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GTA:SA => Changelogs => SA:MP Development => SA:MP - San Andreas Multiplayer => Script Changelogs => Topic started by: Gimli on December 04, 2010, 09:14:56 pm

Title: [SA:MP] RS5: Script Updates
Post by: Gimli on December 04, 2010, 09:14:56 pm
This topic is where we report recent script changes. If you want the most up to date information, subscribe to this topic and you'll get notifications whenever a new post appears.



Changes of today (December 4 2010):
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 05, 2010, 03:16:24 pm
Changes (December 5 2010):

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 10, 2010, 04:35:04 pm
Changes (December 5 2010 - December 10 2010):

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 12, 2010, 03:52:31 pm
Changes (December 11 2010 - December 12 2010):

You can now go on temporary employee duty in Clucking Bells, Pizza Stacks and Clucking Bells. Simply walk onto the icon when you want to go on or off duty and you'll get the employee skin. When you /exit or /q, your old skin will be restored.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 14, 2010, 01:02:57 am
Changes (Week 2 of December 2010):

Changed /wine, /beer, /smoke and /sprunk into /use [wine|beer|smoke|sprunk] for the sake of simplicity.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 27, 2010, 05:42:37 pm
Changes (December 25-27):

Title: Re: [SA:MP] RS5: Script Updates
Post by: iDavid on December 30, 2010, 01:42:08 am
Changes (December 30):

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on January 05, 2011, 09:56:35 pm
Changes (January 5):

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on January 09, 2011, 01:06:34 am
Changes (January 8 - 9)

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on January 21, 2011, 06:25:50 pm
Changes (January 9-15)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on February 04, 2011, 05:10:04 am
Changes (February 03th)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on August 15, 2011, 01:16:14 am
Changes (Lastest Weeks)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on September 22, 2011, 03:03:51 am
Changes (22/09/2011)

- Improved the suspection system to work as it should under reference of something that Ronnel Said. Crimes now are accumulative and every time you're suspected your wanted level will increase, along with your wanted stars and escaping time. Max RHL was increased to 31 minutes, Murder of a cop increased to 17 Minutes. Cops can now suspect you for every crime you commit and your wanted level will increase. As you escape your wanted stars will be reduced too.

In order to prevent /su flood when you commit a crime and multiple cops suspect you at the same time, an anti flood has been added and if you're suspected multiple times within 2 seconds your wanted level wont increase more than once (Original suspection).

- Important fix regarding admin jail.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on October 08, 2011, 07:35:04 am
Changes: Saturday 8th, October 2011.

-Fireman System Major Improvements:

 - Textdraws will be created when needed only, allowing the use of up to 1200 new textdraws.
 - Fires look 10000% more realistic now. Added smoke particles around every source, along with fire particles around every source, you will now feel like in a real fire.
 - Added a porpuse for fire truck. Whilist increasing the realism on the look of the fire, there were multiple changes done. The explosion of the sources is no longer an instant kill, but instead it will turn you on fire. These explosions have a pretty long range and its impossible to approach to trigger off the explosions without being a rambo fireman (And occasionally dieing). To trigger off the explosions so you can approach and turn off the fire, you need to cold down the fire source by spraying it with water directly from the fire truck. There for, it forces the teamwork, thus making impossible to take a fire mission alone, since it would be practically impossible and time consuming to complete a mission alone.
 - Since fire missions are now way harder, rewards were increased 1.5x and 1.7x, The intervals between missions was reduced in a 50%, missions will be more often now, This could change in the future.
 - Fire truck will no longer be able to carry people with /getin, instead, the Firetruck with the ladders was added for this porpuse, there is one of these trucks at each fire department. After next server restart

 - Medics now get 250$ per person healed on the fire mission, this reward is only given once to encourage multiple medics on the scene, as being healed while in a mission will cost the firemen A LOT less than a normal person.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on October 22, 2011, 11:32:46 pm
Changes 22/10/2011:


Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on October 30, 2011, 01:20:37 am
Changes 29/11/2011:


Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on November 10, 2011, 05:19:29 pm
Changes 10/11/2011:

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on November 23, 2011, 12:56:43 pm
Changes November 23rd 2011

Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on December 02, 2011, 12:26:28 am
Changes 01/12/2012:


Binco: Big Bear [4,5], Emmet [6], Kendl [65], Robber Sweet [86], Protected Smoke [149].
ProLaps: Zero [289].
Sub Urban: Janitor [8], Jethro [42].
Victim: T-Bone [273].
DS: Andre [3], Sindacco [119], Suzie [208].
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on December 06, 2011, 02:56:34 pm
Changes 06/12/11:

Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on December 19, 2011, 10:16:47 pm
Changes 19/12/11:

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 23, 2011, 12:48:03 am
Changes 22/12/11:

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 25, 2011, 01:50:25 am
Changes 22/12/11:

Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on January 04, 2012, 11:09:34 pm
Changes 04/01/12

Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on February 05, 2012, 09:42:43 am
Changes 05/02/2012

Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on August 08, 2012, 08:13:54 pm
Changes August 2012

Added a scamming warning to /dice and /saynumber in an effort to reduce the number of scammers.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on August 22, 2012, 11:00:34 pm
Changes 22/08/12
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on September 19, 2012, 01:38:51 pm
Changes 19/09/12
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on February 15, 2013, 03:27:18 am
Changes 15/2/12
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on September 20, 2013, 08:03:46 am
Changes 19/9/2013
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on October 09, 2013, 05:53:39 am
Changes 8/10/2013
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on October 31, 2013, 11:01:40 pm
Rockstars Version 5.0
Script Updates & Fixes



Developers will post here with updates, fixes and other changes to the Rockstars Version 5.0 server.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on November 05, 2013, 06:19:27 pm
5/11

Economy

In order to reduce confusion and complication. Upon Login, if a player has only ONE wallet on their person it will automatically be set as the active wallet. Additionally, if the player also only has one card on themselves it'll automatically be placed into this wallet, and set as active.

This should reduce the need to constantly manage the wallets/cards and help reduce the amount of complexity involved in the economy.

In order to combat abuse, the ability to wire money to a bank account without a person with access to it online has been disabled.

Multiple ares of sending of, wiring of, transferring of, and other methods of monetary transfer of negative funds has been fixed.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on November 05, 2013, 06:47:39 pm
All loose change reset to 5k.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on December 06, 2013, 05:37:07 pm
The clothing system has been disabled for now as it's bugging.

You can now change skin wherever you by using /Getskin.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on December 06, 2013, 06:34:11 pm
The loan system has been slightly modified and will be slowly reintroduced. All previous loans, and loan values have been reset.

* Loans should now update as "inactive" once you have paid them off.
* Loans no longer auto-repay extra monetary values to the bank. (upon purchasing a property of lesser value)
* /makepayment is disabled for some algorithm rewrites.

Currently working on fixing some issues with purchasing new wallets that have been glitched by a new dialog-input anti-cheat system which globally affects economic dialog. The problem appears to once again be caused by a glitch in the SA:MP source. A work around should be available shortly.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on December 06, 2013, 07:05:18 pm
The buying of wallets and use of /banks dialog has been fixed
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on December 06, 2013, 07:25:38 pm
This method will slowly be transitioned in:

I've noticed players getting paid for government jobs (fire, police, etc) and not having the storage to store the funds. This is why I've decided to send the funds to an unlimited source. Government paychecks, including those for /payday will be deposited into your bank account upon payout. If you don't have a private bank account, you don't have a passport and thus aren't held to the space limit in change so this won't really affect these users, they will get money as normal in hand.

Currently this affects only police. Shortly, fire department and other government affected payouts will operate the same. Drivers and Mechanics will be responsible for their own cash inventories.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on December 08, 2013, 12:10:30 pm
Loaning has been re-enabled entirely, including repayment command.

Multiple exploits have been patched in loans, server paydays (including player sponsored), and various other negative value tricks.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on December 08, 2013, 01:47:48 pm
The phone system has been disabled until further notice because it is in need of being rewritten.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on December 12, 2013, 06:17:15 pm
Bank cards have been fixed. You should now receive one from the bank when attempting to purchase.

Group banking system has been disabled for major rewrite.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 15, 2013, 12:23:42 am
* Added protection to /changename to ensure only valid names can be used.
* Made /changename only be usable inside CH
* /buyweapon - fixed the price of heavy armour in the confirmation dialog as it was wrong
* Set a few new hospitals
* Activated all houses in preparation for release
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on December 15, 2013, 11:54:00 am
* A down payment of 40% is now required to purchase properties costing more than $75,000. An /info command has been added that will show you exactly how much the property costs, as well as whether or not a down payment applies.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on December 22, 2013, 08:19:17 pm
Moved this topic to SA:MP General forum board and changed it it to 'RS5: Script Updates' so you all can easily see what changes we do to the scripts.



Changes of 2013-12-22 made by Zaila:

* Added /buy support to CB channels. Can currently only be bought at the electronic store below Mullholland (Forgot the zone name).
* Made some changes to the Taxi Driver systems. The passenger is now always paying each interval to make sure he can't scam the driver of a big amount of money. If the passenger can't pay the fee, both the passenger and the driver will get a message about it. When the passenger exits the vehicle, the passenger and the driver will see the total amount of money paid for the drive.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on December 25, 2013, 10:24:02 pm
Changes of 2013-12-25 made by Zaila:

* /Give has been scripted and added to the server now.
* /use has been scripted and added to the server now. Only compitable with weed and heroin at the moment, but will be expanded further in the future.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on December 29, 2013, 04:00:53 pm
Changes of 2013-12-29 made by Zaila:

* Firefighters can now only earn a maximum of 5k from each fire mission.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 02, 2014, 10:54:50 pm
Changes of 2014-01-02 made by Zaila:

* Fixed the bug where you must be in a group to be a passenger of that groups vehicles. Requires a server restart / script reload to be applied first though.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 05, 2014, 11:25:43 pm
Changes of 2014-01-05 made by Zaila:

*The new gambling script released (http://www.argonathrpg.eu/index.php?topic=103314.0).
*Disabled /giveweapon from public usage due to a major exploit.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 10, 2014, 11:04:45 pm
Changes of 2014-01-10 made by Zaila:

*Heroin value changes (http://www.argonathrpg.eu/index.php?topic=103444.0)
*Added a fix that hopefully should fix so you dont get 100% hp when using /getout (needs another script reload)
*Fixed the positions of where you can use /fixaircraft. Should be working inside the hangar in LSAP, LVAP and SFAP now.
*Disabled fuel for aircrafts until we got a proper way for planes to refuel.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Jones on February 12, 2014, 06:59:15 pm
Changes of 2014-02-12 made by Jones:

*/findpartner now works correctly. Weapons are taken by the server during a fight and will be given back after.
*When buying weapons from an ammunation, if you already have the weapon you will only be charged for the ammo.
*Minor bug fixes (including 911 typo, gate messages, respawn virtual world)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Jones on February 21, 2014, 04:33:48 pm
Changes of 2014-02-21 made by Jones:

*/groupbank now works correctly. (Deposits & withdraws to your private account, not wallet)
*/gm added (/groupmessage)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on April 07, 2014, 04:07:21 pm
Changes April 6 2014
[Vehicles] /vehicles now shows the location of your vehicles

Changes April 7 2014 (changes will be live soon)
[Groups] You can now spawn at Group HQs.
[Chat] /pilots bug fix (no results unless you were in a vehicle).
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on April 18, 2014, 07:28:36 pm
Changes April 19 2014 (these changes will be live TOMORROW)
[Drug Script] Price of small seed decreased to $50, medium seed increased to $250, large seed increased to $500. Amount of weed that the different seeds grow has been changed accordingly for medium and small seeds and increased for small seed.
[Drug Script] Number of active weed spots increased from 8 to 16. Weed purchase price changed from between a random number between $20-$29 to a number between $20-$49 that is specific to the criminal group that you are in. This number will change at random points in time (probably monthly) and is meant to promote group trade. E.g. at a random point in time, Gvardia might have the ability to sell weed for $44pg and Corleone for $25pg, therefore it is in the interest of both Gvardia and Corleone to sell to each other.
[Drug Script] To promote trade, the minimum amount needed to sell to the Drug Market is now 10,000 grams.
[Chat Script] The default chat has been changed from city chat to public chat to reduce confusion for new players.
[Chat Script] The old version of /ad has been reenabled
[Drug Script] Weed spot changing while in use bug fixed - http://www.argonathrpg.eu/index.php?topic=104063
[Drug Script] Major rebuild, mainly the way the script is architected, a lot easier to work with now
[General] More logging for item transactions
[Economy] More scripts support the global bank (e.g. the 10% used vehicle tax actually goes back into the global bank now)
[General] Reenabled admin event system
[Property Script] Simplified /orderlist to show [Small] instead of just
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on April 18, 2014, 08:41:20 pm
Changes April 19 2014 (these changes will be live TOMORROW)

[Bug fix] Fixed so mechanics are paid when selling another player NOS
[Bug fix] Added ", over" at the end of /e messages
[Bug fix] Blocked the possibility of purchasing the number 911
[Bug fix] Fixed so you recieve Civilian weapons while after logging in while on civilian jobs (Mechanic, Driver and so on) and not fireman weapons
[Bug fix] Removed Double message when a player has escaped the police
[Bug fix] Currently disabling /thawme since that system is not finished yet
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on April 18, 2014, 11:17:02 pm
Changes April 19 2014 (these changes will be live TOMORROW)
[Police Script] Removed the security guard skin from SWAT duty and added it back to SAPD duty.
[Police Script] Fixed copbans
[Police Script] Fixed suspect wanted levels (1 star for every 5 minutes of RHL).
[Police Script] New criminal mission, more to be announced soon.
[Police Script] SAPD Ceremony objects have been added for tomorrow only.
[Police Script] Suspect escape distance changed from 100m to 250m (like RS4).
[Police Script] Text labels above suspects heads have been moved up a little.
[Police Script] Text labels above suspects heads should not longer stay when the player is a civilian.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Louis_Keyl on April 18, 2014, 11:19:51 pm
Fixes for April 19th

[UPDATED] /tune now works for bikes, bycicles and yosemite. It will only display options to change colors.
[UPDATED] Minor protection for property operations added, which restrict any house operation (/purchase, /sell, /setint, /rent, etc..) by the first 5 minutes the script is loaded.

[FIXED] If you didn't have money to pay the vehicle color change, the color was still applied (but not saved) and it was not reset.
[FIXED] Message was still sent if it found illegal characters.
[FIXED] /sell now returns the down payment correctly (instead of full property value). Both /purchase and /sell are re enabled.
[FIXED] Inconsistencies, the down payment is now applied correctly for each city. It is now 100k for LS, 125k for LV and 150k for SF.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Jones on April 19, 2014, 10:16:28 pm
Changes April 19 2014

[Police script] Fixed UC saving when logging off, when you log back on you should still be on duty
[Weapons] Weapons should now save correctly when logging off and coming back online
[Clothes] You should no longer be able to switch between skins whilst outside of a store
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on April 23, 2014, 03:27:36 pm
Changes April 23 2014
* [Drug system] Market prices reloaded. Next reload: between May 1 and May 15.
* [Drug system] Seed prices have been further decreased to promote the economy.
* [Property system] Houses that are for rent will now have green house markers on the minimap (for players that have enabled map icons in /settings)
* [Property system] Increased the max rental price to promote use of the system
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on April 29, 2014, 01:46:05 pm
Changes April 29 2014
* Due to a bug in the group scripts that existed when RS5 was released, two groups (Araatus & Stracci) were unable to properly use the group scripts. This has now been fixed.
* Results of /groupmembers are now ordered by name
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on May 04, 2014, 03:31:46 pm
Changes May 4 2014
* [Fire system] Due to abuse, ladders can now only be used when there is an active mission.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on May 07, 2014, 11:48:41 pm
Changes May 7 2014

We've just launched a brand new reward system that promotes low-paying jobs. Once you meet a certain threshold of 'interactions', you will get a monetary reward. This is limited to one reward a day per category and the counter resets at midnight server time (/time)

These are currently:
* Taxi/Limo/Bus Driver - every 5 unique passengers you carry, you will get a bonus of $1000. These have to be separate fares, i.e. passengers don't count, and must be real.
* Mechanic - repair 5 unique player's cars and get a bonus of $1000.


In the future, we plan to add extend this to other jobs (e.g. medics) and add long-term rewards (e.g. 50 unique passengers carried in 1 week  yields a reward of $10k), but these will be added slowly as to not overwhelm the server with these unpopular jobs.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on May 12, 2014, 06:04:01 pm
Changes May 12 2014
Rewards for the update described above have been bumped to $2k each. Furthermore, taxi drivers only need to carry 3 unique passengers now. 
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on May 13, 2014, 01:40:49 pm
Changes May 13 2014

Removed female skin from SAPD, FBI, SWAT duty.
Fixed so UC duty for police officers should be working properly.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on May 22, 2014, 05:02:04 pm
Changes April 19 2014 (these changes will be live TOMORROW)
[Police Script] Removed the security guard skin from SWAT duty and added it back to SAPD duty.
[Police Script] Fixed copbans
[Police Script] Fixed suspect wanted levels (1 star for every 5 minutes of RHL).
[Police Script] New criminal mission, more to be announced soon.
[Police Script] SAPD Ceremony objects have been added for tomorrow only.
[Police Script] Suspect escape distance changed from 100m to 250m (like RS4).
[Police Script] Text labels above suspects heads have been moved up a little.
[Police Script] Text labels above suspects heads should not longer stay when the player is a civilian.

These changes will be applied today. New criminal mission is not being added yet.

Changes May 22 2014
* [Police script] Jurisdictions should now be working properly with the group system (special permission).
* [Police script] /rank now shows AirDiv ranks.
* [Police script] UC officers with their badge shown will prevent suspects from escaping.
* [Police/Vehicle script] Suspects can no longer evade in aircraft.
* [Vehicle script] Personal vehicles cannot be despawned if their health is <= 250 to prevent abuse, wait for them to explode.
* [Property script] Fixed map icons not disappearing in /settings.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on May 27, 2014, 10:00:18 pm
Changes May 27 2014

*All these changes applies to the weed part of the script only as it requires a major rewrite. The heroin part will be done in due time.

Weed plant object system
A new object has been put in for the weed plant when it's not grown (Check the picture at the bottom of this post). This object will be there whenever an available weed spot are not ready to be harvested. As soon as players are able to use /harvestweed on an available weed spot, it will switch immediately to a new object (Check second picture). This is done to properly show whenever a weed plant are ready to be harvested.

Weed growing information
Before, all information that was needed for weed growing was attached to players instead of a variable stored in the memory of the server (Dont ask me why, i have no idea). That means, whenever a player disconnected, that information would be deleted. Based on reports from players, i suspect this was causing an issue which would render a weed spot unusable until reset if the grower left the server before it was done. This has now been fixed.

Weed timers
Before these updates, the timer to reset a weed spot and make it usable again was way to low. It could be everything between 2 seconds (Yes, i actually had a reset time on 2 seconds when testing it tonight) up to 10 minutes. This was done when there was only a maximum of 8 weed spots active around the map. Now, it can be up to 16 weed spots active at a time which means this has been changed. Now, the time will be between 10 to 15 minutes.

This is what i have to share with you guys for now. We are discussing additional, major, changes which should benefit both players and groups.

These changes will be in effect sometime tomorrow.



New Weed plant object (When not grown):
(http://i.imgur.com/nSicjo7.jpg)

Weed plant object when grown:
(http://i.imgur.com/f2i8Li8.jpg)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on May 29, 2014, 04:11:21 pm
Changes 2014-05-29

*Containers has been released (http://www.argonathrpg.eu/index.php?topic=106020.0)
*/giveweapon is now usable again by players.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on June 17, 2014, 01:32:56 am
Changes June 17 2014
* [Economy system] Selling a loaned property has been fixed and should now sell correctly.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on July 14, 2014, 10:12:27 pm
Changes July 14 2014

* [Economy System] Version 2 released; adds briefcases; removes wallets/cards/pickpocket. Adds dual command/dialog intractability.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on August 09, 2014, 04:53:57 pm
Changes August 9th

* Fixed an issue where players wouldn't be able to buy vehicle licenses.
* When fixing the above issue, i have also taken time to fix the pricing of vehicle license. It should work as intended from now on. (With this fix, your first vehicle license from now on will cost 1, second will cost 100, third 100k and 4+ 1 million)
* Firefighters that are not a part of SAFD now only earns 75% of their actual mission payout. SAFD members will not have their payout changed. This is to give players a reason to join SAFD.

More updates to come.

All updates will be uploaded onto the server sometime tomorrow, and be in effect after the first server restart after upload.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Jones on August 09, 2014, 05:24:03 pm
Changes August 9th

* Property loaning fixed. You'll be able to purchase and sell properties without losing the loan money. If your property is already bugged with this and you want to sell your property (which you had bought with a loan) you'll have to contact a scripter to manually sell it.
* Returning from UC duty for police now works correctly.


Changes won't be added until tomorrows uploads.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on September 01, 2014, 07:22:21 pm
Changes 1st September

*Jurisdictions has been completly removed from the server. It might be added again in the future, but then it will be in another form which will work out for everyone.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on September 04, 2014, 12:08:00 pm
Changes 4th September 2014
* The drug market system is back to the old one - different groups have different weed prices every 5 days.
* Number of active market spots bumped from 6 to 10.
* Number of active weed spots bumped from 16 to 32.
* Number of active heroin spots bumped from 16 to 24.
* Improvements to /invent: this now shows HP, armor, bank balance.
* City chat is no longer the default chatmode for new players.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on September 15, 2014, 12:04:53 am
Changes September 14 2014
* Mechanics can now paint cars of other players using /OfferPaintjob for a fee between $100 and $500. This works almost the same way as repairing someone's vehicle. This isn't a permanent paintjob, and thus can be used on both state and owned vehicles (can't wait to see pink PD cruisers x) )
* Trucking script
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on September 15, 2014, 06:50:11 pm
Changes September 15 2014
* Started work on economy scripts, simplifying the way it works and removing tons of old/unused code that either never worked or is easier to rewrite than to debug.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on September 16, 2014, 06:14:34 pm
Changes September 16 2014

Trucking script changes:
* New trucking radio - /r
* You may no longer load cargo whilst on duty as police, firefighter or medic
* More consistant and concise messages
* A few locations have been renamed to be more accurate
* Increased weight limits of vans/small trucks

Legacy stat system removed.
Vehicle container system removed.
Players no longer lose items when they die.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on September 16, 2014, 06:15:22 pm
The Future
I'm going to start simplifying a lot of scripts that don't work or are barely used (mainly because of poor UX (http://en.wikipedia.org/wiki/User_experience)). For example, we don't need 10 ways of storing money if there isn't a way of making money in the first place.

Some features like wallets, containers, etc will probably be going away until we get a basic and simple core layer working that is easily understood. For example, the way I imagine bank accounts is having a default bank account that you can easily use (/deposit /withdraw /wire) without having to do anything... and then, when this works well, adding additional functionality such as savings accounts, group accounts, etc (that isn't buggy like half of the current economy scripts_).
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on September 16, 2014, 08:41:55 pm
Changes September 16 2014:

Added a new anti tuning hack system which is rendering tuning hacks useless. The server will desync any tuning made through hacks so only the player using the hack can see the tuning which means hackers can not mass crash players by adding invalid components to vehicles anymore.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on September 19, 2014, 10:47:13 pm
Changes September 19th

Added so miniguns can't be used to kill players at all, even if someone manage to hack it in.

This change is not affecting the minigun on Hunters.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on November 23, 2014, 01:45:04 am
Changes November 23rd

* Properties that could not sell because of a loan bug should now be able to sell. Make a bug report if this bug still exists.
* Suspects cannot escape inside an interior if cops are outside
* /mir can be used by UC cops if their badge is visible (small fix)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 18, 2015, 02:57:29 am
Changes 18th January 2015

Minor changes to /send
*Players without a passport is now only able to send $500 at the time.
*Players without a passport is now only able to send money once per minute, regardless of the amount used previously.

Stay tuned for more updates shortly.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 23, 2015, 01:23:15 am
Bugfixes 23rd January 2015

*Fixed a problem that would cause /changename to crash the server under certain circumstances.
*Fixed a problem which would cause players to not load with their weapons on logging in if their last known position was unknown. This change has been reverted.
*Added so your weapons will be loaded 3 seconds after you have spawned on login. This is just an experiment for now to see if it's fixing the issue above.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 24, 2015, 11:37:55 pm
Bugfixed 24th January 2015

*Fixed a problem in vehicle script preventing players and groups to be able to spawn their vehicles
*Fixed an error in /copbans
*Several internal fixes

The changes above will go live at the next script reload / server restart.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on January 25, 2015, 03:47:55 am
Bugfixes 25th January 2015

Several changes has been made to the login spawn system. This in order to try a new way of loading weapons when logging in, in order to eliminate the bug causing weapons to be lost on logging in.

*Changed how the code works when your last location is unknown.
**Please keep in mind that this is an experiment and while it gave positive results in private testing, it might be acting differently in a production enviroment. If you still loose your weapons when your last location is unknown, please report it.

*Fixed so your weapons will never be loaded unless you actually have spawned in order to avoid premature loading of your weapons and as a result loose them.
*Made changes to how account information is saved to try to fix the problem above.

These changes are now live. Please report if you are still loosing your weapons on logging in.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on February 03, 2015, 11:14:07 pm
Changes and updates lately (no timeframe):

By [WS]Mikro:

 - Full vehicle reset will leave attached trailers to driven trucks.
 - Weird messages on /buyweapon removed.
 - Major fixes to /closest, also added medic to it.
 - /offernos now takes a NOS item.
 - Weather should now be set to sunny when entering an interior (custom interiors will not have fog etc anymore).
 - /giveweapon can now give weapons to cops.
 - /mir fixed for players using the command.
 - Some fixes for AirDiv vehicles.
 - Some admin spectate fixes.
 - Event system/textdraw fixed.
 - /groupvehiclespawn now available for group ranks with manage vehicle permissions.
 - /groupvehicles now available for group ranks with manage vehicle permissions.
 - /givevehicle now available for group ranks with manage vehicle permissions.
 - /storm or /breach added for cops.
 - /lock and /unlock available from inside a property now.
 - fix on /copbans.
 - Many other small fixes.

IMPORTANT: All groups should check their rank settings so only trusted ranks can manage vehicles.

These changes are not live yet and we have no ETA on when it will be live.



By [Rstar]Zaila:

Due to the the inability of ARFD to lead and support SAFD, SAFD has been closed down until further notice. That means that any script changes that was made to benefit SAFD members has been reverted.

The biggest change reverted was the payout for non SAFD members. As you all know, it was changed so that non SAFD members only earned 75% of what they actually earned during missions to make it more attractive to join SAFD. As SAFD refused to actually fullfill their promises and try to bring back activity into the group, it has been changed back again. From now on, everyone will be paid 100% of their earnings from fire missions.



An experimental feature has been added to the server in order to try to stop bot attacks.

When the script is deteceting a certain amount of incoming connections within a time limit, it will go into 'throttling mode'. What that means is that the server will start to accept only 1 connection within a short timeframe for some time onwards. What that means is that if they connect within the mentioned timeframe as someone else then they wont be able to connect and get the "Server is not responding" (i think, not exactly sure) message and it will try to connect you again.

As said, this feature is experimental at this stage and the developers will keep an eye on it and see how it works out. If it is working as expected then we will keep it, otherwise we will try to find a new solution.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Zaila on February 03, 2015, 11:21:39 pm
My apologies, i mistakely wrote SAPD instead of SAFD. SAPD is not and will not be closed down.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Gimli on February 25, 2015, 10:38:31 pm
Vehicle Script
/buycolor and /prevcolor now support hidden colors (http://wiki.sa-mp.com/wroot/images2/3/30/Ext_vcolours_2013.jpg)
/previewcolor can now be used instead of /prevcolor
Admin created vehicles that are given to players/groups no longer have a monetary value.

Trucking Script
/cargo now lists your truck's weight stats (current, max physical, max legal)
You can no longer abandon cargo in the middle of nowhere - this is to prevent trucks dumping their load to avoid police inspections.

Admin Script
Managers now have the ability to reload scripts and manage groups (create, delete, etc) -- this was previously limited to those with developer rights.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Conroy on March 19, 2015, 08:18:31 pm
Loans have been disabled due to a bug.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 03, 2015, 05:44:02 pm
RS5.1.0 - 3/5/15

+ Added /tram command to drive an SF tram [you must be in passenger seat]
+ Added Pay N Spray's with ownable / profitable system
+ Added the ability to use tow trucks [use left mouse click]

+ Disabled the withdraw and deposit functionality of /mobilebank

+ Enabled the use of /getin for SF trams
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 04, 2015, 03:33:58 pm
HOTFIX You can no longer cheat trucking missions using the tow truck.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 04, 2015, 09:35:40 pm
RS5.1.0 BUILD 3 - 4/5/2015

+ Fixed "closest hospital" always spawning at Market Hospital. Should not properly determined nearest and teleport you there.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Chase on May 05, 2015, 11:14:43 am
RS5.1.0 BUILD 4 - 4/6/2015

PNS Patches
- fixes to where PNS will take stock regardless of owned or state owned
- an attempt to fix reports of profit not saving correctly

General
- Changes the gamemode text that shows in the SAMP browser to the new versioning system. Refer to http://semver.org/ if you're curious.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 09, 2015, 04:19:28 am
RS5.1.0 BUILD 5 - 8/5/2015

Invalid Command Restriction
- Enabled /helpmeup usage for players and added administrative warning.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 11, 2015, 04:13:14 am
RS5.1.1 BUILD 1 - 10/5/2015

+ Added Hooker Duty scripts
+ Added Hitman System Scripts
+ Added /windows /mywindow and /doors

RS5.1.1 BUILD 1 HOTFIX

+ Fixed a bug in hitman scripts preventing claiming hits

RS5.1.1 BUILD 2 11/5/2015

+ Added /ds and /cmb commands.
+ Fixed Administrative control over hitman system
+ Fixed hitman not always receiving pay for successful assassinations
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 13, 2015, 08:03:49 am
13/5/2015

+ Added 3 new hitman locations (1 in LS, 1 in SF, 1 in LV). Please only share them in RP, don't go ruin it in /p!
Title: Re: [SA:MP] RS5: Script Updates
Post by: Chase on May 20, 2015, 02:16:42 am
20/5/2015

+Revamped the ARA system. It now uses fairly newer SAMP functions to deploy ARA objects.

+ Adds /barriermenu command to display a visual list of available objects.
+ To edit a deployed object, type /pickupbarrier and click on the object to edit.
+ To remove a deployed object, type /removebarrier and click on the object to remove.
+ To remove all deployed ARA objects, do /removeallbarriers
+ Note: You cannot deploy an object more than 1 meter above the ground you are standing on. This is not a bug and is to prevent unrealistic deployments.

Screenshots

(http://i.imgur.com/MXZYwkz.jpg)
(http://i.imgur.com/hIxxQCz.jpg)
(http://i.imgur.com/PYpn84D.jpg)
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 20, 2015, 03:15:21 am
Do note: the above update is not live on the main server; but rather the test until scheduled release -.-
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on May 22, 2015, 08:34:39 pm
RS5.1.2 - 22/5/2015 (deploying later today)

* Increased vehicle limit from 3 to 6 (spawned in)
* minor bug fixes
* modified developer commands and systems to use Group system
* slight improvements to the Administrative system.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on June 03, 2015, 04:34:27 pm
RS5.1.4d - build 23 - 3/6/2015 (later today)

* Added Internet Radio Station (/iradio)
* Added /setgm [group short]
-> Using /gm after this will send messages to that group.
-> You can still use /gm [group short] to message another group.
Title: Re: [SA:MP] RS5: Script Updates
Post by: Teddy on June 10, 2015, 04:37:09 pm
RS5.1.5 Build A - 10/6/2015

-> Updated horse betting to decimal betting system
-> Re-added updated ARA system
-> Removed paintjobs from mechanics
-> Added /buypaintjob from dealerships (permanent effect)
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