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Everything posted by Tosfera
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How would you do that when they're crawled up, or stuck in a vehicle for example? If they're flat on their belly; it wouldn't be that hard. But with the different animations, clicking on someone's lungs is going to be really precise. We could use the new radial menu and add all these options in, of course.
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What started out with high hopes and lots of "great" ideas, took an unexpected detour into the world of...well, let's just say our medic system needs a bit of CPR. We've heard your pleas, shed a tear or two ourselves about the current state, and now, it's time for a (long overdue) major overhaul. In a (not so) dramatic twist, we're tossing out the entire medic branch – every line of code, every brainstormed idea – consider it history. Fear not, though, your precious data is safe; we're not hitting the reset button on your hard-earned progress (unless you want us to). Instead of crafting a medic utopia in our developer den, we're turning the spotlight on you, the players, to brainstorm the revival of our medical universe. Since this is a whole new thing for us, things might get rocky. From players performing life-saving CPR on their comrades to chauffeuring injured pedestrians to the hospital, the canvas is yours to paint. Fancy dabbling in on-scene trauma interventions? Or perhaps dreaming up a trauma helicopter soaring through the digital skies (this does not mean crashing them into buildings, that's expensive!)? Even envisioning collaborative calls with the PD or FD – we're willing to pull all the plugs and go all out (up to a certain point, at least). Something to keep in mind: every new feature needs a dash of experience sprinkled on it. Currently, the system throws a bit of XP your way for routine medic tasks – heart rates, blood pressure checks, you name it. Since all these things are history, and your ideas are still a mystery for us; please let us know what should grant experience in your groundbreaking ideas! These are just suggestions, if we think that an actions requires no experience or a lot more experience, we'll balance it out. What are we doing?! ? Since the entire medical branch is incorporated with the FD, we would like to press the fact that this entire rewrite is just for the medical side of things. Only those who save lives by being a (somewhat) doctor will be effected. The guys that fight fires all day long, will get their time to shine in another update. Timeframe ? We've just dropped v1.3.3 and we got a few more updates planned out (ai changes, new partner system, bugfixes, etc) and we've planned the medic system for the month of April. Which means that at the end of April, we want to have some sort of reworked system for medics ready. Whether or not we'll make it depends on the valuable feedback we're getting from you, the player. If we do need more time - we'll let you know in a timely matter. Playtest Sessions! ? Since this is a big overhaul, we're rolling out the red carpet for a select group of eager players who are as thrilled as we are to dive into the realm of lifesaving simulations. Imagine being at the forefront of shaping the future of our digital EMS world! This'll be done with an exclusive first look through hands-on playtesting which should grant us real-time feedback. Every developer will be present at the playtesting sessions to figure out what's going on and where we need to move the script to. Securing your spot is easy: simply express your interest in joining this elite squad of playtesters by letting us know in your comment below or shooting us a direct message on the forums. We're looking for players who are passionate about the EMS world and ready to embark on this crazy ride with us. Let's get drawing! ? The drawing board has been cleared, the pencils laid out - it's your time to shine. Let us know in a comment down below what you would like to see, discuss ideas with fellow minded players and lets lift the system to new heights.
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Interact With Stopped Vehicles Using Mouse
Tosfera replied to Zebronel's topic in Accepted Suggestions
In update v1.3.3, you can interact with vehicles by clicking on them. This includes every passenger that's in the vehicle. This'll also make it possible to handle just 1 passenger at a time, rather than kicking everyone out at the same time. Having them move back to the vehicle or switch seats, has not been implemented (yet). Can you make that suggestion as a separate suggestion please? -
Pac-Man! The roles are reversed for 30 seconds. 1. The crook gets rotated 180 degrees so it'll face the cops. 2. Every vehicle gets repaired to a full 100% 3. If the crook hits a cop with his vehicle, or a cop hits the crook (damage is done); the cop gets killed and it's vehicle removed (don't blow it up, it'll damage the crook) That way, the crook hunts the cops. Could be longer than 30 seconds if that makes it more fun.
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10 years of absolute chaos, a lot of laughter and unforgettable moments (and bugs, don't forget bugs). Happy to have come this far! ?
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Invincible is something else than invisible. Invincible means that no one can kill the ped, while invisible means.. well.. unable to see the ped entirely. Making them invincible, so.. unable to be killed, would make it so that no one can kill your arrested suspects.
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Did you update your MTA, any settings changed? We're using CEF (a chromium browser) for the UI, changing anything in the settings of that might break things. Including if you've updated windows.
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I just really enjoyed working on it, the codebase was a gem that was kept being polished and polished by me. I kept believing that we could make it, a lot of people were excited for it. We just never really got there in the end. I've been a developer IRL even during the AGRP days, I've been in the sector for most of the time. And nah, we don't know each other IRL. We're close to 1600km apart from each other ? Waking up at 7 am, working until close to 11pm, 11:30pm. something like that, yeah.
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I actually dig the idea of making a cuffed pedestrian invincible for anyone else as long as the cop that cuffed the pedestrian is nearby (50 meters or so). What do you think? @Blast3r
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This system is already in place, it's just not a 50% because that would be unrealistic. There's a 10% chance an innocent civilian will flee, which also has a 50% chance to turn into a pursuit instantly. The 10% will be neglected when the civilian has a reason to run (armed, unpaid tickets, warrants, etc).
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Is it a callout generated by the system, or a request from a player through the system? If it's from a player, it's possible that the player marked an incorrect vehicle which had to be towed.
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Using Others Cities Police Cars While Patrolling in Another One
Tosfera replied to giovax020's topic in [FR:SA] Discussion
No, vehicles are locked to their own jurisdiction. -
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Additionally, following the recent overhaul of department-specific callouts and dispatch, the partner system has experienced significant setbacks. It is remarkable that it continues to function effectively.
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Adjoint call outs based on jurisdiction is a no go. We had that before and everyone hated it, we received more complaints than actual positive feedback. Stores are quite okay, just need to make sure that when a fire breaks out or a robbery takes place that these stores close down for business of course.
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Interact With Stopped Vehicles Using Mouse
Tosfera replied to Zebronel's topic in Accepted Suggestions
This does sound like something we could do, but a lot of the items in the interaction menu has to change and new ones have to be added of course. Which makes it a bit more complicated but not too complicated. -
[Bug Report] Actually need help
Tosfera replied to Michale Freeburg's topic in Submitted Bug Reports
Email validation is done through a "regex" which means that a piece of magic is trying to look for certain elements in your email address. Can you DM me your email address so I can validate the regex against your email address? Maybe something is wrong in it, or it's already being used. -
Current workaround is to replace the weapon sounds through our SAPDFRMods resource, suggestion is hereby accepted as a bugfix rather than a new thing. Thanks for report/suggesting it!
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[Suggestion] Add a callout where firefighters have to cut a tree
Tosfera replied to TomAB's topic in [FR:SA] Suggestions
We've been talking about the trees already, which is funny; I think it's extremely easy to implement but only requires a single FD unit. Which would make the callout a little bit boring. If you have any other ideas on how to make it more fun; please let me know. About the chainsaw; it's currently also being used to cut open doors and remove stuck civilians inside. ? -
[Suggestion] Add firefighters to the MVA callout again
Tosfera replied to TomAB's topic in [FR:SA] Suggestions
Since we moved to department specific dispatch, there is no longer a FD unit being requested in MVA callouts. In fact; the entire joint callouts are over. We're still looking into a way to get these back into the game. -
[Suggestion] Add one police officer to each fire and MVA callout
Tosfera replied to TomAB's topic in [FR:SA] Suggestions
We're looking into joint callouts but have not yet managed to find a nice way to incorporate them. This is actually a thing we really want as well. -
[ Suggestion ] Add voice commands like /animations
Tosfera replied to Electrifying's topic in [FR:SA] Suggestions
This would increase the overal experience but we shouldn't forget that some people just want to chill, so; this option should be an option in the settings menu to turn on and off. Modding the sounds would be another great feature as well. To prevent abuse, we need to make sure that a player doesn't send a new message within a given time limit and always cancel their previous sound when they send a new one. I like it, I'm just not sure whether people want it or if we're going to add it in. It should be discussed with the team first and see how many are interested.