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Messages - Blast3r
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1
[FR:SA] Suggestions / Re: [Suggestion] Bait car
« on: May 19, 2018, 06:32:49 pm »
-rep
I didn't like it because we got unmarked cars and for a bait car,we needed to remove one of the cars from traffic pool and needed hard scripts for this

What? Why? Bait cars are usually default civilian vehicles that are left parked on the street with their engine on therefore there's no need to take any of the traffic cars away for that.

2
[FR:SA] Discussion / Re: lights reflection
« on: May 15, 2018, 07:30:21 pm »
The reflection itself used to be a script feature that was removed due to it dropping FPS from even the high end PCs and will be replaced with a new one sometime in the future.

3
[FR:SA] Suggestions / Re: [Suggestion]EMS Vehicles,Skins,Callouts.
« on: May 07, 2018, 08:45:27 pm »
I just remembered an unused car that could be useful for a new ambulance vehicle, sent full details to Nick and if everything goes well it should be part of the 1.2.0 update.

4
Denied Suggestions / Re: [Suggestion] Disable /me usage in server
« on: April 28, 2018, 07:08:59 pm »
here is the solution. courtesy of : https://forum.mtasa.com/topic/31270-me/

Code: [Select]
    addEventHandler('onPlayerChat', root, function(message, type)
        if type == 1 then -- /me action
          cancelEvent()
        end
    end)

I know how to script, thank you very much. Here's another courtesy of me, moved to denied.

5
Denied Suggestions / Re: SAHP Exclusive Police Vehicles
« on: March 23, 2018, 08:49:41 pm »
People keep bitching for more cars so I'd be surprised if this went forward. Personally I don't like this idea. SAHP name tag would clutter name tags more than they already are

Nothing more to add to this, denied.

6
News & Information / Re: Update 1.2.0 Official Announcement
« on: March 14, 2018, 09:34:53 pm »
In regards to the organization feature, could you estimate when it's going to start being developed (As in after what feature implementation is it going to be worked on)?

Once 1.2.0 is released there will be multiple minor 1.2.x updates related to either fixing the bugs introduced in the 1.2.0 or improving 1.2 or some older features. After that we'll start working on the 1.3.0 with the organisation system.

7
News & Information / Re: Update 1.2.0 Official Announcement
« on: March 14, 2018, 08:02:50 am »
We will loose experience in medical brach, or it will be transfered to FD branch?

It will be transfered.

8
News & Information / Re: Update 1.2.0 Official Announcement
« on: March 13, 2018, 04:10:18 pm »
There will be a partner system? That would be nice. Also as combining the "3" departments would be a nice thing. For ex if FD is responding to a fire, there should be victims and so you have to call for EMS. But what i mean is that as long as there are both a fireman and a paramedic they should both get the same callout.

I have not reached the callout system fully yet, but the current system as it is calls for both to it's branch callouts. I will most likely adjust that so we don't have firefighters responding to medical calls and vice versa, firefighters should have no issues calling for medical backup to the scene. As for the partner system it is not yet confirmed, however, if it does not come initially in the 1.2.0 it will come in the future.

9
News & Information / Update 1.2.0 Official Announcement
« on: March 13, 2018, 03:58:02 pm »
Update 1.2.0 Official Announcement



Hey there and welcome to the official 1.2.0 announcement. Some of you may have already been notified that we're cancelling the Fire Department update due to the lack of fire sync from the side of MTA:SA, however, today we're quite happy to announce that the upcoming 1.2 update is fully aimed towards the Fire Department!


Fire Department

Unlike the initial plan, the Fire Department itself will not come as a third branch, instead, it'll merge with the medical branch itself. Why? Well, with the Fire Department we've decided that it'd be best that we focus on the way LAFD itself works which has both medical and firefighters under one wing. Due to this decision we will change all of the rank to firefighter ones and add ability to spawn as either medic or firefighter under the medic branch. That also means that the medics itself will be renamed to Fire Department and all of the callouts will be under one branch.


Fire system and sync

We're sure that the first line of the text on this thread has got you wondering how we managed to overcome the sync issues. The answer is simple, we simply wrote our own fire system which is nowhere near perfect but it also does it's job. The advantage to this is us being able to produce a lot of smoke into the fire itself which adds to the realism as well as the ability for us to update the fire system itself whenever we feel the need to as it's not connected to the game's engine.

Each fire has three effects before it's extinguished, large, medium, small, once you extinguish it you will receive 1 experience point as a reward. Do note that each callout has around 30-40 fires to extinguish which means that alongside the callout experience bonus this branch should no longer feel like a major grind anymore.

The system itself also has a custom made sync which we've already tested with the staff team on the main server and has proved to work perfectly which gave us the green light on the Fire Department system.


Other changes

In addition to the already stated changes we're happy to also announce that all of the spawn points for the medic will be changed as well. They will be moved on towards custom made Fire Department maps created for us by @Redziczektaki that resemble IRL fire stations with multiple garage entrances. Each map itself will feature a simple gate system that opens the garage doors whenever you come close to them.

Naturally, as always, we're also adding a new fire truck mod made for us by @Nick which features custom lightbars that work with the server's ELS system. Do note that for the best experience with it you'll require to have his TXD hack file installed.

There has also been a polish to the server refresh system, it's been changed to happen every 4 hours instead of 2 and is also less resource demanding and takes less time now, a memory leak that we found inside of it has also been resolved.

It is also in plans to add a system where you'll be able to direct NPCs out of the fire zones as a firefighter, however, since we didn't reach that part yet it is not yet fully confirmed.


Callouts

The FD will feature various new callouts ranging from: Building Fire, Fire, Forest Fire, Vehicle Fire as well as some other callouts.

Building Fire - As the name itself says, it's a fire located in a building. We've taken the interior system that we already have in the server to it's full use by making enormous building fires with lots of fire located inside and outside of the buildings.

Fire - This will feature different types of fires at different locations, it can be either small, medium or large. Locations can range from just a trash bin on the street all the way to a large park fire in city's parks.

Forest Fire - As the title itself says, fires located in the various forests around San Andreas, usually large.

Vehicle Fire - As the title says.


Will this take as long as the 1.1.0 did?

No, at the time we announced 1.1.0 we were still working on the minor updates for the 1.0 update branch. However, this time, we're already working on the 1.2.0 and a decent amount of progress has been made as well which means that the 1.2.0 update is actually the next update and will take somewhere between one to three weeks.


What will happen with the branch at the main menu on the left?

The branch that's on the left on the main menu will be replaced by the organisation system that will come in the future. Organisation system will feature custom departments / divisions such as SAHP, SWAT, Detectives, etc.


Media

Here are some screenshots of the already finished features:

FD Screenshots





[close]


We will also post some progress screenshots from time to time on our Discord server


Questions

Have a question? Ask it by replying here and we'll respond as soon as possible!



Kind regards,
Advanced Gaming Management


10
Denied Suggestions / Re: [Suggestion] Switch to MyBB
« on: March 10, 2018, 10:03:10 pm »
Our plans are aimed at IPB once the donations increase. SMF will stay for now.

11
Archive / Re: Accelaration Bug
« on: March 10, 2018, 04:59:03 pm »
Mod related issue, not server related.

12
Denied Suggestions / Re: Repair Stations
« on: March 05, 2018, 06:58:41 pm »
I doubt this is needed as the police vendors offer repair kits. Blast3r can decide what he wants to do though.

This.

13
Updates / Re: Update 1.1.5 - February 28 2018
« on: March 03, 2018, 06:47:50 pm »
Added hotfix 1.1.5a:

- Added yet another possible fix for pursuit peds despawning in rare occurances (should be fully fixed now)
- Removed Burrito from Vehicle Theft callout for real now (how dumb of me to add it in changelog but forgot to actually do it)
- Minor change to Glendale's (Unmarked Police LV) handling, should be less happy to flip itself now.

14
Updates / Update 1.1.5 - February 28 2018
« on: February 28, 2018, 06:33:54 pm »
1.1.5



Bug Fixes

  • Fixed Burrito spawning in Vehicle Theft & Armored Truck Robbery callouts
  • Added a possible fix for player blips not deleting after quitting
  • Fixed ELS panel popping up while /hidehud was enabled
  • Fixed EXP rewards sometimes giving weird decimal numbers for donators with exp bonuses
  • Fixed the unwanted guest which usually brought a stretcher with himself staying at your vehicle after using /spawn


General Improvements

  • Added /getherevehicle (alt: /gethereveh, /ghv) for Moderator+ which teleports player's personal vehicle to them
  • Added Head Administrator rank
  • Added /setadmin command for Head Admin+
  • Added 2 new radio stations: Nightwave Plaza (thanks @Joel9309 for the suggestion) & Old School R&B
  • [Experimental] Added a new endless pursuit system as well as made peds generate more dynamic routes (Bone County shouldn't be the hot spot anymore)
  • Improved vehicle pursuits by making the AI drive a lot faster than before (they're no longer stuck to ~80 km/h and can reach top speed)
  • Increased exp reward for patient drop off by 5 exp
  • Decreased exp reward for subject neutralized by 5 exp, increased arrest reward by 5 exp (please move your finger from the trigger, thanks!)
  • Changed All Saints Hospital's medic position so it's no longer close to the rude boxes that did nothing but damage your bumper
  • Added /setvol command for radios, it ranges from 0 - 100, default volume is 50
  • Spray can and tear gas are now functional, big thanks to Zorgman for the idea on how to make it work!
  • Added the missing tear gas HUD icon
  • Adjusted rotations of ambulances at the Los Santos spawn (Happy @Winged002 ?)
  • Added a lot of new possible ped names


New Features

  • Added new callout: Street Race in Progress. This is the 20th callout in SAPD:FR Online and is only available at one place for now just so we could see if there are any bugs in it that we need to eliminate first, more locations will be added after. Vehicles can be either exotic or sport and have a random chance of spawning modified as well. They'll always make a run for it so make sure you're well prepared because they're not an easy catch with the updated pursuits system!

15
Denied Suggestions / Re: Removal of Misc ELS Lighting leftovers
« on: February 27, 2018, 10:54:23 pm »
They'll most likely make a return in the future therefore they'll stay in for now. As for the additional message you noted, solved.

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