Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ReZurrecti0n
Pages: [1] 2
1
[FR:SA] Suggestions / Re: Mimic me Traffic Stops
« on: November 05, 2019, 05:12:48 am »
I'm not exactly sure I understand your suggestion, but having the suspect pull to the right until off the road maybe? Although possible, would be a very complex and difficult script to come up with. Peds, trees, poles and such obstacles would also need to be considered. If you're on the freeway (Elevated) then it's not even possible to get off the road, would just have to pull as far right as possible I suppose. IRL, cops would likely have to instruct drivers to keep going until they were able to exit the freeway. Like I said though, complex, but not impossible

I think the best way to handle this problem is for the officer to use road blocks, simple cones. I've seen an officer doing just this once or twice and was "neatly" done. On the other hand, I also seen many more officers get struck by passing traffic and directed their anger by returning fire for example. Even if the vehicles were to pull to the side, the passing traffic would still act crazy because let's just face facts here, the AI is fairly stupid

2
[FR:SA] Suggestions / Re: Command to show the list of animations
« on: November 04, 2019, 08:28:44 pm »
I certainly support the idea, a lot of players like their animations, most especially the RPers. Having a in-game list of animations would benefit the server greatly. It seems very common for MTA-SA servers to use their F7 key to bring up a animation menu and/or using the "/anim" command, not sure if that's what Chico was thinking exactly? Either way though, a great idea :)

3
Accepted Suggestions / Re: Decrease Damage on Fleeing Vehicle in a Pursuit
« on: November 02, 2019, 06:06:56 am »
The real problem isn't the armor of the vehicle, but rather its intelligence. Making the AI more intelligent is extremely difficult as it requires a massive amount of work with very complex scripts to deal with every aspect the AI will come across. Even if the armor was to be raised, the AI would likely run into something and get stuck way before it runs out of armor. Or at least that has been my experience with pursuits...

However, I do like the idea of the suspect bailing out of the vehicle once it reaches a certain low level of armor. It could be random even, maybe the suspect will run or maybe the suspect would stand their ground and just start attacking. Or maybe the suspect would just give up altogether :)

4
[FR:SA] Suggestions / Re: [Suggestion] Medical Skills in FD
« on: October 30, 2019, 04:14:24 pm »
There is always the possibility of a player medic being AFK or something, so I do believe that fire fighters (Or any player for that matter) should be able to call for a AI Medic regardless of who is online. But honestly I don't know that system very well (Medic/Firefighter) as I rarely play the medic role. Therefore my opinions may be a bit inaccurate...

5
[FR:SA] Suggestions / Re: [Suggestion] Medical Skills in FD
« on: October 29, 2019, 03:37:24 pm »
I'm not very familiar with the medic/firefighter careers, but both are separate "classes" to my understanding. Medics get calls to handle injured people and Firefighter get calls to handle fires. If Firefighters can do the Medic's job, then what purpose would the medic truly have? Other than playing "taxi" for already handled patients...

Nah, can't say I would support this idea, that role should stay with the Medics

To be honest, a good majority of fire departments in the US have dual use fire trucks, that are equipped with ALS or advanced life support equipment. The reason being that in life threatening calls the fire department is more often than not the first on scene. This is an excerpt from a paramedic firefighter job description

Quote
Performs emergency medical activities including, but not limited to Advanced
Life Support (ALS) and Basic Life Support (BLS) assessment and treatment
of medical and/or trauma adult and pediatric patients

So for the script, having firefighters able to perform CPR, or stabilizing lungs is very realistic. However, I would suggest making it a fire engineer or above skill

I absolutely agree that firefighters do in fact process such skills in real life. In real life, doesn't matter who gets there first or who is more equipped for the job, first priority is always saving lives. Even cops have similar capabilities on a much smaller scale. All I'm saying though, is in a game, it may unbalance the classes. Likely to discourage medics who feel like their job was already done by the time they get there (If that makes any sense).

6
[FR:SA] Suggestions / Re: Female paramedics and firefighters
« on: October 29, 2019, 03:27:42 pm »
I'll support this, it makes perfect sense. As SCPD mentioned, IF there are female skins ready to go :)

7
[FR:SA] Media / Re: More SAPDFR Videos
« on: October 28, 2019, 05:24:27 am »
Nicely done... XD

8
[FR:SA] Suggestions / Re: [Suggestion] Medical Skills in FD
« on: October 27, 2019, 07:43:12 am »
I'm not very familiar with the medic/firefighter careers, but both are separate "classes" to my understanding. Medics get calls to handle injured people and Firefighter get calls to handle fires. If Firefighters can do the Medic's job, then what purpose would the medic truly have? Other than playing "taxi" for already handled patients...

Nah, can't say I would support this idea, that role should stay with the Medics

9
[FR:SA] Suggestions / Re: Emergency Landing/Plane Crash Callout
« on: October 27, 2019, 07:37:49 am »
I like the idea, planes are something rare on the server if any exist at all even. However, the police need something more than just the role of blocking off roads to be given a call out. Not to mention newer players can't place road blocks anyway. But there should always be some kind of fire as well as injured people to give both the medic and the firefighter something to do. The size of the fire and the amount of injured people could be random though.

The only way I can think off hand to get the police involved is if the plane was hijacked and the suspects managed to survive the crash, but then again those suspects wouldn't be in any condition to deal with the police if we're considering realism here. But there are probably officers on the server that pay attention to that dispatch and may show up and do a bit of roleplay or something anyway

10
[FR:SA] Suggestions / Re: [Suggestion] Fire truck ladder
« on: October 23, 2019, 08:28:47 pm »
Yea, I can't say I'm familiar with the ladder truck and how it would all work either. I doubt the vehicle would be used much anyway as firefighters prefer fires and therefore the  water hose firetrucks. But if it is as simple as adding a single ladder truck to the map or an optional vehicle with no extras needing to be done, then I don't see no harm in adding it. Otherwise, I feel there is more important work to be done instead

11
[FR:SA] Suggestions / Re: [Suggestion] Heal the players
« on: October 23, 2019, 08:19:40 pm »
So you mean player medics would be able to heal players and revive fallen players as well? Either way I support this idea because the AI is unreliable. However, choosing whether to be healed/revived by a player or AI doesn't seem necessary, which ever gets to the victim first should suffice. Sometimes, the player is unreliable too, going AFK for example. In the meantime though, remember the /spawn command is still an option to respawn and get back into the game

12
[FR:SA] Suggestions / Re: [Suggestion] Joint PD-Fire/EMS callout
« on: October 21, 2019, 11:30:25 pm »
These things always take time, most especially when there are hundreds of other suggestions to consider...
But doesn't mean the suggestion itself has lost interest

Actually, I recall already seeing a joint call out (Or maybe it was just a rare occurrence). The pizza company located in Idlewood had two suspects robbing the place while the entire building was in flames. The fire truck that responded had to wait for officers to clear the suspects before they would attempt to enter the building to fight the remaining fires. Never seen anything like it, was an awesome experience. But as I mentioned before, was probably just luck that the 2 missions/callouts combined together, I dunno.

13
Accepted Suggestions / Re: [Suggestion] Roadblocks
« on: October 21, 2019, 12:15:08 pm »
Roadblocks are left all over the server, I recommend a system that automatically removes placed road blocks after about 30 minutes or so.
Adjust the time if needed, but if over 30 minutes, then the "/delrb all" command is also a good idea

14
[FR:SA] Suggestions / Re: [Suggestion] Add country chats In the game
« on: October 19, 2019, 09:49:38 pm »
My apologies Tosfera, you're right. You never said anything about dismissing it

15
Looking into these functions may resolve the door (As well as sync) issues with whatever vehicle:
"setVehicleDoorOpenRatio" and "setVehicleDoorState" (Use server side of course)

Since you have no clue what you're talking about; using a function like that will never just fix a badly written sync out of nowhere. Closing and opening them syncs it for everyone. The second someone gets in or out, they have the ability yo bug out again. These are 2 entirely separate things.

Hey, I don't insult you, so why are you insulting me? Community owner or not, it's all about respect. I'm just trying to help the community out, if the function(s) don't work correctly then disregard. Those functions used in that manner SHOULD work though, but if not, why do those functions even exist?

But yes, it may just bug out again after it's been fixed. But if it means that much to the players, they can use a command to fix it every time it occurs, just saying...

Pages: [1] 2