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Fireman job

sseebbyy · 9651

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Offline sseebbyyTopic starter

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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 !



Offline brian1996

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Reply #1 on: October 12, 2013, 01:05:02 am
I think that that's not even possible in 0.3z, maybe possible in 0.4.


Kurwa


Offline Klaus

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Reply #2 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.


Offline Kessu

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Reply #3 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


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Offline ~Legend~

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Reply #4 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.


Offline SugarD

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Reply #5 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. ;)



Offline freestyle_Shadow

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Reply #6 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.




Offline Luca Man

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Reply #7 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.



Offline Kessu

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Reply #8 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.


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Offline SugarD

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Reply #9 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.



Offline Call_me_Dad

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Reply #10 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.




Offline SugarD

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Reply #11 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. ;)



Offline Kessu

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Reply #12 on: October 27, 2013, 09:54:36 am
Arsonists. ;)
But then we have VCPD's SWAT crew all over us  :rofl:


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Offline Call_me_Dad

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Reply #13 on: October 27, 2013, 01:37:28 pm
Arsonists. ;)
A class of players who's sole purpose is to set up fires? :S



Offline Kessu

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Reply #14 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.


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