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[Suggestion] "E" menu makes the NPC turn to your direction


Hermann

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Suggestion for (MTA, Forum, website): MTA

 

Suggestion: When you aim at an NPC and press "E" it shows up the blue blip to interact with them. My suggestion is making the NPC turn to your direction and the blip shows up in front of the npc as usual.

 

Why should this be added?: For exemple: in a traffic stop when you cuff the driver you go behind him and are placed over his car. Some cases the NPC is near a corner and there is a construction making the blip is inacessible. That suggestion would also fix the menu in a hill, if you aim and press "E" you can do it being lower than him in the hill making the blip work (if not, the blip shows under the asphalt). 

 

Anything else you'd like to add?: If there is a way: make the blip auto-corrects itself to make it shows in the street level where it is spawned.

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Wouldn't this be weird if you just came out of a shoot-out (or if you're in the middle of it) and the suspect is still armed and dangerous? Don't you want to turn them around while cuffing them in the first place? Cuffing them from the front is quite.. weird. 

We can still turn the ped when you're cuffing them though, that wouldn't be an issue. but making them turn around when you want to detain them would throw their escape route off the scale as well. If we're going to implement this, it'll take a hell of a lot edge cases to consider.

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I believe the main issue that I have in mind is the spawn position of the blip in the interaction, being always in front of the npc and sometimes he isn't looking to a ideal place. The car example is because when you ask a npc to leave, it will leave and then the blue blip shows up on his side, not on his front, that's why when cuffing you are teleported above the car.

 

I 100% agree in keeping the cuffing as it is, from behind the npc. Either the way it is making you go behind him or making them turn around. My point really is the spawn point of the blip when you press E, now it is linked to the npc facing forward position, would work great if as you interact (within the radius) before the blip shows up, the npcs looks at you.

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