Argonath RPG - A World of its own

GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Trobby888 on January 18, 2008, 11:03:16 am

Title: Drug system like in SAMP?
Post by: Trobby888 on January 18, 2008, 11:03:16 am
The current drug system is very wierld as far as I can see. All the drugs come from the one place, and not only that, they cost money. If they cost money, people wouldn't drug deal with other players then. Why? Because if people wanted to sell drugs to earn money, they'd do it at a higher price than what how much they paid to buy them. However, in that case, the drug centre will always have the cheapest drugs. Also, in games, where quality of things don't exist (Weed in the game is always at the same quality in the game), where will people buy drugs? At the cheapest place, of course. In this case, it's always the drug centre. I don't think this new drug system will work out well, hence it needs to be changed.

The SAMP collecting drug system works perfectly fine. Since not everyone has played SAMP, or have not fiddled with the SAMP drug scripts, I'll give an explanation of the SAMP drug system.

Each different type of drug always has a different place where you need to go to in order to start getting the drugs. For instance, to get weed, you must be at the weedfield just north of the big quarry near LV, or the field just outside LS at flint county. When you get there, you use a command, in this case /growweed (It can be !growweed in VCMP). Then there will be a message saying the weed is growing and wait. After around 1 or 2 minutes, a message says "Weed has grown, now go and pick it", then a red marker appears. After going to the red marker, you get the drugs.

This system is in SAMP, and is proven to work perfectly fine as it cannot be abused once scripted properly. The drug system in VCMP should work exactly like this, only there's more types of drugs in the game, hence more places to start finding drugs.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on January 18, 2008, 12:52:12 pm
yea I was thinking on that 2 and I agree

heroin should be on the mta sailor spawn boat.

and magic mushrooms. like in mta its /msg mushroom (in leaf links) it should be good script for picking magic mushrooms in VC:MP
Title: Re: Drug system like in SAMP?
Post by: Rusty on January 18, 2008, 02:03:38 pm
Also if you die you lose all your Drugs which is kinda Crap TBH though it would happen in Real life but shouldn't on VC:MP.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on January 18, 2008, 05:17:01 pm
It should be on VC:MP its more RP

there should be a script to put the drugs in ur place then.
Title: Re: Drug system like in SAMP?
Post by: PMP on January 18, 2008, 07:36:41 pm
I agree with trobby, but disagree with goodblue.
Drugs right now are wrong indeed.
But having a /msg mushroom to pick mushrooms is wrong. Cause it would lead to players sitting in leaf links using that command endless times.

Drugs like in SAMP its a good idea.
But also, when we die, we lose all stuff we have. I don't like that. Cause there aren't rooms to rent so it's impossible to stash stuff without owning an house. And ghetto houses aren't for sale yet so there are no cheap house yet.
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on January 19, 2008, 03:29:08 am
If we add /msg mushroom, people will just end up mashing the /msg mushroom at the leaf links. We've already seen this in MTA, where people constantly kept /msg mushroom'ing so that they could earn money. I don't think /msg mushroom is a good idea, unless if the idea is expanded widely so it involves a more complex system.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on January 19, 2008, 10:15:35 am
I agree with trobby, but disagree with goodblue.
Drugs right now are wrong indeed.
But having a /msg mushroom to pick mushrooms is wrong. Cause it would lead to players sitting in leaf links using that command endless times.

uuhm thats not what I rly mean. I mean sort of that script not that it will be abused but like the weed growing script that u will have to wait to pick again.
Title: Re: Drug system like in SAMP?
Post by: PMP on January 19, 2008, 10:26:17 pm
uuhm thats not what I rly mean. I mean sort of that script not that it will be abused but like the weed growing script that u will have to wait to pick again.
ooh, ok.

But instead of the sailors boat, make the heroin colecting on the other boat, it's harder to get there, so it's more cool.
Title: Re: Drug system like in SAMP?
Post by: Mex on January 21, 2008, 04:15:50 am
I've added !growweed and !collectweed commands.
They may be buggy as they were made in a rush..

Also you may notice there is only 1 place you can collect weed from atm.
Several more places will be added soon, and also a few more weed fields.
After the places are added, other drugs can be added.

But try it out if you want, i'm open for ideas..
Title: Re: Drug system like in SAMP?
Post by: Goodblue on January 21, 2008, 06:39:15 am
what weedfield can u get weed then?
Title: Re: Drug system like in SAMP?
Post by: Mex on January 21, 2008, 07:36:50 am
what weedfield can u get weed then?
Theres currently a few around the drug dealer spawn
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on January 21, 2008, 09:38:38 am
Once the weedfield script has been completed, we should delete the weed thingy from the drug menu inside the dealing house.

Btw, I had an interesting thought about the magic mushrooms.

Magic mushrooms can only be collected at the left links. However, we can RP that they are rather strange plants and they take professionals in order to collect. If you go to leaf links, you type !askprofessor to ask him to collect the magic mushrooms. However, he goes "do me a favour 1st" and asks you to do a randomized task such as bank robbing, collecting from a deal in an anonomyous place, or steal a car from a certain place. After you complete the task, the professor goes "i'll collect the mushrooms, please wait for a while", then after like 1 or 2 minutes, you head back to the pink blip and collect the mushrooms.

Title: Re: Drug system like in SAMP?
Post by: PMP on January 21, 2008, 12:45:40 pm
Once the weedfield script has been completed, we should delete the weed thingy from the drug menu inside the dealing house.

Btw, I had an interesting thought about the magic mushrooms.

Magic mushrooms can only be collected at the left links. However, we can RP that they are rather strange plants and they take professionals in order to collect. If you go to leaf links, you type !askprofessor to ask him to collect the magic mushrooms. However, he goes "do me a favour 1st" and asks you to do a randomized task such as bank robbing, collecting from a deal in an anonomyous place, or steal a car from a certain place. After you complete the task, the professor goes "i'll collect the mushrooms, please wait for a while", then after like 1 or 2 minutes, you head back to the pink blip and collect the mushrooms.


I like the idea but since when does a professor(for crazy as it can be) sends you on illegal errants?
Why not just tell you to go pick something from someone somewhere in the city?
Title: Re: Drug system like in SAMP?
Post by: Call_me_Dad on January 21, 2008, 05:11:03 pm
i would love to have such a professor in real life  :D
Title: Re: Drug system like in SAMP?
Post by: PMP on January 21, 2008, 05:25:24 pm
I just finnished testing the weed growing script and it's perfect.
There's only one problem, you loose all your drugs when you die and although thats realistic, it sucks.
Imagine you have 10000$ in drugs, and you die.
Title: Re: Drug system like in SAMP?
Post by: Klaus on January 21, 2008, 05:29:57 pm
I think this new script sounds really cool. I going to test it out ASAP
Title: Re: Drug system like in SAMP?
Post by: PMP on January 21, 2008, 05:48:34 pm
I just finnished testing the weed growing script and it's perfect.
There's only one problem, you loose all your drugs when you die and although thats realistic, it sucks.
Imagine you have 10000$ in drugs, and you die.
it would be cool if you did loose all stuff you have when you die.
Title: Re: Drug system like in SAMP?
Post by: Watahell on January 21, 2008, 06:24:15 pm
lol PiMP, u quoted urself :conf:
Title: Re: Drug system like in SAMP?
Post by: PMP on January 21, 2008, 06:25:10 pm
lol PiMP, u quoted urself :conf:
the page changed, some people don't look at the previous page.
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on January 22, 2008, 02:38:14 am
Yeh, the part where you lose all your drugs after you die is lame. It's not like that in SAMP anyway, so it should be fixed. Not to mention, if the game crashes while you had so much weed, you can get really annoyed.

By the way, there should be a delay in time on when you can grow the weed. After you !growweed, and !collectweed, there should be a 5 minute delay in that particular field before you can !growweed again. Also, we can't have too many weedfields in the game, otherwise people would just go from one weedfield to another to collect the weed. At most, there should only be 3 possible fields to grow the weed from. To make it more realistic, we should choose the most dense looking fields to pick the weed from.

 :ps: ok, I used a bad name "professor"  :lol: . Maybe a better name like "magic shroomer" is better. But why does it matter? More importantly, do you reckon this is a good idea?
Title: Re: Drug system like in SAMP?
Post by: Mex on January 22, 2008, 09:26:52 am
Now when you die, you will keep all your drugs.  Just like you keep cash when you die.

By the way, there should be a delay in time on when you can grow the weed.

Yep I'll add that soon.

Also, we can't have too many weedfields in the game, otherwise people would just go from one weedfield to another to collect the weed. At most, there should only be 3 possible fields to grow the weed from.

Currently you can only grow weed on one weed field at a time, but yeh I agree having a few big ones is better than having several small ones.
If you want to help choose them just let me know.
Title: Re: Drug system like in SAMP?
Post by: PMP on January 22, 2008, 03:06:59 pm
the weed system is fine, lets make the heroin now.
Title: Re: Drug system like in SAMP?
Post by: PMP on January 22, 2008, 09:18:34 pm
I love the weed  :weed:
It's soo coooool to get high on it.  :fly:
I want more collectible drugs.  :weed2:
Title: Re: Drug system like in SAMP?
Post by: Call_me_Dad on January 28, 2008, 08:30:46 am
wat about weed quality??

i have an idea....

suppose u can invest money in weed fields
like if u spend some money on fertilizers, better seeds etc. (my knowledge about growing drugs is low  :conf:)
u get better quality weed on !collectweed
better quality weed increases more hp than default quality weed

u can grow weed without investing any cash, but maybe ppl dont buy it from u....
coz there will be another guy selling better weed at comparable prices
so 2 things will count on your sale  1. price and other 2. quality

i will think about money-quality relation after some time if this idea gets some acceptance

syntax: !growweed <money u wanna put in(X $)>
this X $ get subtracted from ur account if weed can be grown at that time
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on January 29, 2008, 11:33:14 am
Quality is a very hard thing to think about in the game. How can you script the server to relate the difference in high quality weed, medium quality weed and low quality weed?

The whole reason for the weed field growwing rather than to buy drugs in drug house was to evade the problem with people only buying drugs from the cheapest place everytime, hence drug deals are rare and it wouldn't be a common thing to think about in the server. If we add this invest money thing, that problem will just come out again. People would only get drugs from the weedfield, and don't ever accept drugs from others.
Title: Re: Drug system like in SAMP?
Post by: PMP on January 29, 2008, 01:07:24 pm
Why do you need quality when there are 9 types of drugs?
Title: Re: Drug system like in SAMP?
Post by: Goodblue on January 30, 2008, 07:01:12 am
ya I agree with PiMP
Title: Re: Drug system like in SAMP?
Post by: Call_me_Dad on January 30, 2008, 03:29:28 pm
we will get weed from weed fields, heroin from ship. What about other 7 drugs?
Title: Re: Drug system like in SAMP?
Post by: PMP on January 30, 2008, 04:33:24 pm
we will get weed from weed fields, heroin from ship. What about other 7 drugs?
mushrooms from leaflinks,
LSD from some and crystal from a lab.
Cocain from the sea shacks
...
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on February 02, 2008, 10:08:18 am
Discovered a problem in the server after the new scripts.

Only drug dealers can deal drugs, in the meantime, they have to be in that particular class to sell the drugs. That needs to be changed, so that all, except cops, can do drug dealing.
Title: Re: Drug system like in SAMP?
Post by: PMP on February 02, 2008, 03:37:10 pm
Discovered a problem in the server after the new scripts.

Only drug dealers can deal drugs, in the meantime, they have to be in that particular class to sell the drugs. That needs to be changed, so that all, except cops, can do drug dealing.
But you can !givedrugs and the buyer can !send money
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on February 03, 2008, 12:50:30 am
But you can !givedrugs and the buyer can !send money

What would the point of having the !selldrugs commands be if you can't use it? It should be either edited or deleted, otherwise, it would be stupid to have a not working command and just leave it as it is. In MTA, for example, people just got kicked for no reason, because they used the !votekick against a constant rulebreaker.
Title: Re: Drug system like in SAMP?
Post by: PMP on February 03, 2008, 12:53:24 am
very true, but mex is working on a new script that is easier to fix, so it better wait till there if it isn't much problem.
Title: Re: Drug system like in SAMP?
Post by: moneris0 on February 03, 2008, 04:55:08 am
I tried an LSD unit yesterday... I was real disappointed

It was exactly like weed, but it was $70 :O


wtf? I could've used that money to buy stuff :(
Title: Re: Drug system like in SAMP?
Post by: PMP on February 03, 2008, 12:44:02 pm
I tried an LSD unit yesterday... I was real disappointed

It was exactly like weed, but it was $70 :O


wtf? I could've used that money to buy stuff :(
The high is the same, but you gain more health.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on February 24, 2008, 10:59:20 am
the Ddealer skin should only be allowed to get drugs so the citizens wont grow weed but they'll have to buy it from a Ddealer
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on February 24, 2008, 11:26:53 am
the Ddealer skin should only be allowed to get drugs so the citizens wont grow weed but they'll have to buy it from a Ddealer

Problem is, since people can keep their weed in the inventory, dealing this way would be very rare. We can remove the weed after the player is killed, but that would defeat the purpose of not losing the weed so easily.

In fact, the drug dealer skin shouldn't even exist anymore in the server.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on February 24, 2008, 01:27:40 pm
the weed is very easy (too easy) to get now :neutral:
Title: Re: Drug system like in SAMP?
Post by: PMP on February 24, 2008, 01:29:27 pm
the weed is very easy (too easy) to get now :neutral:
We shouldn't be able to growweed one time after the other.
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on February 25, 2008, 10:56:19 am
We shouldn't be able to growweed one time after the other.

I agree with that. In SAMP, there's a 15 minutes delay time. It should be like this in VCMP too.
Title: Re: Drug system like in SAMP?
Post by: Goodblue on February 25, 2008, 11:12:47 am
We shouldn't be able to growweed one time after the other.
I agree 2.

 :ps: In SAMP if some1 else growed weed u have to wait 2 :S
Title: Re: Drug system like in SAMP?
Post by: PMP on February 25, 2008, 06:07:14 pm
I agree 2.

 :ps: In SAMP if some1 else growed weed u have to wait 2 :S
But in VC there are more weedfields. So that wouldn't be problem.
Title: Re: Drug system like in SAMP?
Post by: Trobby888 on February 26, 2008, 07:57:10 am
:ps: In SAMP if some1 else growed weed u have to wait 2 :S

They probably made it like that, so that people don't get their weed too easily and drug dealing is the only other way.
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