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]
[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.

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

[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

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...

[FR:SA] Suggestions / Re: [Suggestion] Add country chats In the game
« on: October 19, 2019, 10:01:18 am »
There's a reason why English should be spoken in global.

And that reason would be...?

1. Its in our rules
2. It doesn't scare away new players when all they read are messages which they can't understand
3. Monitoring these languages is impossible for the team since we don't understand every single language there is
4. It's rather offensive.

1. Correct, it is a rule and should be followed by everyone. I meant why is it a rule?
2. When I came to the server, there was a lot of language used that I didn't understand (I only know English). But it did not scare me away at all.
3. Not impossible, but indeed very difficult. This response makes sense
4. That's an opinion...

The suggestion offers a solution to those who do not speak English (I even created a similar/partial suggestion with the same issue before this thread)
It's your community, what you (Owners) say goes, but I wouldn't be so quick to dismiss the issue

For those who do not speak English and no real way to contact people on the server will make them feel very unwelcome...

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

Another issue related to the doors is the hood sometimes being up after fixing/spawning with your vehicle, very annoying as it obstructs view and doesn't tear off at high speeds until damaged enough. Not much that can be done about it (I tried to relog and hit that repair button 3 times before spawning and got the same result with the hood)

As for the camera at the feet, speed radar and ALPR option... All great ideas and will say nothing more about it :)

[FR:SA] Suggestions / Re: [Suggestion] Add country chats In the game
« on: October 17, 2019, 10:44:25 pm »
There's a reason why English should be spoken in global.

And that reason would be...?

[FR:SA] Suggestions / Re: [Suggestion] Chat Ban System
« on: October 08, 2019, 07:28:20 pm »
Fair enough, understood...

[FR:SA] Suggestions / Re: [Suggestion] Chat Ban System
« on: October 08, 2019, 11:17:26 am »
Again, we have actual format when you make suggestions. PLEASE follow it, this is incorrect. Two, what you're saying doesn't make any sense, "Bans a player from using the chat for an (x) amount of time set by the administrator (AKA Mute)", that's what we already have right? And what do you mean "urge to ban a player?" If there's something going on we'll take an appropriate action on what occurred. We don't just go to ban right on the spot. There's going to be reason if it's going to be a mute or a ban. And I don't see how player count plays a role into this. When people get banned, the reason is shown in the chat. People who can see it know already on what not do in the server. Most veteran players often direct new players to read the help menu which is F9 which shows everything, including the rules.

The suggestion format to my understanding is as follows: What the suggestion is for, what the suggestion is, why the suggestion and anything to add. I'll admit that my first suggestion thread post was indeed sloppy (Even to my own standards) and has been completely redone. But this thread does follow the format, so I don't understand why you're telling me it doesn't. (Maybe I need to label it? Copy/Paste it perhaps? I don't know) But will label it for you I guess, otherwise please be a bit more specific.

Okay, forget the whole Chat Ban System terms, let's just call it Mute instead. And yes, it is possible you already have a Mute command for administrators that I don't know about. So if that is the case, then consider it a suggestion to upgrade it. Allow me to set an example since you don't quite seem to understand what is being said here:

AdministratorA uses the /mute command (/mute PlayerA 10 non-English in chat) on PlayerA for non-English in chat which for 10 minutes. As a result, PlayerA can't use any form of chat (Global,Local,Dispatch,Etc.) for the next 10 minutes. PlayerA relogs in attempt to get around the Mute, but because an administrator actually used the Mute command on the player, it would remember PlayerA and still won't let PlayerA use any form of chat until that 10 minutes is up.

PlayerB spams the chat because there are no administrators online, but an automated response from the server detects this player sending in too many chat lines in a very short amount of time and considers it Spam. So the system warns PlayerB, but PlayerB continues to spam, so then the system detects more spam and remembers it gave a warning and proceeds to the next step which Mutes PlayerB for 5 minutes

Okay, maybe "Urge" was the wrong word to use, meant no offense by it, but I do see how it could be viewed as such. Therefore, let's just go with the alternative term used which was "Need".

If you mute a player rather than banning a player, the player still remains on the server. That is how the player count is related to this suggestion.

Only if the player is not too busy at the time to notice someone was banned and understands English to be abl...

You know what, forget it (But I will "label" the OP for you in red letters, just so it's easier to see).
I intend to follow ALL rules of any Forum, Server or whatever...

Have a good day :)

[FR:SA] Suggestions / [Suggestion] Chat Ban System
« on: October 07, 2019, 11:12:56 pm »
Suggestion for (MTA, Forum, website):
Suggestion for the MTA-SA server:

Chat Ban System:
Bans a player from using the chat for an (x) amount of time set by the administrator (AKA Mute). I don't recommend a automated response system for detecting non-English due to it being so complex, it's better to just go manual instead. However, an automated response system for spam is certainly recommended. It should detect if a player sends out 3 chat lines in under 5 seconds -OR- sends out 2 or more multiple same text chat lines. First, warn the player about the offense, then second start muting the player from the all chats for 5 minutes, third offense could ban for the duration of their visit (It will certainly grabs the player's attention at this point). The player is not likely to continue any further offenses, but even if so, an administrator may step in and manually ban the player from the chat for an (x) amount of time

Why should this be added?:
This will help reduce the need/urge to ban players from playing the server altogether. A server with 20/50 players compared to a server with 7/50 players will seem more appealing to people. If your goal is to fill the server with as much players as possible (Thus potential donators), then every single player will count. On the other hand, if you want more of a private yet smaller server, then perhaps this suggestion isn't at all really needed. But just throwing it out there anyway!

Anything else you'd like to add?:
The same suggested system type can also be applied to stop command spamming (Such as PMs) as well. I am aware players may even just reconnect to work around the automated systems, but trust me, that'll annoy them to the point at which they will realize it'll be worth more to just follow those chat/command rules. A detection of other broken chat rules such as advertisements could always use this same system too.

[FR:SA] Suggestions / [Suggestion] Suspects Upgrade
« on: October 05, 2019, 09:10:26 pm »
A recommendation for the MTA-SA server...

Upgraded Suspect System:
Each suspect already has various charges such as warrants, illegal items, illegal weapons, WUIs, DUIs and so on. Vehicles with charges such as stolen vehicle, unpaid tickets, check for warrants and so on should put a charge on the driver too (If one exists). Passengers of these vehicle types should just stay random though. Each charge on a suspect is worth 20 EXP (15 EXP for AI) and only valid if discovered by ANY officer. Meaning if the suspect has a illegal weapon charge, but never frisked by any officer, it won't give that 20 EXP because it was never discovered. Another example is if the suspect has illegal drugs, an illegal weapon and a warrant, then the suspect charges all together are worth 60 EXP, but only rewarded if the charges are discovered. So let's say a frisk was done to discover the drugs and weapon, upon arrest would only reward the officer 40 out of a possible 60 EXP.

- The 1st officer to detain a suspect should be the one to receive discovered charges regardless of who makes the arrest. (Unless Offline)
- The possible weapons found on a suspect should be reviewed. Golf clubs, bats and pool cues make sense when found, but not flowers.
- City warrants could be transported via helicopter that earn pilots x5 EXP of the discovered charges. Or x3 EXP if taken to correct city.
- Suspects that are detained should not be able to suddenly attack, run maybe, but certainly not start attacking
- Suspects that are detained, frisked, then suddenly start an attack and spawn a weapon out of thin air, this should certainly be removed
- Innocents that are arrested by an officer should cost the player -5 EXP
- Suspects with no discovered charges arrested by an officer should cost that player -0 EXP
- While aiming at a suspect, using the "Action Button" rather than the "E" key
- If the officer fails to disarm a suspect before placing in their vehicle, then there should be a 25% chance of being harmed or even killed
- Earn +1 EXP for each frisk, name check, license check and DUI checks done by the officer (But limit to once each per PED)

One of the core elements that make up the server are certainly the suspects. Upgrading this system would greatly improve overall gameplay for every officer. It confuses players who bring in a PED driving a stolen vehicle and are rewarded nothing because that PED was innocent via the code. This will encourage players to follow procedures such as frisking rather than just throwing suspects in their vehicle and rushing for the arrest. Although red words are fairly clear when looking for illegal items/weapons, flowers for example shouldn't be considered an actual weapon as it hints a lack of effort in the creation. Helicopter pilots don't seem to have an effective way of earning EXP, but if mistaken, those suggested EXP values may need to be adjusted a bit more. Quite interesting to rarely see officers from another city in your area just as it is in real life as well. It's annoying when you've detained a suspect, yet he manages to break free and start attacking on top of that? Also annoying and again hints at lack of creativity, not to mention only angers any player. This discourages officers randomly arresting PEDs off the street. It may be possible the player knows of the charge with the suspect but failed to discover it properly (Such as seeing a weapon in hand, but not frisking the suspect) and should not lose EXP, but nor gain anything either. Some players use game controllers such as myself, but forces the use of a keyboard making things more difficult than it has to be. The same could be done with the "Sub Mission" key rather than the "X" key for responding to calls while in a vehicle. Then use the "Action Key" to respond to a call if on foot and so on and so forth. Overall just makes the game more easy to play for some. Will certainly increase officers actually frisking their suspects rather than just rushing them for a quick arrest and still be rewarded. Again, encourages officers to follow correct procedure as it rewards them for it, keeps the players busy and learn the system a little more quickly.

I'm sure I had forgotten something, will likely update the thread as time passes...

Off Topic Discussion / Re: Whoops
« on: October 05, 2019, 06:46:05 pm »
You're right...! I learn something new everyday it would seem.

Organisation is the british version of Organization  8)

Off Topic Discussion / Whoops
« on: October 05, 2019, 05:14:24 am »
Just wanted to point out a simple typo:
Organised should be Organized (Just a z instead of the s)

[FR:SA] Guides / Playing as a Law Enforcement Officer
« on: October 05, 2019, 05:12:21 am »
Welcome to your new exciting career as a law enforcement officer, let us begin with the very basics:

Basic Patrol:
- Use the /patrol command to start your basic patrol of the area this command is issued in
- Please take note the patrol area you're in is marked on the map/radar as a green zone
- Should you wander out of your patrol area, you'll automatically cancel your patrol status
- You may also press F7 to cancel your patrol status and will no longer earn EXP from it
- While on active patrol, you'll earn +1 EXP every (x) seconds which will benefit new cadets

Patrolling Your Area:
- Keep an eye out for drunk, suicidal or just in general suspicious NPCs/PEDs walking about
- Press F1 to equip your taser which replaces your hand gun (Use F1 again to switch back)
- Aim your weapon at any NPC/PED and press E to stop them, again to detain, must be close
- A blue checkpoint will appear and when you step in it, a menu will show you some options
- Take caution, some criminals will suddenly attack you without warning and often leads to death
- Some criminals may also choose to flee and start running away trying to evade your arrest

Action Panel:
- Orders: Shows the "Request Information" and "Perform Request" menus
- Request Information: Shows the "Ask for ID" option

- Ask for ID: Reveals the suspect's name to you which then you may check for any warrants
- Perform Request: Shows the "Sit", "Follow" and "Order to Flee" options
- Sit: This is useful for when you just get them off the street, but plan to deal with them later
- Follow: This is useful to move the suspect off the street to conduct more safer investigations
- Order to Flee: This is useful if you need somebody to quickly leave the area as a safety measure
- Actions: Shows the "Frisk", "Place in Vehicle" and "More" options
- Frisk: Very important to do this first to disarm your suspect, anything found in red words is illegal
- Place in Vehicle: This places the suspect in the nearest capable police vehicle if close enough to it
- More: Shows the "DUI Test", "Write Citation" and "More" options
- DUI Test: Gives the suspect a DUI test and then determines if they are actually drunk or not
- Write Citation: Writes the suspect a citation if you feel an arrest is not really needed here
- More: Shows the "Request Transport" and "Appoint for Transport" options
- Request Transport: This is useful if your vehicle can't hold suspects, it requests a transport vehicle
- Appoint for Transport: Used first if you have another suspect for arrest, then use "Request Transport"
- Release: This is used to release your suspect because nothing found was illegal in any way

Traffic Stops:
- While in a police vehicle, Press F2 to display the ALPR on screen which helps locate illegal vehicles
- Use 1, 2, 3 and 4 to toggle your sirens and also use J and K to toggle additional vehicle lights too
- Press Left Shift while behind a vehicle to pull it over using your lights and sirens if you want to
- Pressing Left Shift again while a vehicle was pulled over will result with releasing that vehicle
- Wait to see if the vehicle actually stops or decides to evade your arrest by suddenly taking off
- Press F to force everyone in the vehicle out after you've caught/trapped an evading vehicle
- Take note that just because the vehicle itself was illegal doesn't mean anyone inside are illegal too
- Press M to bring up the cursor and Right Click a empty vehicle and select Tow Vehicle to have it towed
- Any empty civilian vehicle should be towed to keep the streets clear and even give a little EXP for you

Traffic Stop Menu:
- Actions: Shows the "Ask for ID", "Ask for driver's license" and "Breathalyzer" options
- Ask for ID: Reveals the suspect's name to you which then you may check for any warrants
- Ask for driver's license: Reveals the suspect's name to you and displays if the license is Valid or Expired
- Breathalyzer: Useful if the vehicle was swaying about and you want to test the driver for a DUI offense
- Ask to Exit: Useful if the vehicle is illegal and to get the driver/passenger(s) out so the vehicle may be towed
- Release: Release the vehicle/suspect(s) and allow them to continue driving as if never pulled over

In and Out of Service:
- Press the F4 to toggle going In/Out of Service which determines if you get call outs or not
- Press X or N to Accept or Decline a call out, you will be notified by a display message and sound effect
- Press F6 to activate Backup Mode and press F6 again to disable it, don't forget to disable when complete
- Call outs are usually quite dangerous, wait for backup if its available, but always exercise extreme caution

- Press B to access a menu to call for Police, Firefighter or Medic when its needed

- Do not shoot to kill an unarmed suspect, this only results in you losing hard earned EXP
- Use your taser whenever possible, you earn more EXP when suspects are taken in alive
- Remember to request a tow for any empty vehicle you come across, don't have to wait for the tow itself
- Request a Medic (Use B) if you cross a injured NPC, even suspects. You also earn EXP doing this
- The AI (NPC) transports, tows and medics are not perfect, they may not find their way to you right away

Pages: 1 [2]