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Cops and robber's Server.

Camels100s · 3298

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Offline Mikro

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Reply #45 on: October 28, 2015, 07:55:25 pm
Proper scripts are those which are essential, last I heard even the /help command dosen't work in the server, how do you seriously expect a new player to stick around?

Whoah we are playing the blame game again? I wish I could do something, however I have to wait for Teddy to return. Nothing that can be done now, live with it.


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Offline Cofiliano

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Reply #46 on: October 28, 2015, 08:23:00 pm
Seskom, no one can argue your point, but like I said before, such critics are late around 2 years now.
These guys are doing a massive job, comparing to previous teams, and they're making some innovating, as well as scripts that the community asks for, not what their ego tells them to. Of course there's always room for improvement, but they deserve some patience and support, specially when you compare how many years were wasted in the past and the result was? Nothing.


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Offline Ivan_Dzeba

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Reply #47 on: October 28, 2015, 09:02:08 pm
I am getting sick of you people. You always saying your not happy with something and dissapointed and want that to be gone and that to be here and constantly blaming developers. Shame on you people, they spend alot of hours working and alot of effort is put into it, but what they get? Tons of people blaming them and tons of critics.

How can you people be so selfish, stop blaming the developers and stop wanting to remove or change this or that. I can't understand how you people can be like that, shame on you. I can't believe that you can be like that.



Offline SugarD

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Reply #48 on: October 28, 2015, 10:11:29 pm
For both scripts I suggest a mix of missions and real player interaction. Like a cab driver would have regular missions to pick some bots from dot A and drive him to dot B. When a real person calls a taxi, he would get an additional bonus for it, from the script. I'm sure someone can suggest a similar scenario for medics.
You bring up a really good point that I completely agree with. I actually suggested something similar for the Dispatch system for RS5 in regards to the FD, (as well as EMS and PD), but unfortunately it didn't make it in there.

Since you brought it up, I guess I should leak these discussions from the LU boards, as the ideas seem beneficiary to getting people's thoughts flowing:
1. Civilian Rescues:
Upon the Fire Mission being completed to a point that involves EMS, as stated in the Fire Mission Ideas topic, the Fire Department would hand over an injured NPC "civilian" that was previously extracted from a burning building or vehicle. It is then EMS' job to stabilize and transport the NPC "civilian" to the hospital before they die. More information on this can be found in the Fire Mission Ideas topic.

2. Emergency Airlift:
A [NPC] "civilian" is hurt in the middle of nowhere, and Ambulances can't reach them! Grab a Medical chopper and get them to the hospital so the surgeons can operate, stat!
This idea is dependent on the release of LU's "vehicle loader" idea being completed and released with the game modification.
The first one could easily be done with civilians too. Personally I would like to see it be both roleplayed and scripted so the line between roleplaying at Missions and roleplaying with others is blended to the point where users don't pay attention to the difference, and are just there to have fun.

The second one could again be easily roleplayed too. I would love to see more of these ideas where the roleplay environment is used to our advantage so that users cannot tell if they are roleplaying with a script or a human...or even both!


More EMS idea leaks:
Other idea's could be some sort of scripted car accidents? not sure if this is possible tough
Even diseases that you could catch randomly with a rare chance tough so you have to go to a hospital?
(The latter I believe was implemented in SA:MP in the form of common illnesses already)

2. Random chance for a Disease (Could be diffrent viarities) or even diffrent solitions to solve it, can also be dependable on weather like the chance of getting a cold is higher when it rains for example
3. When falling a X amount of meters you have a random (yet small) chance to break a bone? or something in that matter
4. Criminals that surrender that have lower then 30% health first need to get medical attention before the get jailed? (bill is for them ofcourse :D)

6. if we are planning to add drugs we can add like addictions? or even alcohol addictions or/and poisoning that can only be solved by medics?

(Not including the EMS Missions...)

...to better define the Medics' profession and abilities better in order to enhance and increase their roleplay, I have devised a system with the help of the other Devs which combats many of these and other common issues, and makes the system entirely more realistic and fun. It is as follows:

1. Outside of healing Firefighters in Missions, the job of a Medic is to transport hurt users, (or NPC's during Missions), to the hospital.
2. Medical transport could cost a small fee that users are willing to pay in order to give the Medic money, but it also give the users a way to get healed, as explained in the following points.
3. If multiple Medics are in an Ambulance together, one can sit in the back to "stabilize" a patient on the way to the hospital. They can get paid this way, as well, upon arriving at the hospital.
4. Upon hospital arrival, Medics get paid for transporting patients, and "Doctors" take over by healing the injured person.
5. If users skip Medics and drive themselves to a hospital, they are risking death or further injury on the way there, and during the wait time for a Doctor to be notified of their arrival.

This system allows for both Medics and Doctors to gain more roleplay opportunities with players, gets rid of the "HEAL?!?" scenario, and overall, it increases the chance for a user to roleplay with Medics and Doctors, since the previous systems used throughout the community only relied on users getting healed without any roleplay opportunities available unless users specifically chose to RP only. With this new design, roleplay is better promoted through user interaction, thus making it more likely to happen.



As for injured suspects that have been arrested, in order to provide a more realistic situation that also matches the singleplayer games, and falls better into Argonath RPG's vision of multiple roleplay character roles, if cuffed suspects have had their health lowered to a certain percentage, officers would be required to transport them to hospitals to have them "evaluated" and patched up before taking them to jail. This allows for a new type of interaction with other groups, including Medics/Doctors, for cops and suspects, which removes some of the "Cops And Robbers" feel of the overall policing system. As this is also done in real life, it makes better sense, and adds an extra step that promotes roleplay in order to prevent "quick-jailing" and "suspect-baiting" or "cop-baiting" that leads to monetary gains, deathmatching, and weapon losses.



As for Medics responding to Missions where Firefighters are involved, they would have the ability to "heal" injured Firefighters, for free, which they would then get paid at the end of the Mission by the government for assisting fellow Emergency Services. The method of healing these Firefighters, however, would result in the Medic and Firefighter entering the back of an Ambulance together, which is not moving, and the Medic would "apply burn cream" to the Firefighter's "wounds", resulting in the Firefighter being healed on-site to return back to the Mission at hand. Again, the Medic would be paid at the end of the Mission, and it would come of no cost to the Firefighter.


And for the FD side of things:
1. Fire Boats:
As per LU 0.1.1.0, boats should have the water cannon add-on successfully enabled, so we can use this to place the water cannon on a "FD boat", which can then be used for water-based Fire Missions. In these cases, users could attack fires on boats and near-water buildings where land and air-based vehicles may have difficulty reaching.

2. Civilian Rescues:
During standard building or vehicle-based Fire Missions, NPC's could be used as "civilians" in need of rescue. To tactically complete the Mission, this would require FD and Medical personnel to work together in order to hold back the fire while the "civilian" NPC is extracted. The FD would then hand over the NPC to Medics, who would transport the NPC to the hospital before it "dies". Additional Medics could even be placed in the back of the Ambulance with the NPC to "stabilize" it. Meanwhile, FD personnel would be tasked with putting out the remaining fire. Upon successful completion of these tasks, the Mission would be successful. If the NPC dies, the Mission is partially failed, but only after the fire is put out, thus reducing rewards for both teams. This also gives Medics more incentive to show up on-scene to heal injured Firefighters.

3. Vehicle-Based Fires:
Just like the idea that JayL, Stormeus, and I came up with for MTA:SA and VC:MP, vehicles could be set on fire, (with the reasoning yet to be decided), which would require putting out. This could also take advantage of the NPC "civilians" from Idea #2, which would require FD personnel to rescue the NPC from the burning vehicle before it explodes, all the while keeping it under control.

4. Post-Fire Arson Investigations:
A [NPC-based] maniac is setting Liberty City on fire! FD and PD personnel must work together to stop him! Arson investigators can get clues from multiple scenes, leading up to a final scene where they believe the arsonist may set something ablaze...but they must get there in time to arrest him before he sets it on fire! Otherwise, a building or vehicle-based Fire Mission starts, and the task becomes more complicated!
After successful arrest, the PD could transport the NPC to the Police Station for questioning and jailing, which would earn them credit for participating. Pay could also be decreased should the building or vehicle be set ablaze before the arsonist is stopped, but the Mission won't complete until everything is satisfied. If the arsonist escapes, both groups will only receive reduced awards should the fire be put out successfully. If no fire is created, but the arsonist still escapes, the Mission is failed because the arsonist was not stopped. This idea creates a very unique way to keep Firefighters busy that enjoy cooperating with Police, but can't stand the heat very well! Should a fire be created, Medics may even have a chance to become involved!

5. Building-Based Fires:
Although pretty much self-explanatory, the general idea here is to have a classic fire that could be both inside and outside of a building, increasing the risk and difficulty on Firefighters who must put it out. If NPC "civilians" from Idea #2 are added to the mix, it could become even more crazy!

6. Medical Calls:
Someone has just dialed 911, but EMS is 5 minutes out and the hospital they are coming from is very far away! As First Responders, the Fire Department answers the call! Firefighters must respond to the 911 call in a timely fashion and stabilize the NPC "civilian" in their location, (building or vehicle), and keep them stabilized until Medics can respond. This one leaves it up to FD to get on-scene quickly and call for closer Medics over the Emergency Radio, or wait for the timer to expire, after which Medics will automatically receive the call from the hospital over their own Radio. Should the FD not get there in time, the NPC may die, and the Mission is failed! Let's hope our First Responders are trained well!

Player-Triggered Fires
Under this script, a fire could be triggered by players depending on several conditions. Campfires could be created using a fire with a radius of 1, which would burn indefinitely and is small enough to pass off as a campfire, while still being able to burn players. However, a campfire could go out of control, which campers could contain with water bottles or something like that. If they don't contain the fire, it would become a brush fire, then a wildfire, which can spread only over designated flammable areas. A wildfire would never have a radius larger than 240 meters so as not to burn the entire city to the ground.

For industrial fires, an explosion triggered by a vehicle or anything else in a highly flammable factory would cause a series of explosions inside that building before creating a fire that covers almost the entire building. This fire could jump from building to building, but would not have a radius larger than 150 meters (a two or three building radius). If near a flammable forest or park, this could progress to a wildfire as well.

Incidents intentionally triggered by players would be treated as arson. These incidents can only occur every 25 minutes to prevent abusive players from intentionally trying to burn down all of Liberty City.

Gas-leak explosion & fire
In the urban decay that is called Liberty City, buildings half-century old or older is bound to be ticking time bombs. One can smell a nasty, rotten egg odor and wonder what shit a neighbor is cooking up next door. Suddenly, you're in a middle of a rubble, your arm is missing and you look up at what used to be your 2nd floor apartment now a wide gaping hole, burning out of control.



The script idea: A random location in the city, a gas-leak is performed. First, there will be a series of explosions every set amount of seconds or minutes. After every explosion, a fire is generated. It will spread out of control, so firefighters must act at once. In order to shut off the explosions generating the fires, one must head to a specific location near the source to shut off a gas valve. Firefighters can now start putting out fires without risk getting hurt & preventing the fires from spreading.
(Some of this is repetitive, as it was designed specifically for LU and not SA:MP, and some of the planned systems have common overlaps or interactions).


Of the ones not already implemented in some way, a lot of these ideas I could see working well in SA:MP. Many of them were discussed with a SA:MP Developer in the past, (who has since retired), however unfortunately not all of the ideas were accepted or scripted.



As for the state car removal argument, I wouldn't suggest it personally. Although I agree that drivers need a way to attract more customers, the convenience of calling a driver is currently as bad as it is for users when they have trouble finding a state car. To promote the career field more, I would suggest trying to think of ways that make it easier and more "attractive" to get a ride from one of the various driver jobs, rather than rely on them to get around because there aren't any publicly-accessible vehicles nearby.


Now for the discussions of scripts themselves, I completely agree that we shouldn't rely on them to do the job for us, and I think that may be part of why people are a bit demanding that they change...but I also agree that there is quite a bit of focus on the law enforcement and criminal aspects of the game over others, (which has been a long-standing issue in the community, and rightfully so is understandable because they are the most commonly-roleplayed career types). I'd hate to see any of our servers become an unorganized "clusterfuck" of scripts being made by different people to just throw unequal support at each group, but fortunately Argo has not yet made that mistake like other communities have. That being said, I also can't disagree with those who are saying that the other career types are probably feeling a bit neglected because of the popularity status leaning towards law enforcement and criminal roleplay more.



Offline Andeey

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Reply #49 on: October 29, 2015, 01:49:07 am
Provocative posts removed.



Offline Devin

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Reply #50 on: October 29, 2015, 10:56:40 am
The trick to a discussion/debate is to have worthwhile points; not to bore the reader to death with unnecessarily long posts that can easily be summarized into a more meaningful post.

I really can't see the necessity for posts from 2012 regarding another planned server holding any merit in this topic.



Offline SugarD

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Reply #51 on: October 29, 2015, 10:59:55 am
The trick to a discussion/debate is to have worthwhile points; not to bore the reader to death with unnecessarily long posts that can easily be summarized into a more meaningful post.

I really can't see the necessity for posts from 2012 regarding another planned server holding any merit in this topic.
Another user brought up a point that was relevant to why I posted them. As I said, they were just ideas to get people thinking. I'm not demanding people pay absolute attention to them.



Offline Marcel

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Reply #52 on: October 29, 2015, 11:20:43 am
My post wasn't provocative at all. The reason for asking whether SugarD had been active lately, is because many of the points he mentioned are already (in one way or another) implemented into the server, or already on the roadmap to be implemented.

Also, quoting posts from 2012 can hardly be called relevant at this time.




Offline SugarD

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Reply #53 on: October 29, 2015, 11:46:52 am
My post wasn't provocative at all. The reason for asking whether SugarD had been active lately, is because many of the points he mentioned are already (in one way or another) implemented into the server, or already on the roadmap to be implemented.

Also, quoting posts from 2012 can hardly be called relevant at this time.
I mentioned several times in my post that some of the ideas were already implemented. I also said that the point brought up by someone else is why I posted those ideas. The dates and locations have absolutely nothing to do with this. As mentioned repeatedly now, they are simply ideas I was sharing with others to help inspire them to think of more...



Offline Mikal

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Reply #54 on: October 29, 2015, 01:23:52 pm
I mentioned several times in my post that some of the ideas were already implemented.
If your post wasn't so long maybe other people would read and acknowledge that. :lol:

DENIED


Offline Camels100sTopic starter

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Reply #55 on: October 29, 2015, 02:02:04 pm
If your post wasn't so long maybe other people would read and acknowledge that. :lol:

I read it all, and i think that ideas like that should be added in order to "Stimulate" players to be Firefighters/Medic, and the cool thing is that PD will be a dynamic and important faction for FF and EMS too, Hope to see them added soon, otherwise all "Big" scripts are already added, so i think that scripters team etc.. can focus on that.


 


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