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Franelli

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Everything posted by Franelli

  1. I can understand the frustration from both PD and FD regarding that matter, and therefore I would partially vouch for it. However if this is going to be a thing, the developers need to make sure the player is not completely frozen during that period of time, so he can still move the camera around his character. Otherwise people will get easily annoyed as being stuck in an animation on the ground for ten minutes will be seen as a punishment rather than an opportunity to roleplay injuries properly.
  2. Even in real life with cruise control activated you still need to steer - just as you would in-game, thus making the entire point invalid sadly due to the fact you won't actually be free to write and communicate while driving. Not to mention the huge road differences between real life & the game. I honestly believe OP simply used the term 'cruise control' to describe his 'speed limit' feature, as his description suggests.
  3. It is possible, you need to overwrite your existing GTA5.exe file. If you do not have a backup of that file ready, you'll have to use a different copy of it. I'm not sure whether or not it is allowed to share the file over the forums - feel free to drop me a PM.
  4. Clearly you've put a lot of effort into making this thread, so I'll start off by saying good job. I'll refer to each one of your suggested features (combining my responses to similar suggestions) and give my two cents regarding everything you've mentioned. I truly believe this is not really needed at this point due to the fact that any player may decide to roleplay storing his item(s) anywhere inside the vehicle - be it in the trunk, the glove compartment or beneath the seat. As long as the item is placed within the vehicle scriptwise (aka using the /vpitem(s) command), it is really up to the player to decide where the item is stored. There's really little benefit to upgrading the current storage system solely for adding some extra available vehicle storage space - that's my honest opinion at least. So far I haven't noticed anything similar to this implemented on the server, and frankly I was rather surprised. I do believe it is important to keep track of your vehicle's health, and by adding functionality to its engine & battery we'll be doing exactly that. Players will be less reckless on the roads and it will significantly lower the amount of vehicle accidents that end up with "/b skip?" (something I have personally encountered many times already). Mechanics and players would benefit from new type of roleplay by fixing/replacing wrecked engines and batteries with new ones. Failing to do so will result in a strange behavior of your vehicle (engine being shut down mid-drive, slower starting times etc'). An appropriate mileage system would also play a nice role in the server's economy & its vehicle market, and directly affect the prices of vehicles being purchased & sold. With that being said I would like to keep the current /vpark effect (auto fix upon parking) cosmetic only, so it does not effect the status of the engine and battery of the vehicle, but solely the vehicle's general visual state. Keep in mind that this is an online game which suffers from various effects that are not entirely controllable by the player (such as lag spikes, FPS drops etc'). As long as the player hasn't been involved in a serious collision, repairing his vehicle upon parking should not really be an issue. This is something that has personally annoyed me quite a lot. In fact I was about to suggest the same thing during the day, but you beat me to it. Not much explanation is needed in my opinion - simply tweak the controls so there is no mixup between different server features. While your /seatbelt system might be easily abused (as anyone would instantly /seatbelt in a car so they suffer no health reduction upon a crash), it has a nice base. I would like to see it implemented one way or another, maybe with the right tweaks. As for the other three suggestions above - not much to say other than it would be nice to have them scripted in the game mode. Overall that's pretty good. Well done.
  5. That's the thing - pressing F next to the driver's door will almost always make you wander towards one of the passenger's doors (at least in the vehicle models I got to test it on in-game) , thus making it quite annoying to get into a vehicle as a driver, which would work only if you're walking / running towards the door - as you have mentioned yourself.
  6. My character is in a great shape ever since it has to run in circles before getting into its SUV. On a serious note - this is extremely annoying and needs to be fixed as soon as possible. Whether it's possible or not - it's up to the developers to decide.
  7. * Victor Murray reads through the entire article while enjoying his morning coffee. * Victor Murray casts a smirk and begins writing something down on a sheet of paper.
  8. Unless you've already created a backup for the file - I guess not. Either way they will be pushing an update as soon as they can, so you won't be waiting too much. EDIT: I've come across this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994 I'm not sure if it's going to be any helpful but worth a try nevertheless.
  9. A quote of @Nervous on Discord earlier today: @everyone A minor GTA5 update has been released today, Rage will push an update later during the day for compatibility, but in the meanwhile you should backup your GTA5.exe before updating and revert it then If you want to continue playing today!
  10. With that part I do agree. I myself encountered such a situation in which a previously posted ad was relevant to me, but I couldn't trace it back since it was long gone by the time I decided to contact the person who posted it. I'll vouch for it.
  11. I have already noticed such as a system being implemented on other roleplay servers, and frankly it turned out to be okay. With that being said, the main reason for such a system to be developed in the first place, on those so called server, was that there was always a constant fight over who gets to post the next ad. I remember standing at the /advertisement spot and seeing a group of players constantly spamming the /ad command just to get their ad in before the rest. That issue had to go away, and therefore this system was developed. To be frank, I have not encountered such a problem on GTAW yet, so it's hard for me to say whether or not it is relevant and actually needed, although it would be a nice thing to have.
  12. I agree with this. Usually I have to go through several scrolls in the menu to get the outfit I want, which makes my character look extremely annoying with that animation applied. Once you know the ID of your desired outfit, using such a command would make a lot of sense.
  13. Franelli

    /carsign

    That's a shame really. I assumed it would be possible to have this feature behave the same way /ames do.
  14. Franelli

    /carsign

    Such an easy-to-implement feature should obviously be added to the server. Only thing to add, in my opinion, is that car signs should be in good taste and not to be used to advertise illegal items / activities (similar to the /ad system).
  15. As long as it is possible script-wise I can't see any downsides to this.
  16. I agree with this - what I disliked in the suggestion is showing where the player who sent you the location is located. The number who sends the location should be displayed alongside with the location sent by that number.
  17. I can agree with showing the phone number of the person who texts you a certain location, but there's no need to know where the text is coming from (as in where the player located), Just as if you were to receive a text with GPS coords from an unknown / known number in real life.
  18. In my opinion these messages should not pop up to an off duty officer in the first place. Could be easily determined by the /pduty command. The /togr should be having the same effect over these notifications as they all go through the radio.
  19. Overall I like the idea as it can add some unique roleplay for all sides involved - be it the FD and the rest of the players who roleplay around such establishments. Maybe if the interior of a property actually gets damaged by the started fires, this feature would draw more attention from players who wish to protect their furniture and avoid paying for the caused damage.
  20. Advertising illegal items / activities should (if not already) be against the server rules. That also includes selling / purchasing illegal items whilst suggesting they are something else - for instance "Looking to purchase toy guns" or "Looking for some heat". This type of advertisement represent extremely low roleplay standards and should not be allowed by all means - same goes for the "Pick me up" type of ads. On the other hand, I don't believe there is something wrong with posting an ad suggesting you're looking to make new friends or asking for people to hang out for a specific activity. With that being said, these types of advertisements need to be in good taste and not poorly written. It's all about common sense really.
  21. Fully agree with the stated above - it can easily be a nice touch for the UCP. I recall many situations in my past such feature came to be really useful.
  22. I assume that most of the players look up their contacts while in-game - be it to send them a text message or make a call (at least in my case). Why would you need the contacts visible on the UCP as well? It's not like you're planning on contacting somebody while you're offline, or am I missing something?
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