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Blast3r

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Everything posted by Blast3r

  1. Update November 18 2021: Added animated profile picture on forums for Bronze+ donator
  2. Just a minor update aimed at event system improvements & bug fixes Bug Fixes Fixed cops dying on BUSTED during respawn if they were in the water Fixed cops being able to freeze other players by pressing shift in BUSTED event Fixed /spawn not being properly blocked for in-event players General Improvements Improved the script logic behind cop respawns in BUSTED If all cops die during a round in BUSTED they'll respawn to the closest spawn locations based on crook's current position Crook's vehicle will now always spawn as red to make it easier to distinguish them while in a crowd of AI vehicles F11 names will now only show event players if you're inside the event and will not show them to players outside of the event Added ability for event organisers to switch event's location without having to end the event Added ability for event organisers to pass the organiser position to another Administrator+ in case they want to leave but keep the event running Once event is ended it'll show for how long the event ran in chatbox Added a chatbox notification for spawning players if there's an event active so they're aware they can join /setcrook and /setrandomcrook now support both vehicle model name and vehicle ID rather than just the IDs Added 2 new locations for the BUSTED event (Las Venturas & Fort Carson) Cops in BUSTED event will now have their weapons removed to prevent weapon usage after they fall off their bike
  3. Bug Fixes Fixed radio staying on if vehicle has been destroyed while the player was inside Fixed stretcher staying on the vehicle after respawning / switching departments Fixed prison break & jail break callouts never occuring AI cyclist will no longer have indicators installed, we've explained how it's logically impossible to them Fixed /engine and /lights command being accessible from passenger seats Fixed helpers losing their chat tag if they're a donator General Improvements Completely improved ELS code logic, as of now you will no longer be able to activate ELS while not inside of the vehicle. In addition to that you can activate ELS in any cop vehicle you're actually driving rather than only your own vehicle. ELS UI is now closed when you exit the vehicle and can no longer be activated while outside of it ELS settings are now per-vehicle based rather than per-player based. Meaning that if you were to enter another police vehicle that had different pattern usage the pattern will switch to it. Added new parked vehicles to Bone County (big thanks to ThatOneIowan for the co-ordinates!) /cv (Moderator+ command) will now set custom handling stats for vehicles that actually have them Added city name display next to callouts so it's easier for players to keep track of where they're at Moved ped detain marker to the front rather than the back to prevent the markers being created behind a wall AI requests (prisoner transport, ambulance transport) will now spawn with a random vehicle type rather than just 1 model (example: sadbulance or burrito instead of ambulance, etc.) Added a new map to the All Saints General Hospital (thanks to WolfSchultz for the map!) Updated the code logic behind AI generation, should hopefully help with server crashes & bring some minor performance improvements Event System (BETA) Added a new event system that'll allow Administrator+ to start an event seamlessly which should lead to more frequent events being organised The system has been made to support multiple events, however, at the moment it only features the BUSTED gamemode which is the most popular one The script itself handles all of the spawning logic as well as setting the crook for the BUSTED event, in addition to that crook's time is counted by the server once they're busted and displayed to everyone inside the event Additionally the system is easy to update with new events and they'll be added in the future updates And many other features related to making this system work!
  4. That's actually a good idea, variation added in 1.2.8. Thanks for the suggestion.
  5. Just tested this, you're right. It actually is indeed a lot better when the marker is in front, makes me wonder why PBG put it into the back in the first place. Added in 1.2.8, thanks for the suggestion.
  6. Added city names next to callout locations in 1.2.8, thanks for the suggestion.
  7. [align=center]width=450http://sapdfr.org/sapdfr/websitev3/public/images/media/sapdfr-logo-dark-update.png[/img][/align] Just a minor update this time as the main reason to it is the removal of the Halloween event scripts. General Improvements Added a message when player spawns noting which location is the current Area of Play since a lot of players don't seem to notice the actual icon in the spawn menu Updated Police LV's handling, more grip and slightly slower acceleration Completely reworked unmarked LV's handling (glenshit), it actually behaves like a car now Added 2 new Hospital points, one in San Fierro and one in Las Venturas, special thanks to Nick for the maps Updated the way Weapon damage is handled, script is now a lot cleaner and damage values have been altered. May need further changes later on based on feedback Started fundamental work on gamemode restructure, this will occur over the course of next updates and will result in lots of code optimizations as well as huge improvement in actual script restarts (won't lag out the players) once it's fully complete Halloween Spooky times are now over, removed all Halloween related scripts including the login songs change
  8. 2 new hospital locations added in SF and LV, this'll go live once 1.2.7 is released. Big thanks for the map files!
  9. [align=center]width=450http://sapdfr.org/sapdfr/websitev3/public/images/media/sapdfr-logo-dark-update.png[/img][/align] Bug Fixes Fixed issues with money not being saved properly Fixed an issue in /partner command where player was able to use a number higher than 2 to keep both their vehicles spawned in General Improvements Added /seefar command which lets you adjust your game's view distance (highly recommended command for users with modern day computers!) Added /gtplace command for Moderator+ which teleports them to a specified location (ex: Los Santos, San Fierro, Las Venturas) Added 13 new towing points Updated login screen, camera locations are now randomized as well as added new songs with the ability to shuffle through them Vendors can now be locked to a specific branche (PD, FD) Updated spraycan's effect color Updated default vehicle mods for LSPD, SFPD, LVPD & Ranger to reduce their polies (in average they were reduced from 12k to 6k, courtesy of ThatOneIowan) SAPDFRMods now checks if a player has TXDHack installed, if not it'll add the default (Nick's) one to their game to prevent white textures on lightbars Added ability for FD members to use the roadblock system to place cones Bound cruise control by default to "C" button Improved entrance passage to Market station by removing the light pole in front of it as well as 2 parked vehicles, FBI Rancher should be able to get inside now Added abiltiy to auto run a ped's name after checking their ID by pressing "Z" Removed bottom text from the UI as it's outdated and has been replaced by the recet UI updates Added a radar blip for your partner Added 5 new alias commands to /delrb (/delrbs, /deleterbs, /delroadblocks, /deleteroadblocks, /removerbs, /removeroadblocks) Added /support command as an alias to F9 menu New Features Added Area of Play - Every week the script will set a different location as the active Area of Play, for example San Fierro. While playing in the specified AoP department and doing your assignments inside it's location you'll receive a 25% exp bonus (+ donator bonus if any). We hope that this will shift focus away from Los Santos and encourage players to try other areas, big shoutout to Master After for this outstanding suggestion! Added ability to abseil from your helipcopter with a rope, while inside a passenger seat and in air simply use the /abseil command to drop yourself down onto the ground. Added ability to mod weapon sounds - .wav and .mp3 file formats are supported, to mod your weapon simply drop a weapon sound inside the "sounds" folder in SAPDFRMods that'll be named the same as the weapon you wish to mod (example: m4.wav, deagle.mp3) Halloween Halloween event is now live! Replaced login songs with Halloween themed music Updated SAPD:FR's logo to a Halloween theme Added bag of candies which will be occassionally spawned somewhere on the map, collecting them first will grant you exp and money rewards! Changed time of day to night time Changed weather to foggy to fit the theme
  10. As of 1.2.6 partner players will have blue colored radar blips, thanks for the suggestion.
  11. I'm personally fine with those as long as either you or Wolfschultz are willing to map them and send the maps to me, I'll handle the rest of the scripts.
  12. As of update 1.2.6 players will be able to press "Z" to auto run the last person's name they checked, they'll also be notified of the ability to do so through the notification UI. Thanks for the suggestion.
  13. Honestly I've never used FBI Rancher in there and therefore wasn't even aware of how hard it is to get inside with it. You're completely right, it's near impossible to enter with FBI Rancher cause of those 2 parked vehicles. They've been removed alongside the lamppost and this change will be live once update 1.2.6 update is out, thanks for the suggestion.
  14. It's bound by default to C as of update 1.2.6, thanks for the suggestion.
  15. Added ability to add multiple branches into the roadblock scripts with each having their own set of roadblock objects. So far I've only added the cones for FD but if you believe more should be added it can be easily done. This will be live with the 1.2.6 update, thanks for the suggestion.
  16. /bind key indicator left /bind key indicator right ^ if those don't work then /bind key indicator_left /bind key indicator_right not sure if MTA will recognize the spacing in bindKey without the _
  17. Callouts are based on player's closest location though, obviously it picks either the players from Fort Carson or you're usually in Fort Carson yourself.
  18. [align=center]width=450http://sapdfr.org/sapdfr/websitev3/public/images/media/sapdfr-logo-dark-update.png[/img][/align] Just a minor update with much needed bug fixes, we're still focused on our AGRP project which is why the updates are a little bit slow now. Bug Fixes Fixed indicators script not restarting properly once SAPDFR itself restarts (this was the cause of major FPS drops) Added a potential fix for the money UI update issue Fixed Christmas' vendor labels still being visible Fixed labels for vendors, arrest points & towing points not properly being re-created after SAPDFR refresh General Improvements /(spec)tate now properly returns the Administrator to their old position Added /anims command which lists all available animations Player's roadblocks are now automatically deleted once they quit the server Some minor micro-optimizations to the client-sided code Fixed dead radio links, also changed some radios that are no longer available to new ones
  19. Added in 1.2.5 (/animlist, /anims, /animations), thanks for the suggestion.
  20. I did add the script for this a while ago and when I asked the staff team about it the majority disagreed. I believe that the major decrease to the damage that ped's vehicle takes in the latest update is more than enough therefore I'll move this to denied suggestions.
  21. Try the 2nd method, via SAPDFROnline mods, it's a lot easier to do and should work instantly.
  22. [align=center]width=450http://sapdfr.org/sapdfr/websitev3/public/images/media/sapdfr-logo-dark-update.png[/img][/align] Bug Fixes Fixed central chat recoloring partnered unit's chat to dark blue Fixed /spawn command leaving the players in the vehicle which was potentially teleport abusable Added a potential fix for the /cc (cruise control) getting cancelled randomly Fixed towtruck anti spam system not working at all Fixed /freeze command not working if the target player is in a vehicle General Improvements Added /delrbs command which deletes all of the roadblocks you've placed Added new "small spikestrip" roadblock, rewrote the spikestrip code to resolve potential issues Removed "MISC" from the ELS panel and replaced it with "SIREN" which displays your current siren state Added 6 new radio stations & made some minor adjustments to the code Roadblock item now gets deleted once a player enters a vehicle Roadblock's distance now transfers to the next roadblock object if you place it with ALT (multiple roadblock placement) Added a tip message for dead players to use /spawn or wait for a medic to revive them Blocked all Pay 'n' Spray locations from roadblock usage to prevent players blocking their exists Security Guard peds from "Security Guards requires Assistance" callout are now automatically deleted after approximately 4 minutes Updated radar gun's inventory image, it now actually resmebles a proper radar gun Removed speed radar's "shooting sound" and completely disabled the ability to shoot with it Added "expired tags" possibility to ALPR checks Improved glenshit's (Unmarked LVPD) handling, improved suspension's behaviour so it is now a lot less likely to flip it Improved HPV1000's handling, it's brakes and turning have been greatly improved to reduce risk of players kissing the walls Improved Glendale's handling in pursuits, it should no longer flip itself while turning Changed /me command's coloring as well as made it local instead of global to give the players ability to roleplay if they wish to do so without disturbing everyone in the server Pursuit vehicles now take a lot more hits before they actually blow up Added /deletevehicle (/dv) command for Moderator+ which deletes the temporary vehicle they're sitting in New Features Added indicators. You can press , and . to activate them, in addition to that you'll also be able to see peds using the indicators as well Added new callout: "Vehicle Stuck in Roadway" Added ability to cuff peds, once they're cuffed they can no longer pull out their weapon and / or attack you, they can still, however, attempt to run away from you HUD UI Redesign Completely re-designed the UI, most of it has been transfered to CEF now to give better perfomance as well as give us sleeker design abilities. New design is completely minimilastic compared to the old design and should no longer take most of your screen, all of the unneccessary information has been removed and only the most important parts have been left in "Active Callout" is now colored in three different colors, blue - Code 1 response, orange - Code 2 response, red - Code 3 response Updated Central Chat's font UI, long texsts should now automatically and properly split up without taking the entire screen on lower resolutions
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