job, it is not multiplayer. The player vs environment elements makes it more like a co-op. All the players involved in firefighting are on the same side, so firemen are not challenged by any human player unless we talk about trolls and DMers.
Arsonists. ;)
Title: Re: Fireman job
Post by: Kessu on October 27, 2013, 09:54:36 am
Arsonists. ;)
But then we have VCPD's SWAT crew all over us  :rofl:
Title: Re: Fireman job
Post by: Call_me_Dad on October 27, 2013, 01:37:28 pm
Arsonists. ;)
A class of players who's sole purpose is to set up fires? :S
Title: Re: Fireman job
Post by: Kessu on October 27, 2013, 03:30:24 pm
A class of players who's sole purpose is to set up fires? :S
I'm fairly sure he means to roleplay one, but then again do we need script support for something that can be roleplayed aswell? This is like the fishing script, that was used only to get easy cash, which is simply something we do not want to see.
Title: Re: Fireman job
Post by: Klaus on October 27, 2013, 08:07:23 pm
used only to get easy cash, which is simply something we do not want to see.
Then what about smuggling? It's basically that.
Title: Re: Fireman job
Post by: Kessu on October 27, 2013, 08:57:19 pm
Then what about smuggling? It's basically that.
You know my opinion about smuggling... :(
Title: Re: Fireman job
Post by: ~Legend~ on October 29, 2013, 12:48:10 am
I'm not really convinced with any of the firefighter ideas because they all lack multiplayer aspect. Even if it takes more than one fireman to do the job, it is not multiplayer. The player vs environment elements makes it more like a co-op. All the players involved in firefighting are on the same side, so firemen are not challenged by any human player unless we talk about trolls and DMers.

I hear you out... it would be brilliant if we could put everything together to create one system that is workable and multiplayer.
I think to an extent server environment elements may be needed until we can sustain a fire that a player creates (and is unaffected by sync).


Smuggling and possible ideas like this I think may be needed in the short run to get people (especially newer players) into the game and even if they're doing these relatively concise jobs, they can build on that and it's kind of like a prerequisite that they meet other people if they want to accomplish their tasks.
Title: Re: Fireman job
Post by: Call_me_Dad on October 29, 2013, 02:30:17 pm
Smuggling qualifies as a script because it does have a multiplayer aspect. It is illegal, cops are human players that pose as a challenge to smugglers. Apart from that, other smugglers are involved who might scam or backstab the player.

If firefighting was illegal...
Title: Re: Fireman job
Post by: SugarD on October 30, 2013, 01:11:02 am
If firefighting was illegal...
That will never happen. :lol:

@Kessu: Exactly! And that can easily be roleplayed. You could theoretically add script support so *anyone* could set a fire in a detectable manner, but it might be tricky and take some creative thinking. The rest could be roleplayed, however. You don't necessarily have to give them a reward for setting the fire, and some people just love chaos. IRL, there are "firebugs" that are people who just love to watch things burn, and often get caught for committing arson repeatedly for no reason other than their addiction to it.
Title: Re: Fireman job
Post by: Call_me_Dad on October 30, 2013, 03:23:00 pm
Even if we figure out a way that a script to burn things doesn't sound ridiculous, the arsonists are not any challenge to firefighters. They just initiate the fire. (unless they plan a fist war with FDVC)
As far as initiating a fire is concerned, seby's original idea covers it up pretty good. We dont need arsonists for that.
Title: Re: Fireman job
Post by: SugarD on October 31, 2013, 01:26:11 am
Even if we figure out a way that a script to burn things doesn't sound ridiculous, the arsonists are not any challenge to firefighters. They just initiate the fire. (unless they plan a fist war with FDVC)
As far as initiating a fire is concerned, seby's original idea covers it up pretty good. We dont need arsonists for that.
Theoretically you could set up some kind of shared division between FDVC and VCPD where it is investigated. From there, VCPD could arrest arsonists who have been identified. :)
Title: Re: Fireman job
Post by: Kessu on October 31, 2013, 05:16:12 am
Theoretically you could set up some kind of shared division between FDVC and VCPD where it is investigated. From there, VCPD could arrest arsonists who have been identified. :)
Brings it back to one of my posts in the topic  :rolleyes:
But then we have VCPD's SWAT crew all over us  :rofl:

On a serious note; Only real firefighter mission I would maybe like to see is the car burning but that should not work on random cars that people drove 7 minutes before the arrival of the FD and already left the scene for whatever reason he might have.

Without multiplayer aspect there can't/will not be a script made, and in this case it would be a waste to script it if the car's hp would keep resetting (example of the script we already tested way back when) with no one around it.

Then when there is a player around it and the car's hp would keep resetting, how would one make the firefighter mission to include a multiplayer aspect, not just typing a scripted command to put out the fire? I can't see any logical way of doing that, other than multiple! firefighters that need to help the citizen out of the car (car would be locked for the duration).

Say it like this so everyone understands;

Alarba drives a car to a palm tree (happens more often than one would think  :dead:) and me and Klaus happen to be firefighters.

As alarbas car goes in flames, he'd need to type a command (very short one I might add in order to get it right in time) to initiate a firefighter script that would do the things below;

1. Lock the car Alarba was driving
2. Reset the car's hp to the point of it going flames without blowing it up
3. Give an announcement in emergency radio (the one with VCPD, VCFD and ambulance) that such thing is happening to Alarba and it's general location.

As the firefighters would arrive on the scene of the "accident" the other one would need to start putting out the fire (obviously) and the other one help the guy out of the car (of course we assume the car is so fecked since Alarba was driving it in this example).

The time going to putting out the fire and helping out the guy would BOTH be random and independent of each other (if putting out the fire takes 20s the helping the guy could take 45 or 10, but ofc they must have minimum and maximum limit that are sensible. Also never use numbers I gave, they're usually retarded :D)

After both of the missions would be completed, firefighters could receive a reward of BaseAmount + (amount of firefighters x time spent in seconds) = reward

Possible? Not?

Solo firefighter should NOT be able to do both of the missions nor should people be able to start the mission without atleast 2 firefighters that are spawned AND logged in.

In case of a failure of VCFD to show up, the script would need to stop after a certain period of time to avoid people being stuck in their cars forever.


How would it be scripted? Don't ask me, axxo is the man to talk to xD
Title: Re: Fireman job
Post by: ~Legend~ on January 05, 2014, 11:36:25 am
If there are a lot of worries about having a mission system which is every 20, 40, 60, x minutes and simply a player vs. script game, would this be possible?

Rather than working on a timer like smuggles, how about a firefighter script which only initiates when there are a certain number of people on the server (3-5 perhaps, as you would want missions frequent enough 24/7 for international players and not limited to being in effect for just a few hours)?

We can't control every conceivable aspect, but you could make it so that a certain number of people have to respond at any one time for the mission to be a success and place controls such as a time cap.

It would be brilliant to have another established role in the server with both a fully utilisable RP side, as well as efficient scripts to back it up.
Title: Re: Fireman job
Post by: Kessu on January 05, 2014, 11:56:06 am
If there are a lot of worries about having a mission system which is every 20, 40, 60, x minutes and simply a player vs. script game, would this be possible?

Rather than working on a timer like smuggles, how about a firefighter script which only initiates when there are a certain number of people on the server (3-5 perhaps, as you would want missions frequent enough 24/7 for international players and not limited to being in effect for just a few hours)?

We can't control every conceivable aspect, but you could make it so that a certain number of people have to respond at any one time for the mission to be a success and place controls such as a time cap.

It would be brilliant to have another established role in the server with both a fully utilisable RP side, as well as efficient scripts to back it up.

This could be dodgy, since you can't /c duty fireman at Fire station, you'd need to kill yourself and then spawn as fireman otherwise ur stuck with fireman skin due to skin limitations.
Title: Re: Fireman job
Post by: ~Legend~ on January 05, 2014, 12:03:38 pm
This could be dodgy, since you can't /c duty fireman at Fire station, you'd need to kill yourself and then spawn as fireman otherwise ur stuck with fireman skin due to skin limitations.

Yeah, I guess things aren't as efficient as we might like. :)

I think it would be good to emphasise the firefighter role more as a continuous job, than say smuggling or any other time based script. Of course you're often going to have players swapping to the firefighter skin purely for the associated mission, but that's fine as it might get them interested in the role and at least they are engaging with other players in another way.

Most of the time firefighters do general RP in between missions; I think one or two servers' departments are encouraged to park up and sit on stand by at their stations, but we would not have that. RP around the clock, do the missions if that suits you.
Title: Re: Fireman job
Post by: Kessu on January 05, 2014, 12:29:07 pm
Yeah, that'd be the only way for us to have an actual firefighter script. Also it needs a scripter  :lol:
Title: Re: Fireman job
Post by: ~Legend~ on January 05, 2014, 12:33:01 pm
Yeah, that'd be the only way for us to have an actual firefighter script. Also it needs a scripter  :lol:

Hehe :P
We'll see.
Title: Re: Fireman job
Post by: brian1996 on January 06, 2014, 03:12:47 pm
This could be dodgy, since you can't /c duty fireman at Fire station, you'd need to kill yourself and then spawn as fireman otherwise ur stuck with fireman skin due to skin limitations.
Isn't it possible to script the skin together with the job? So that the skin gets loaded when you're on duty.
It's basically the same way as how VCID/FBI or SWAT is being used with VCPD.
Title: Re: Fireman job
Post by: Kessu on January 06, 2014, 03:40:50 pm
Isn't it possible to script the skin together with the job? So that the skin gets loaded when you're on duty.
It's basically the same way as how VCID/FBI or SWAT is being used with VCPD.
Firefighter skin has different color than civilian, so it'd bug out for any player joining to server _after_ you went on duty so no, it wouldn't make any sense to create a script like that.
Title: Re: Fireman job
Post by: ~Legend~ on January 06, 2014, 05:14:52 pm
Firefighter skin has different color than civilian, so it'd bug out for any player joining to server _after_ you went on duty so no, it wouldn't make any sense to create a script like that.

The colours of the blips (minimap) and name (in chat, above character head) did become bugged early on when the option to go undercover without /c kill and /kill was available.
But I think we managed to work towards a solution, and people could go from being a civilian direct to undercover (FBI/VCID) and then even to normal police, with implementation of /c duty cop option to help SWAT and FBI change back.

The colours seemed to change and remain consistent. We tested it with the medic skin as well - going from police to undercover to medic, through different scripted rights.
Yellow/white - blue - yellow/white - red... took a bit of playing around, but ended up appearing correctly to all players.
Title: Re: Fireman job
Post by: Kessu on January 06, 2014, 05:40:23 pm
It appears correctly to all players online, but anyone who connects after your blip changed color will see your original color.

So if you started as a cop you get light blue, you go FBI and undercover ur civilian's yellowish. Now if someone connected they'd still see you as light blue.
Title: Re: Fireman job
Post by: ~Legend~ on January 11, 2014, 12:25:43 am
It appears correctly to all players online, but anyone who connects after your blip changed color will see your original color.

So if you started as a cop you get light blue, you go FBI and undercover ur civilian's yellowish. Now if someone connected they'd still see you as light blue.

The colours of the blips (minimap) and name (in chat, above character head) did become bugged early on when the option to go undercover without /c kill and /kill was available.
But I think we managed to work towards a solution...

We eventually managed to find a fix, I think. Initially it wasn't working, but we found out how to change from civilian to police to undercover to medic and so on, all in one go without /c kill, getting the colours to change.
In the end we stuck with it as it seemed to work. It takes a bit of testing.
Title: Re: Fireman job
Post by: Kessu on January 11, 2014, 12:39:27 pm
/c kill isn't relevant in changing blips, in 1.95d (last version before 2.1) it was indeed desynced for those who connected after you changed your blip color.

Blame VCMP sync about it, not scripters :(
Title: Re: Fireman job
Post by: Call_me_Dad on June 14, 2015, 08:14:30 am
These kinds of systems are not easy to make, and take time to script. They likely want to focus on getting the initial release out first before adding massive features or changes like that.
I believe someone found a successful way to do this a long time ago in 0.3zr2, however I'm not sure how well it would work in 0.4, nor am I aware of the performance of it. If 0.4 supports fire objects without causing damage, you *might* be able to float one over the vehicle's hood. Stormeus could probably give better insight into something like this, though, as he is involved in the mod's development itself.
VCMP 0.4 can create Molotov explosions, so we don't have to rely on vehicles for the fire's visual effects.
Title: Re: Fireman job
Post by: SugarD on June 14, 2015, 10:59:36 am
VCMP 0.4 can create Molotov explosions, so we don't have to rely on vehicles for the fire's visual effects.
Awesome!
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