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Tosfera

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Everything posted by Tosfera

  1. Callouts are currently shared, meaning that if there are 3 players online and a callout requires 3 players; we'll try to fill all of those slots by taking at least 3 players. Making it possible for the entire FD is a hell in a technical aspect. There are so many edge cases when someone should or should not receive experience, so many ways to spiral out of control with this. Because if we invite the entire FD.. what if another call happens, another building catches fire or something burns down in the middle of the highway? You won't have the units, which is why the callouts only take a small amount of players since the release of the FD. The same goes for the PD and EMS. If we would to take the FD as a separate entity and make it so that every FD gets experience for every single fire they extinguish... what's stopping them from ignoring callouts which are too far out and just go to the nearest ones? That would still narrow down to; no one is around you, you're on your own, extinguishing fires like a lone wolf in a multiplayer game. Not starting a new fire because 1 is still active will block the entire FD from operating because they're too lazy (and I'm not accusing people of being lazy, this is what data has shown us) to get to the other side of town for just a tiny bit of experience. Which only fuels my negative thoughts about rewriting the FD callouts to; screw the limits, every firefighter can extinguish every fire and be rewarded for it, no matter where they come from or where they're supposed to be. If you want to work together on callouts, you should make sure to support your fellow firefighters and go in service at the same time; the script will do the rest.
  2. Any chance you can backport that functionality for SAPD:FR? It wouldn't be that hard to do since it's basically the same, once we got that working; we might even add in radios in a later stage when we feel like it.
  3. Adding a dog that needs to find their path to different AI including taking into account what players do? that's a seriously heavy task for the server which is far too heavy for the current AI script. It'll crash the server constantly and therefore we're denying the suggestion, for now.
  4. This requires such a massive rewrite of code for a feature which I'm not stoked about, only with enough people liking this idea; we might give it a thought about whether we actually want this or not. It redefines the entire gameplay for FD, and it might not be in a good way.
  5. @Blast3r didn't we use to have a alarm bell going off in the stations from FD when a new callout got started? Or was that in another script of us.
  6. I like the fact of having a ambience sound being played in a department, but I would also like to have a way to disable it from the settings. For example; streaming songs when your internet is terrible; makes your ping jump so high that everything goes to sh*t like a huge snowball effect. And having music that "everyone likes" is a hard one, the login songs aren't an option since that'll be too repetitive
  7. That could work, yeah. Might have to go with that idea.
  8. Without a proper reason or any explanation as to why you'd want it; no.
  9. A rather quick new update which we just had to do, a long overdue change to one of the core features of the server: callouts. We've recently shared this post with you about what we're changing and why. The update has been released today since we knew that this was way too important to not put live. Bug fixes Shaders in the county side on vehicles should now properly work (the Bone County Sherrif on the back) The scoreboard should now properly calculate how many players it can display before a scrollbar appears MVA callout has been fixed, it had several errors Going in service with F4 will now properly say whether you're FD or EMT General improvements Renamed Angel Pine to flint County Attempts have been made on syncing the in-game time Added over 80 new pre-set locations for multiple callouts (street brawl, street race, armed robbery, building fire, fire callouts) Experimental feature: we've taught the towtruck to rotate their vehicle when they spawn, so that they might find their way easier to their target. Resulting in much more reliability. If this properly works, we'll introduce it into every backup unit. New features Dispatch is now limited to departments, as explained in this post Dispatch chat is hereby split into 2 categories: Global: all the calls and notifications are gathered here, from the entire server Department Name: LSPD, FCSD, etc are the department filtered notifications to keep you focussed on what's happening in your jurisdiction Even though this changelog is rather small, it's still a huge game changer for the overal experience of the server. Let us know what you think on Discord or here on the forums. We would love to hear your response!
  10. Ahoy there Cadets, Chiefs, Firefighters and Life savers (and the rest of you in between). Today is the day where some of you have unknowingly been waiting for. We're here to explain the old and the new, the bad and the not so bad Dispatch system. Before we can tell you what we've changed, let's go over the system as how it currently works. How the current callout system works Ever drove around and got called to a random callout, IN ANOTHER CITY?! Yeah, you and me both buddy. The system currently holds 2 so called "timers", these timers are basically 2 stopwatches (one for the PD and one for the FD) that countdown from a set time to 0. Once the timer reaches 0, it'll try to initialize a new callout. Since we started growing more and more, we've made small adjustments to these times. We started out with a duration between callouts of 2 minutes and decreased that by 30 seconds per online player with a minimum time of 30 seconds. So when we had 30 players online, a callout would happen every 30 seconds. While this sounds all pretty good in theory, it's just a band aid smacked on top of the actual issue. On top of the actual issue? But what is the actual issue, you may ask. The actual issue is that the script does something extremely stupid and outdated. I'll try to take out all the technical aspects and numb it down so that we can all understand what's going on. The script basically does these steps when we need to initialize a new callout: We (try to) select an occurence of a callout based on the min and max occurrences available, the higher the occurence, the less frequent it should happen. You can see the occurence as a rarity level. Ranging from 1 until 3. The system selects a random callout where the callout occurence equal the occurence selected in the previous step. We take all the callouts as a pool, filtered on the occurence. Which, in theory, means that every callout can happen at any time. Whether this is a brawl, street race or a robbery. We got the callout, but not the available players nor a location. In order to get the available players, we group all the players which are in service and playing in a certain branch (PD or FD/ES) throughout the entire server. With our players set, we grab a random player from our pool of available players and take a location furthest away from them with a distance of somewhere between 250 and 500 GTA units (something like meters, so to say) We now have a location and a list of available players. But we've already made a huge mistake, which we'll cover after this list. Moving on to setting up the callout: we create a callout and set all the data the system needs in order to properly function. Once everything is all set up, Dispatch calls upon the lucky few that are selected and assigned to the callout. Making it all happen. Now that that's behind us; you might've spotted the issue already. In step 4 we made a major mistake; we select a random player from a pool of available players, no matter where they are in the game! Meaning that when there are 30 players in Los Santos and 1 player in San Fierro; the chances of a call out happening in San Fierro is 1 on 31 while the other way around means a chance of 30 in 31. That's 3% vs 96%, which is extremely unfair and makes the rest of the game feel extremely dead and like a ghost town. In some cases, you even got invited to a callout in a whole other city, that's basically because the system needs to fill out certain slots for a callout and not taking anything else in account. You're available? You're being assigned. This has proven to be an extremely disfunctional way since most players want to play in the city where it all happens; Los Santos. The new system which we'll all love That's a bold statement, and I mean it. Our testing session have gone from 10 minutes to somewhere between 4 to 6 hours because we're having so much fun with it. We've thrown out the entire dispatch callout system, yes. We've actually done it. We threw away everything about it and started with a fresh look on things. The first thing that came to mind was; how are players actually distributed throughout the server? Well, they're packed together because the callouts happen in 1 place. But what if it doesn't? What if they want to chill out, lay back and enjoy some of the county side. Well, they got in their car and drove to the location where it all happens, and we've said it before; it used to be Los Santos. The second thing that came to our mind was; why are we only starting callouts every 2 minutes for only a handful of cops or firefights or medics? That doesn't sound very fair. A few cops get all the fun while the rest just sits on their comfy chairs eating donuts. This obviously had to change. This all came down to a major new system which includes; 1. More frequent callouts We've changed up the 2 major timers (as written in the old system) to 18 (eighteen!!!!) different timers. 18 you may ask? We got 3 types of players to keep busy, which are; Police, Firefighters and Medics. There are 6 departments/stations for each player which comes down to 6 times 3 equals 18. Having a dispatch system for each department changed up a lot, having the same dispatch handle all the 3 types of players was a world of difference. Every 2 minutes (minus 30 seconds for every 10 players online inside that branch and department) a new call out will occur. 2. Department bound duties You select a department while spawning which means you should patrol your own jurisdiction. We've seen a lot of players move around into different cities because there's where the fun is, or where the big XP drops are, where their friends are or they just want to achieve Sheriff in a department but not actually play in that area. Well that time is over. you only get invited for callouts anywhere inside the department (Flint County only gets callouts in Flint County, nothing outside the borders of their jurisdiction) which means; we don't take a random player and get a location 250-500 meters further away from them to start a callout. We take a random location inside the jurisdiction and make it all happen right there and then. This means that if there are no players in their own jurisdiction, there will be no callouts happening. You'll miss the chance at being invited for that callout and possibly even miss out on gaining experience. The timer is not going to rush to another time to still give you a chance, once you've blew it; it's done. Timer goes back to 2 minutes (max, subject to change). 3. Exp reductions / gains Patrolling in another city will no longer yield any type of experience, which does come with a few side rules; Doing anything inside your own jurisdiction will grant you 100% experience Any EXP rewarding (not penalty, they're still painful) activity in an adjoined jurisdiction will grant you 30% experience to discourage players to play in adjoined jurisdiction but not steal their pursuits and such. Anything outside adjoined jurisdctions will grant 0% experience. You've selected a department, so play inside that department. No excuses. 4. New way of handling callouts means more locations As a few callouts were made with set positions (building fires, street races, street brawls, etc), we've added up to 42 new locations for these callouts to happen, and are still adding new ones every single day. We're aiming for at least 100 new locations for these callouts combined. But what does this all mean?! What does it mean?!!! Well it means that you can safely get in your car, grab a donut and a nice hot coffee in the department of your choice and throw it out of the window because the streets became much more alive, the streets need you. Callouts are flying through your chat and dispatch is in constant chaos because nothing is what it seems like! Everything happens at a faster pace and everything happens at once. Los Santos is no longer the place to (constantly) be for action, every department is active as long as there are players. These changes are coming live in v1.3.1 and will be one of the major parts of the update. We'll be testing this (playing it a lot, because buddy... this is fun!) constantly to make sure it's ready to go live. The change is a drastic one and changes the entire gameplay enormously. That's it for now, my hands need a rest and you all need to rest your eyes. Let us know what you think of the concept which we're currently making either on Discord on as a reply on this post.
  11. This is a RP thing, we won't be adding this in. If a player isn't near the area, there won't be any ped driving there and it'll never trigger. It's a feature that'll never properly work due to MTA's way of syncing peds and the map.
  12. This could bring a whole new experience to the game, emerge oneself into the stories. Making it an actual organisation from it would be cool (something like SAHP, but for detectives). But making these scripts would take months and are probably not high on the list of updates. Mainly because, as I said earlier, it'll take months to get up and running. It'll take a major overhaul just like the medic system used to take. A thing that bothers me though; I don't know how are players going to use (and abuse) this, how are we going to reward players for it? Is it a thing like medics, every action grants some exp? how are we going to make sure an NPC is part of the call out, what limits a NPC to the callout? did we lock them in there, were they bystanders? cousins? on the phone? actually working in the store? A lot to discuss for this topic, I got countless of ideas but this could be something that the players actually put together so that we actually make something the player wants. Just a random list of suggestions which this would fit perfectly; fingerprints medical assistance for shoot outs mental assistance for robberies shutting down stores after something happens call outs shouldn't overlap in locations (store can't be robbed when it's a crime scene) only a single player or a partnered player can take a single callout cops should be able to trigger callouts for these detectives, how? cops get called for a shoot out, they catch the bad guy and call in the detectives to handle the scene.
  13. Duplicate of; In short; the AI can't handle the current interaction, we're working on AI changes which are scheduled to come somewhere between v1.3.0 and v1.4.0. After that, we can start looking at these suggestions.
  14. The issue is hereby resolved. There was a minor bug from a late night update which caused this. Thank you for reporting it.
  15. half exp wouldn't resolve the issue; putting a detained ped into a vehicle, taking it out, putting it back in, taking it out, repeat, repeat, repeat; it's a simply option to exploit. But by "claiming" a patient, it's really easy to steal arrests and punish the non-rulebreakers. As an example; player A gets a callout player A handles the callout player B rushes to the callout location player B claims the ped and gets the exp, rushing off again player A gets no reward for doing all the hard work. Getting punished for not rushing an arrest.
  16. I like the idea, the implementation of it does require a bit of a deeper dive since we got a few events bound to clicking on a player already. I would much rather have a "quick tools" ui that can be configured by the player. Something like the backup (B) menu but a few more options where the player can assign certain things. Think about animations, calling backup, switching service or even entire chat messages like /me messages. To not bind it to a certain key.
  17. This can be abused quite easily and could reward the wrong person the experience for an arrest. In order to get this properly working, we need to make an option to select the vehicle you want to put your suspect in. We also need to somehow assign a detained ped to a player but still prevent arrests being stolen. I'm not saying we're denying this suggestion, but the idea should be thought out a lot further. If you have an idea for that; please let us know.
  18. We should think this idea through, because what if a shoot-out happens in one of these buildings, the peds should react to it. Players that are currently using the vendor, should be halted from using the vendor. It's a good idea, I'll finally be able to order two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda. This'll probably be a update for later on since v1.3.0 until v1.3.3 are already entirely planned ahead.
  19. Should be fixed in v1.3.0, since we got unlockables in the spawn UI now.
  20. We've added visual cuffing to the server in v1.3.0. Leaving the suggestions open for future updates.
  21. Respawning in 1.3.0 will always remove the stretcher, but clicking ambulance the minute the ped dies is a fix I'll be making. edit: fixed.
  22. It's been a while since we've released an update for which we apologise, we've been hard at work trying to get our heads straight and back into the game. Covid changed a lot of things and we had to find a way to continue working without burning ourself out. In today's changelogs* we'll go over almost everything that's included in this update, which is somewhat of a bigger one. Bug fixes Fixed a typo from pricint to precinct Fixed a typo from jurdisiction to jurisdiction fixed a few issues in shaders and settings not properly being updated and processed fixed suspect blips not always being deleted fixed calling backup through dispatch while you were dead fixed spike strips spawned with left-alt bugging out Players now get removed from callouts when they go /afk Players now get removed from callouts when they respawn Fixed mod_* sound files not working for weapons Removed the mod_releases and els command tip, they were both obsolete and no longer valid Server information now has the correct and updated forum link Fixed an issue where players would lose money and end up having negative values blocked vendors while you're in a vehicle greatly improved the traffic stop markers stability - they might not always appear but it's a lot less frequent to bug out than before. detain markers can no longer be used by players who did not detain the ped medics and transporters should no longer steal your suspects and/or patients corrected the price of Pay and Spray to $15 instead of $35 Pay and Spray locations will now only charge the driver instead of every occupant reduced server crashes blocked the ability to pull a backup unit out of their vehicle fixed ALPR labels being blurry and unreadable players are no longer kicked after updating their password with the command removed 2 broken radio links several bugs ironed out in Dispatch to decrease the possibility of not being able to accept a callout blocked ALPR for the PD bicycle and caddy vehicle sirens are re-applied upon spawning, fixing the caddy having sirens in the first place dead peds and players can no longer be tased respawning while pushing a stretcher will now properly remove the stretcher you can no longer create a stretcher for a dead ped General improvements We've upgraded a bunch of deprecated functions in our codebase to the new ones provided by MTA, increasing stability. The default sirens have been replaced with different ones which are less aggressive to your ears (you're welcome). A bunch of refactoring/rewriting of scripts which were poorly written and/or not optimised at all. Discontinued the default built in MTA accounts Disabled all the translations for the server in order to properly make the server fully translated in a new system Renamed Probationary Firefighter to Probationary. Not only does this resolve UI issues, it's also a lot more fitting since it's a mix of ES and FD. Vehicle handling improvements for the following vehicles: Merit: improved turning, it has more grip now slightly decrease acceleration slightly decreased braking force Sadbulance improved turning, turning the vehicle should make it less likely to lose control slightly adjusted suspension to make the vehicle less "jumpy" Firetruck turned it into a F1 race car (increased top speed) being banned for spamming by the system is now a 72 hour ban rather than permanent added 3 new animations: /traffic (away, come, come2, left, stop) /instruct (away, come, come2, left, stop) /idle calling a NPC transport unit will now grant players $5 for each valid arrest Vendors are now frozen and can't be killed anymore (nor can you detain them, we know you tried...) you can no longer see the blips/icons on the map of different branches, PD only sees PD icons while FD only sees the ones they need detaining peds can now be done by clicking on them - you no longer have to point a gun at their faces constantly anymore. you still can, of course. peds will turn while you're cuffing or frisking them, you will no longer be teleported behind them. This should fix players getting stuck in vehicles/buildings/objects. players are now properly cuffed. Read more about that in cuffing peds ability to remove your last placed roadblock with the command /dellrb (it has a double L) removed "PDWarning" and "FDWarning" sounds from SAPDFRMods since they were obsolete, no more confusion with which files are used and which are not. removed a police officer's head as a possible frisk find removed the interior for the County General Hospital since it was basically an empty building added a new command to open or close your vehicle doors (/doors open or /doors close, alias; /vehicledoors and /closedoors to always close them) option to disable motion blur in /settings added a /playtime command to see the total duration you've been playing the current save (counting starts at the release of v1.3.0) New features Our registration process is a lot more streamlined new login and spawn UI design + logic written in CEF instead of the default dxRender functions provided by MTA (this does increase load time but accessibility is widely improved) Ability for admins to change your display name rather than your login name. You can login using your email or username, your display name is now a different thing. More about that can be found under Display names in this post. added a total playtime to departments, you can now track the time you've been playing in a certain department which starts ticking from the moment the update goes live (no backwards compatibility) We've increased the amount of accounts per serial to a maximum of 3 instead of 1. Display names In order to meet the requests (and demands) from players, we've made changing usernames a piece of cake. It's really easy and totally safe to update display names now. But what are display names? Display names are the names above a player their head, this name was always the username of the player. Due to security reasons and technical limitations we were unable to change these on the fly, it required at least 5 different steps in order to change the names if they were breaking our ToS. The new system allows us to easily change them and implement systems later on for players to change their names on their own. This is a function that is still under development for now but it will come, eventually. Cuffing peds Rather than showing an icon above the head from a ped, you can now visually see their hands behind their backs. We're still finetuning this feature and are really curious to what the performance is going to be like with multiple peds active. For now, we're closely monitoring the feature and would love to hear your feedback on it. Not every ped properly hold their hands behind their backs but we're fixing these offsets soon.
  23. You didn't use the format, besides that; adding aircrafts is a big no go since our AI can't handle them nor do we trust players with them.
  24. Update v1.3.0 will have the ability to click on a ped to detain them, just like how medics claim their patients. Making this suggestion somewhat obsolete for now.
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