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Messages - Mike

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1
Rejected Suggestions / Re: Add Shortcode for /rpv command.
« on: April 02, 2024, 04:23:01 pm »
There is a /setting to change the /rpv behaviour. Type '/set rpv' to quickly get to that setting.



The first option is default. If you have a primary active vehicle, it will return it, no questions asked. If you have a secondary active vehicle, it will become the primary.
The second option is an inverse of the first - if you have a secondary vehicle, it will return that one first. If you only have a primary, it will return that instead.
The third option will return a primary active vehicle only if you don't have a secondary. If you have multiple active personal vehicles, it will prompt you to select which one to return.
The fourth option will always show the selection menu, even if you only have a single active vehicle.

Shortcodes were added because people can have like 100+ vehicles which can take a long time to find in menus. There's no need for it when there are only two vehicles to choose from..
This is not something I feel is needed.

2
Rejected Suggestions / Re: Low fuel = no explosion
« on: April 02, 2024, 04:11:06 pm »
I think vehicle explosions are client-sided.
You can't stop it*.

You can continually set its health to 250 (below that = fire), but it'd require constantly checking all vehicles' health, for a situation that would be extremely rare. How often are vehicles left with no fuel, and then blown up?

Plus, people may want to blow a vehicle up to clear it away.

3
Pending Implementation / Re: /vcolor
« on: April 02, 2024, 04:09:31 pm »
Will be in the next update.

4
The rear garages in those two properties will be added on next server restart (no script update required).

However. vehicles will spawn half inside the fence in front of the garage. I've hardcoded the spawn position in the next script update which will fix that and spawn the vehicle sideways.

5
Rejected Suggestions / Re: Truth's plants
« on: April 01, 2024, 07:41:07 pm »
I don't plan to do anything like this currently. The 'Weed Burning' mission currently happens there, and I don't want to interfere with that.

I do, however, have plans, one day hopefully, to have NPC missions, e.g. you can go to The Truth's farm and he can give you missions, but that may never happen, who knows.

6
Rejected Suggestions / Re: Truth's plants
« on: April 01, 2024, 07:39:47 pm »
go outside
@punisher Do not post if you can't say something constructive.

7
Rejected Suggestions / Re: Add item for refill health
« on: April 01, 2024, 07:38:41 pm »
You have vending machines, food stands, hospitals, medics, medkits, and food you can carry to heal you. Why are random floating hearts needed, except to break immersion..?

8
Rejected Suggestions / Re: New Job- IRS Agent
« on: April 01, 2024, 07:37:31 pm »
yawn

9
Approved Suggestions / Re: More Prostitution Alternatives
« on: April 01, 2024, 07:37:05 pm »
despite having the "Busy Night" active event, it never triggered for me

I have no idea what you're referring to here? I see no reference to such a thing in any of the code.

I do think the Prostitute job could be given more to do, sure, it's just never been a priority. I don't know if or when any additions or improvements will be made to this job, but it's definitely on the table.

10
Rejected Suggestions / Re: Outdated donator benefit
« on: April 01, 2024, 07:34:08 pm »
Donator rewards are not supposed to be unfair towards those that cannot donate or simply don't wish to do so. I initially wasn't going to give any monetary reward for donating, however settled on 10k per £1. It gives people just enough to say 'hey, thanks for donating, go get yourself something nice' without being pay-to-win. Therefore, I will not increase it at this time.

Increasing it also begs the question of would that be unfair to past donators? Would we give them all the extra cash they'd get if they donated after the change?

So yeah, not for now, but not ruled out forever.

11
There are 200-250 interiors that would need the NPCs making controllable. NPCs take up player slots. That means there would need to be an extra 200-250 player slots. That uses a lot of resources.

I have thought about this before, and always come to the idea that I'd probably only do this for certain interiors (Ammunation, Bait Shop, General Store / Gas Station, cheaper clothing shops). I don't think the employee in Didier Sachs would start shooting a robber, but the guy that runs the general store or bait shop might, and the Ammunation guy for sure..

But it's not so simple, I'd have to rework the entire way the holdup system works, to allow some to be actors and some to be NPCs. They are treated very differently.

12
Fixed next update.

13
Approved Suggestions / Re: More Prostitution Alternatives
« on: February 16, 2024, 03:03:18 pm »
Threesomes would naturally be more expensive.
This guy fucks

14
So what's the bug...?

15
The checkpoints won't always be really close to the destination because of how the system uses nodes of the road as destination markers. If you have actual examples of where a destination is far from the actual target, show the example. But it's unlikely it will be 'fixed'.

Taxi drivers don't get a payday because they are self-employed and get all the money from the customer, unlike other jobs.

16
Invalid Bugs / Re: Wrong money being received when trucking
« on: February 13, 2024, 07:36:14 am »
Wait I just noticed it is not capped it gave you exactly the amount shown in this picture

Look at this

There were 2 money given with the name "cargo"


The sum of these two
$43,689 + $45,000 = $88,689
which was shown at the beginning of the cargo advertise

The rest are just bonuses
This. The 45k is the bonus for it being special cargo, and in that example the cargo was worth £43,689. That's the minimum you'll get, hence why it is shown in the message.

17
Rejected Suggestions / Re: Reduce the time of the "dizzy" effect
« on: February 12, 2024, 02:19:23 pm »
At 60 FPS it lasts 25 seconds. That's nothing. At 120 FPS it would last half that. Drunk level reduces based on your FPS. I can't control it.

18
Under Consideration / Re: Add an /unstuck command
« on: February 12, 2024, 01:50:00 pm »
15 minutes cooldown, you must be out of combat and without wanted level (or far from cops), if you get stuck inside an interior the command will leave you outside next to the Door.
I think if you're getting stuck every 15 minutes you're doing it intentionally...

19
Invalid Bugs / Re: Wrong money being received when trucking
« on: February 12, 2024, 01:48:55 pm »
I will look into this. There's been a few similar issues.

20
Under Consideration / Re: Add an /unstuck command
« on: February 12, 2024, 08:49:02 am »
I don't think I'm 100% fully against this, but there would have to be certain conditions met, including not being wanted with a cop nearby, not having a bounty with another player nearby, and no recent damage given/taken. And only one use every hour or so maybe? I don't think teleporting a few hundred meters will really matter in most cases, but it will definitely be abused. I think maybe there should be a 15 second delay to use it perhaps, so you can't just use it to trick people. But it will be abused, I guarantee it.

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