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Messages - LiveEMG

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21
Confirmed Bugs / Re: Cannot carjack public service members
« on: March 23, 2023, 08:54:06 pm »
couldn't replicate i've carjacked every public man, do you have any video evidence

Evidence added to the OP now.

22
Approved Suggestions / Re: Avery Properties Website Tags
« on: March 23, 2023, 07:46:11 pm »
Property names can be adjusted in the property management menu anyway?

You can adjust the names however the address name is always unique and un-changeable.

23
Confirmed Bugs / Re: Cannot carjack public service members
« on: March 23, 2023, 10:00:31 am »
in any specific vehicle?

Seemingly any car they might be driving as far as I have experienced, from Bullets to Fire Trucks and all that.

24
As someone who likes to have 5 houses and keep them maintained there's a big spammy burst of payments every payment cycle. Just a little gripe with the system, so...

Suggestion: Just consolidate the information if you have more than one house. Something like "You've paid $864 for insurance & maid in your 5 houses."

25
Confirmed Bugs / Cannot carjack public service members
« on: March 22, 2023, 06:53:58 am »
Script Version & Build: 1.14.18 R1 920e0d6

Bug: Carjacking a public service member (cop, medic, firefighter) and starting to drive their car results in ejection of the jacker because "carjacking is not permitted in this event at this time".


26
Confirmed Bugs / Buggy positions for cardiac arrest patient
« on: March 22, 2023, 06:49:02 am »
Script Version & Build: 1.14.18 R1 920e0d6

Bug: The script picks places that are impossible to reach for the ambulance to pick up a patient because by the time it does, it'll get damaged and the patient inexplicably dies upon entering. Therefore you not only have to hope you can revive the npc as a lower-rank medic but that it wont pick a strange spot to put them. I've also observed similar issues at the ends of the docks in Pier 69, SF and Verona Beach's outdoor gym. It's strange that the npc "dies" if you pick them up in a damaged ambulance, because even if I do get a good position for the patient to spawn arriving to pick them up in a damaged ambulance causes them to die.


27
Rejected Suggestions / Enable Scanner Audio for Cop Dispatch
« on: March 21, 2023, 11:54:02 pm »
Suggestion: A small idea, allow the Scanner audio that is used as a criminal also be used when playing as a cop for immersion purposes. It would cue whenever crimes are committed by a player in dispatch but to prevent overload, only play every say 2 minutes per player committing crimes. Like the scanner audio as a criminal, it can be toggled with /settings if needed.

28
Rejected Suggestions / Re: Fix the new tax system
« on: March 19, 2023, 06:49:04 pm »
Okay yes, taxes are frustrating I agree. But what do you think about including the tax refund system? This can return a portion of the money you lose from the taxes.

29
Rejected Suggestions / Re: Fix the new tax system
« on: March 19, 2023, 06:37:30 pm »
(Houses don't count as they cost max 200k and you can only own 5 of them)


-Make houses cost more
Money system is left behind in this server and if you have millions it's pretty useless anyway but loosing it will just make players nervous as they will have to run against the TIMER

This isn’t true because a rare house could cost up to 10m. But I do agree about the taxes. I think we can make this simple by balancing a tax refund against the taxes. There could be a discussion around how this could play out, but I think it’s the most viable solution. The taxes should be there imo, because the economy should be reined in. A lot of people are ultra rich with no end in sight to their wealth.

30
Rejected Suggestions / Re: remove sparrows
« on: March 19, 2023, 06:23:11 pm »
I’m in ageeement with this post tbh. Admittedly, it’s fun shredding armored cars and helis with it but it’s not good for the server long-term. It’s literally the Hunter without rockets, or if you gave a cop angel wings and a minigun with unlimited ammo. Revert the nerf to Rustler and allow its existence because that plane can’t make degenerate maneuvers like the Seasparrow can.

31
Fixed Bugs / Re: Impossible Achievement - "Vigilante"
« on: March 19, 2023, 08:59:09 am »
And i'll investigate about the second achievement that you've reported.

Whoops! You might've realized by now, but I meant to show the second achievement to make my point about killing MWs as a cop but it wouldn't move that counter for the bugged achievement just to be sure. That second achievement works fine.

32
Approved Suggestions / Securicar Theft Improvement
« on: March 19, 2023, 06:13:50 am »
Suggestion: Simply improve the money you can get from bringing the Securicar to the hideout. This particular robber activity is not matching up well anymore with the values of robberies like bank's money bag buff that it got in 1.14.18. The dye pack's effects could be reduced by the assessed risk of the robber's activities such as the robbers-to-cops ratio or damage taken from the guard(s) responsible for the Securicar

33
Fixed Bugs / Impossible Achievement - "Vigilante"
« on: March 19, 2023, 12:13:09 am »
Script Version & Build: 1.14.18 R1 920e0d6

Bug: Just a single achievement was made impossible sometime ago, namely the Vigilante achievement because vigilante bonus was removed back in patch 1.14.11. I'm fairly certain I have killed a red as a red in self defense and as a cop properly but this doesn't seem to count in either case.





34
Approved Suggestions / Military Skins
« on: March 18, 2023, 05:58:11 pm »
Suggestion: Add these skins to the Military job since it is possible that it is returning in a future patch to the game. These skins could be considered "Military" for wearing green camo and/or boots. Suggesting because only the single Army skin was available in the past during the Military's relevance, and all jobs in the game have some form of variety.

Edit: Added Da Nang Boy 1 to the list because he has an Army shirt.

ID: 287 (for reference's sake)
ID: 73
ID: 121
ID: 179
ID: 191

35
Approved Suggestions / Avery Properties Website Tags
« on: March 17, 2023, 01:13:48 am »
More of a suggestion pertaining to the Avery Properties website so move where it is more appropriate if needed.

Suggestion: Tags for houses in Avery Properties website to find noteworthy houses. This would be helpful for those who like to buy houses that stand out from the rest. Tags would include:

Garage - Has at least 1 garage. Additional tags for any extra garages to the property, like 2 garages.
Safehouse - Used as a safehouse in singleplayer.
Special - Used as a mission-related house in singleplayer. The CRASH House in LV comes to mind as an example.
Interior-specific - This house has this particular interior, which would be sorted by different interior names. For example, one style of mansion interior would be found with the tag "Mansion Interior 1".
Unique - Only this house has this particular interior & and it can't be found anywhere else.
Name - This house has a unique name to it rather than an address. Example would be "Carson Ranch" or "Carniceria El Pueblo".
Farm - The house is a barn / farm in the countryside & is therefore secluded.

36
Approved Suggestions / Duplicate Clothing Items
« on: February 27, 2023, 02:34:46 am »
Suggestion: When buying clothes, they can be duplicated from the menu. This would not need them to be bought again, or they could be depending on how you want to implement it.

In the inventory for clothes it would show up as like, Sawn-off Shotguns X2. These could allow dual sawn-offs to be applied to the back, and other options. Currently you can only have one on your back.

Example: Purchased Sawn-off Shotgun Clothes. This item can be duplicated.

Offer to duplicate the item somehow, like when clicked or a specific new option in the menu somehow. I'm not too sure how to go about this within MCNR's clothing UI.

Can now have dual sawn-offs on the back.

37
Archived Listings / Disregard.
« on: February 24, 2023, 03:59:28 am »
Disregard.

38
Implemented Suggestions / House Spawning Readjustment
« on: February 23, 2023, 09:32:16 pm »
Suggestion: Offer the same options as in /settings in the property menu with regards to spawning in this property or not. Allow for the spawning in the house only on a city-by-city basis, so that you end up in your house for the active city. This would make houses more valuable to players since the utility of them would be increased.

Example: You could bring up the property menu inside your house in LS and set it as your spawn inside or outside just as you could in settings. There are settings to specifically set it as your LS home so you only spawn in it while LS is active. Then you do the same for your SF / LV homes and so forth.

Example in the UI text: House #1 set as your spawn point in Los Santos. You will now spawn here while the city is active.

In the menu:
LS Home: House #1
SF Home: House #2
LV Home: House #3

39
The safes in the custom store interior and the safe in the Cluckin' Bell interior as far as I know are easily susceptible to getting people stuck in them. If a suspect if arrested at those places it's impossible to get the escort bonus for them because they won't be able to jump out and I had to relog in Cluckin' Bell when my character got stuck in with the NPC.

So my suggestion is: The safes could change positions or upon either a successful completion of robbery or arrest, automatically teleport past it but not out the interior. Or close the safe after a robbery.

I'm not sure if this is a bug or not so...

40
Approved Suggestions / Industrial Vehicles Vendor
« on: February 19, 2023, 07:31:25 am »
Suggestion: Vehicle vendors classified as "Industrial", taking vans from the more traditional car dealers and adding onto them with trucks. For the bold robbers who want to easily access a vehicle classified as a truck for storing 30 items during house robberies, the oddball industrial enthusiast or the dedicated trucker, all of those vehicles would be included here.

Because of their larger size, the same places where you buy these vehicles are also where you store them, having a unique pair of garages that only Industrial vehicles can be stored in although only large trucks would fall under this rule.

Any vehicles classified as a van like the Burrito would be sold here too but remain storable in typical garages.
New "Industrial" vehicles offered by the vendor would include: Benson, Boxville, BoxBurg, Yankee, Mule, Flatbed, DFT-30, Cement Truck, Trashmaster, Hotdog, Dozer, Packer, Bus, Coach
Also including trucks for trucking missions, like the Roadtrain, Tanker, Linerunner
Additionally, whatever vehicles I might have missed from this list that would be suitable.

Locations would be: LVA Freight Depot in LV, Easter Basin in SF, Ocean Docks in LS.

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