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Showing content with the highest reputation on 12/24/2018 in all areas

  1. Short description: Add a new command to allow staff to reset the server when it starts experiencing issues, and/or implement an automatic restart at a designated time each night. Detailed description: Allow administrators of a particular level (alternatively, the highest ranking staff member online at a given time) to use an in-game command to trigger a server restart. While I can appreciate that we like to be online as long as possible, the server is in a state in which fixtures disappear and scripts start to experience strange errors that can't be replicated when our uptime reaches certain numbers - I've even had a van spawn in as a sports car. My understanding is that Nervous is the only one able to restart the server at present, and while I'm sure he's not comfortable handing over control of the physical server freely (and rightfully so), it shouldn't be terribly difficult to throw in a script solution for a soft restart, at very least. Alternatively (and perhaps preferably) the server would simply restart each night, if it can do so reliably on its own (something Nervous would have to chime in on, of course.) I've noticed that the slowest hours tend to be around 8-10am server time, so this would make the ideal spot for automatic restarts. Commands to add: /restart, /restart confirm(?) Items to add: N/A How would your suggestion improve the server? Restarts tend to remedy the host of issues we have with being online for a particular amount of time - namely, fixtures disappearing. I'm certain the other sporadic issues we have with scripts malfunctioning would decline as well. Additional information: Please add an automatic 2-3 minute warning when a restart is triggered. This could probably cut down on a lot of post-reset reports.
    3 points
  2. Backstory: The natives of Paleto lived a comfortable life in the early days before European contact, having an abundance of resources and no rival tribes they lived a quiet and prosperous life, having plenty of food raging from the fish that inhabited the local rivers and ocean waters to deer and rabbits frolicking within the surrounding forests. The native people of Paleto would then come into first contact with the Europeans who happened to be from Spain in the year 1542, life as they know it would soon change drastically. With the incoming Spaniards the local natives would take a blow to their way of life and culture, having the first Spanish settlement established in 1770, this settlement would become known as "Paleto Bay". After contact with outsiders the natives would end up with a foul disease that claimed the lives of most of the tribe, in reparation to the horrendous event the colonizers would name the settlement after the main chieftain who was known as chief Paleto. As the years grew on the Europeans would eventually push their religious ideas upon the local people, forcing them into a life of Christianity. In the year of 1824 the natives of Paleto have had enough and would then begin the "Paleto Revolt of 1824". The native people would attack numerous missions and would occupy them from the Spaniards, the Paleto native warriors would hold their ground for as long as possible until the Spanish military ended up killing off many of their tribe people ranging from men, women, and even children. This would force the tribe of Paleto to surrender, making it a victory for the "white devil" Europeans. Current Day Paleto: Now fast forward to current day Paleto, the local tribe's numbers have significantly dwindled, leaving some of the neo-Paleto natives in distrust towards the government of San Andreas due to past mistreatment and social pressures, though some current day natives have completely conformed to the new ways. On top of all these past issues the native people have had, their lands have been completely taken from them and majority of the tribe have had enough. Through various protests and talks with the San Andreas government through their tribal council the native people of Paleto seek to regain their sacred tribal lands within the Chiliad Mountain State Wilderness. Behind The Flag: The Paleto Tribe flag, bearing the colors of white, red, and black dawns a single footprint as their emblem. The story behind the footprint goes that in the early days before the European conquest the local tribes people believed in a hairy beast, one with great power to protect and guard the natural environment and wildlife from the aggressors. To the natives they see him as a guardian, one who posses powers to disappear within a blink of an eye. The tribe calls him by the name of "Skookum" and they encourage people not from the tribe to go out looking for him for this hairy beast only wishes to be left alone. In the outside world everyone knows this hairy creature as Bigfoot. ______________________________________________________________________________________________ OOC Information: The aim of this faction is to bring about dynamic RP, for this faction is neither legal or illegal it is as I'd like to call it "human". We seek to realistically portray a native tribe within the region of Paleto Bay where each individual member of the tribe may do whatever legel/illegal activities that they wish. If you are interested in being apart of the tribe please feel free to PM me on the forums or on Discord. Things to note before joining the tribe is that obviously you need to be a native person from Paleto (aka a Native American) and be willing to provide RP within the area of Paleto Bay, when it comes to age ranges and or being male or female that choice is completely up to you. There are no strict themes other than the things listed above, you are free to portray your character however you may choose.
    1 point
  3. (This is part of a general request I want to place, so excuse possible unnecessary information) Short description: a script to convert normal variants of vehicles into custom ones. Full description: I'm working on a business idea and the business will be a mechanic shop specialized in custom orders, building custom variants of vehicles based on the order placed by the customer. Of course the shop would still service for tuning, modifying and servicing, but it would be focused on custom builds. For this people need to bring in a stock variant of a vehicle and have an option to convert it to a custom variant. A list of what would work is below. I believe these vehicles should not be available through any other means and all workshops should get this option. Conversions should be monitored based on RP and take between a day and a week IRL to make it realistic. That is why I think the custom vehicle should become workshop owned during the conversion and be transferred to the owner after it is done. This system should be costly and not add value to the car in most cases. Cars like a 900R, Sultan RS and Specter Custom should become more valuable so the players owning one are taxed accordingly. Commands to add: Option in Y menu at workshops to convert a vehicle, which will prompt the working mechanics at workshops to accept the order and type /conversion ID and /conversion ID confirm, showing the player name and car model. Items to add: Cars that are missing or should be changed in terms of dealership status in a full list below. Expected impact on server: I believe this idea to provide RP that currently does not exist on the server and it to spark a more customizable car culture on the server, as well as add more variety in vehicles found on the streets and with that increase the level of immersion and sense of unique distinction between players. It will also add realism as the custom cars would not be on the market at dealerships in the real world we try to portray. A full suggested list is as follows (Of course this is ultimately up to the staff team, but I’ll give motivation and opinion where applicable): 1. Albany Buccaneer Straight forward, already available. 1.1 Albany Buccaneer Custom Needs to be removed from dealership. Will need to be added through conversion script. 2. Albany Primo Already available. 2.1 Albany Primo Custom Needs to be removed from dealership. Will need to be added through conversion script. 3. Bravado Banshee Already available. 3.1 Bravado Banshee 900R Will need to be added through conversion script. (sidenote: If the server does not want cars classed as Super, this is the only one that would be unrealistic to add.) 4. Bravado Rumpo Already available. 4.1 Bravado Rumpo Custom Will have to be added through conversion script. 5. Declasse Moonbeam Already available. 5.1 Declasse Moonbeam Custom Will have to be removed from dealership. Will have to be available through conversion script. 6. Declasse Sabre Turbo Already available. 6.1 Declasse Sabre Turbo Custom Will have to be removed from dealership. Will have to be available through conversion script. 7. Declasse Tornado Already available. 7.1 Declasse Tornado Custom Will have to be made available through conversion script. 8. Declasse Voodoo Already available. 8.1 Declasse Voodoo Custom Will have to be removed from dealership. Will have to be made available through conversion script. 9. Dewbauchee Specter Will have to be made available. 9.1 Dewbauchee Specter Custom Will have to be made available through conversion script. 10. Dundreary Virgo Classic Already available. 10.1 Dundreary Virgo Classic Custom Will have to be removed from dealership. Will have to be placed into conversion script. 11. Karin Sultan Already available. 11.1 Karin Sultan RS Will have to be made available through conversion script. (Before discussion on whether or not it should be added: Is slower than Elegy Retro Custom and that is available) 12. Pegassi FCR 1000 Already available. 12.1 Pegassi FCR 1000 Custom Will have to be removed from dealership. Will have to be placed into conversion script. 13. Pfister Comet Retro Custom Will need to be made available. (not as conversion from Comet because it’s an older model essentially) 13.1 Comet Safari Will have to be removed from dealership. Will have to be placed into conversion script. (It’s a clear conversion of the Comet Retro)(If it was recently removed because of weaponry, block that customization or forget about this one, but add the Comet Retro Custom and normal Comet) 14. Principe Diabolus Already available. 14.1 Principe Diabolus Custom Will have to be made available through the conversion script. 15. Vapid Chino Will have to be added through dealership. 15.1 Vapid Chino Custom Will have to be removed from dealership. Will have to be placed into conversion script. 16. Vapid Minivan Already available. 16.1 Vapid Minivan Custom Will have to be placed into conversion script. 17. Vapid Slamvan Already available. 17.1 Vapid Slamvan (Lost) Will have to be removed from dealership. Will have to be placed into conversion script. (Realistically, this van would not be sold in this condition with the custom artwork) 17.2 Vapid Slamvan Custom Will have to be placed into conversion script. 18. Willard Faction Already available. 18.1 Willard Faction Custom Will have to be removed from dealership. Will have to be placed in conversion script. 18.2 Willard Faction Custom Donk Will have to be removed from dealership. Will have to be placed into conversion script.
    1 point
  4. I've been discussing this topic with my faction for a while now, and one of the potential solutions we came up with for this issue is to introduce more suppliers but reduce the amount of supply the supplier gets per shipment. This will essentially create a much more dynamic roleplay environment for suppliers, factions and criminal characters because this will introduce more competition and hopefully stop the gun economy from inflating. We're roleplaying in a virtual America, guns are definitely not a luxury and shouldn't be drastically overpriced. For example, let's say we have 4 gun suppliers, each of them getting a slightly different shipment each but typically they'll get something like 4 pistols, 1 shotgun with ammo for both, maybe some knives too. They'd be supplied every week or two. Suppliers would want to get rid of their shipment as fast as possible so they can restock their shipment when its time. Suppliers who have returning customers and are doing their job well will be rewarded with something heavier in a future shipment, something like a couple SMGs. Suppliers will be trying to undercut each other to sell to the best buyers so they can make a profit and potentially be chosen for a heavier shipment. This will organically create conflict between suppliers and groups as they try to offload their shipment, the conflict can create a lot of roleplay for all parties involved. The exact same can be done for drug suppliers too. I like the sound of this too. Like, giving players the opportunity to roleplay out a process and get a small reward for it. Just something to benefit roleplay and give players something else to strive towards. That's just my two cents on the subject.
    1 point
  5. Man I've always wanted to try/witness something like this. I'll be watching, best of luck!
    1 point
  6. Hey everyone from GTAW, I am Rosalie as you may have already noticed (not my real name though), and have been playing as Larisa Yermolayeva (also not my real name). I joined this community in July and have tried to roleplay on regular basis because it has been so much fun! Now, I'm not here to write a book about myself but I'm here to thank everyone who got involved in my roleplay experience. Roleplaying meant a lot to me these last months, I had no idea it would but it did and I pretty much liked it actually. Before playing on here, my days existed on reading books, watching tv, helping my mother around and sleeping, a lot. Anyway.. This game of roleplay became a replacement for my real life emotions I'm missing out and a great distraction of the pain I am going through. And that is why, again, I thank everyone making this happen! This brings us to my final part, some of you may already know, that after years of medical treatments fighting cancer I've had to accept my defeat. My body became at it's weakest and therefor I will not be able to continue playing this game. This isn't a goodbye though, just a thank you note. I'll be still on discord for the ones who like to have a chat. So again.. thank you everyone and a job well done for the creators of this community.
    1 point
  7. The National Vanguard, sometimes called 'The Cause' or the 'Aryan Nation' is a highly organized coalition of white supremacist criminal organizations in the United States. The organization comes from the historic albeit mainly symbolic 'unification' of the original Aryan Brotherhood and the Aryan Brotherhood of Texas into the United Aryan Brotherhood in May 2018. The nature of the compromise lead to a shift within Peckerwood culture which has resulted in a enthused push towards unified enterprise among a wide variety of skinhead gangs throughout the Southwestern United States which inspired the inclusion of the traditionally antagonistic Aryan Circle. This mutually agreed cooperation was further set in stone with the loyalty pledge of the Oregon-based criminal organization called the European Kindred which allowed the adherent gangs of the Vanguard to more easily push their ideals to the street through this exhibition of momentum. With a vast majority of regional leaders adhering to the concept a significant portion of street gangs similarly followed suit; predictably the first gangs to pledge loyalty were the Nazi Lowriders and Public Enemy Number 1 who were eventually followed by a myriad of others thus granting the alliance a street presence in several states. The group claims to be a nationwide criminal syndicate but in reality it's presence is limited to the southwestern states from Oregon to Texas with it's main hub of influence and source of manpower being San Andreas. The organization upholds the traditional alliance it has with the Mexican Mafia and by extension a numerous array of Sureno gangs which has offered it established contacts and even potential allies in the criminal world. As of October 2018 the Vanguard has engaged in a major surge in it's Los Santos-based activities pushing it even greater into the realm of public scrutiny with a controversial Weazel News editorial labeling the group as "one of the nations greatest threats to national security" even going so far as to demand it be labeled a homegrown terrorist organization. In reality, however, the groups primary motivation remains the acquisition of wealth through illicit means with much of it's political connections seemingly left by the wayside. Organization & Operations The group's structure is highly militaristic with a dedicated hierarchy of groups that form the foundation of it's daily operations. The nucleus of the group stems from the Aryan Brotherhood as well as it's cohorts which act as the primary executive force of the coalition that enforces discipline, settles disputes and organizes a vast majority of it's criminal enterprises. Within the Vanguard the old-school prison gangs have established themselves as it's nobility and it's within the highest aspirations of much of it's client gangs to prove themselves and thus be inducted into 'The Brand.' Cracking down on the faction's leadership has proven to be an immense struggle for law enforcement as it's members are capable of relaying messages to and from the street with relative ease with the assistance of coded messages as well as cellphones smuggled into prison. As a result, the group remains coordinated and capable of extensive operations from both sides of the correctional system. Below the 'executive branch' of the group are it's 'commissioned' groups who're, in essence, gangs that are officially sanctioned by the leadership and are deemed the most reliable to conduct criminal operations with it's leaders acting as lieutenants for shotcallers. These groups are mainly those who have established long-lasting ties and maintain a degree of power on the streets and are therefore utilized primarily for enforcement as well as command & control of lesser gangs. It's not uncommon for these groups to prove themselves as enthusiastically violent and a vast majority of it's membership is made up of ex-cons who are nonetheless capable of being relied upon to conduct sensitive tasks. Outside of their internal duties commissioned members are also expected to help enrich the Vanguard through drug trafficking, homicide, theft, extortion and overall intimidation. Due to it's widely disparate membership the group has vastly diverse investments in numerous illicit businesses with a rapidly fluctuating profit margin. At the bottom of the totem pole lies the associates of the group made up of misguided teenagers, latchkey kids and other up-and-coming criminals looking for guidance, protection and some money in the pocket. Associate gangs are numerous and can be made up of anywhere from five to fifty members in number and hold territory no bigger than a skate park or a single street - a place many of them operate from as is. These groups often act in support of the higher echelon under more experienced criminals and are very rarely trusted to handle anything of importance on their own, this often leads them to being utilized as anything from lookouts to foot soldiers to even glorified chauffeurs. The ideal final destination for most associates is either their personal recruitment into a commissioned gang or the overall elevation of their own gang to receive a commissioned charter and therefore join the ranks of more seasoned factions such as NLR, PEN1 and even the Aryan Crusaders. The National Vanguard does not intend to hold territory, instead opting to delegate and operate out of specified areas rather than claiming ownership of them outright. Shotcallers are organized into committees that determine regional or city-wide operations whilst commissioned members are designated areas of control. Associate gangs within these zones often fall under the tutelage of these commissioned gangs whether they intend to or not and those that try and push their independence often have a lengthy and possibly deadly struggle ahead of them. Within these areas the designated crews will attempt to do business with other factions, sell drugs, tax independents and of course recruit more members and work to acquire higher levels of weaponry. If war happens to break out in an area that spills out of control the group in charge of the area is expected to fight on the front-lines and utilize associates whenever it's seen as necessary, they are not limited in the struggle, however, and can reach out to other allied gangs for assistance. Culture Aspects of life in the Vanguard stems from three crucial pillars that all members are expected to adhere to; respect, loyalty and strength. Conveniently for most of it's members, these rules are the way of life in prison and naturally it's a lifestyle they expect to emulate on the streets. Members are impressed upon to have the utmost respect for their superiors and more experienced members with punishments varying from beatings to even death depending on the level of severity. Members are also expected to always show heart even in the most dire of circumstances, outward perceptions of strength are extremely crucial to the group as it absolutely resents any aspects of weakness. Snitching in any regard even if it's unintended results in death no matter how highly placed the member and members are always 'checking up' on others to truly judge and compare their criminal aptitudes. Members of the Aryan Brotherhood are the most influential and powerful members within the alliance and their prison-based culture is rife within it's membership. Outside of it's prison-inspired code of ethics the Vanguard very much maintains it's Peckerwood heritage which itself is an amalgamation of the punk rock scene combined with elements of stoner culture as well as Latino gang style. Politically the group is of course skinhead in nature with varying degrees of enthusiasm for it's hateful rhetoric, some view it pragmatically whilst others dive into it wholesale but regardless the group employs a wide range of white power symbolism with a strong emphasis on tattoos to exhibit association. Religiously the group maintains a standard array of faiths albeit with a strong undercurrent of Neo-pagan undertones that permeates a large core of it's membership who often sincerely venerate Viking faith and value systems frequently tattooing themselves with Pagan symbolism or baring items of similar value. Due to it's wide array of member groups dispersed throughout a comparatively large region within the United States, cultural standards vary greatly between it's constituents with many different groups practicing different cultural practices or internal operation which becomes more standardized the higher one climbs in the organization.  OOC & RECRUITMENT This group seeks to portray a fictional rendition of real-life white gang culture & organization and naturally will conduct itself as such in-game. The leadership of this faction reserves CK rights on any and all members of the organization for serious infractions. Members are expected to conduct themselves appropriately and avoid breaking community rules throughout the course of their time within the group and on the server in general. Those seeking to join are advised to either PM me here on the forums or on Discord(Thimble#3548) or through simply role-playing with us in-game, be advised that those intending to join via messaging me will be expected to speak on their characters backstory to ensure it's within the groups expectations. Know that is faction is highly antagonistic and conflict is an inevitability, you may very likely be putting your character at risk by associating with or joining a gang that remains part of the National Vanguard which has the definitive possibility to end in a CK if you aren't careful. For gangs portraying themselves as a sect of the Sureno lifestyle we openly accept cooperation and established storylines to help the mutual narrative we both share in the criminal element of the server. Other white gangs or even MC's are also sought out for engagement by us to help aid mutual development whether you believe in our rhetoric and want to sign onto the charter or even if you seek to resist us, we wish to expand the horizons of this server and bring about engaging roleplay regardless of association so long as a standard level of competence as well as respect is maintained.
    0 points
  8. I wholeheartedly agree. Nobody likes speccing ERPers who've been at it so long they trigger the AFK warning.
    0 points
  9. I don't understand why trucks such as the Bison have been downgraded from storage space. The burrito is like 15k and has a capacity of 65kg. The bison is 55k. The burrito is a van, and vans in real life are usually based off of truck frames (1500s, 2500s, 3500s) with the same engine, transmission and the works. So why would a van, which is enclosed, have more space than a pickup truck? Here in the United States you can fit quadruple what you can fit in a truck than you can in a van. Especially a Bison which is a Dodge Ram 1500 pickup. All trucks/vans should be 65KG. Also, to note, a Sandking XL and Sandking and Sadler are all Ford full size pick-up trucks. All of them are also Mega cab. A Mega cab usually means a short bed truck, which means it'll also have the same amount of space as the Bison- which is a full size mega cab short bed pickup truck just like all the other trucks on GTA. None are long beds so realistically they all would hold the about same. In America, all American trucks (Chevy, Dodge, Ford) are VERY close within hauling & towing capacities with their respected duty truck (1500, 2500, 3500). Go google it. The Sandking & Sadler are also BOTH Ford pickup trucks. (F250s). The only difference is literally a 6in lift kit. So why would one have 40kg and one have 65kg?
    0 points
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