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Los Santos Roleplay

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  1. Character Name & Lore Transfer Policy To encourage continuity and creative freedom across our community platforms, we have established the following guidelines regarding character names and lore transfers between SAMP and RAGE environments: Naming Continuity: Players are welcome to carry over their character names from the SAMP universe into the RAGE universe. "Clean Slate" Requirement: While the name may remain the same, the character’s history does not. If you choose to utilize a SAMP character name on a RAGE server, you must treat the character as a new entity. You are strictly prohibited from retaining or utilizing memories, previous relationships, or past storylines from the SAMP universe within the RAGE environment. This ensures a fair playing field and prevents "metagaming" or lore inconsistencies that could disrupt the immersion of other players. The intent of this rule is to allow you to keep your "identity" while ensuring that all roleplay interactions on the RAGE platform start from a fresh, unbiased perspective. We encourage players to use this opportunity to create new and unique storylines in the RAGE universe without the use of SAMP names/characters, however this is not something we will enforce a limit or restriction on.
  2. Los Santos, San Andreas, is a city based on Los Angeles, California. As a result of this, and LS-RP's stance on heavy-roleplay, Los Santos, San Andreas will act as a replacement for Los Angeles, California and part of its surrounding area. San Andreas will therefore replace California as the United States' 31st and second largest state. Encircled by states like Oregon to the north, Nevada and Arizona to the east, and Mexico's Baja California to the south, its coastline on the Pacific Ocean on the west acts as "the 5 borders of San Andreas." For a more immersive experience and in the interest of server continuity, we are only roleplaying on-map locations as replacements for real life locations, therefore San Francisco, Las Vegas, Miami, and New York all remain the same. In addition to this, factions and players may use real events, history and backgrounds to construct both individual and faction background stories up until the cut-off point of 2019, granted that it doesn't coincide with key parts of our own server lore including key figures such as members of the government, police department, fire department and known criminals who also replace their real-life equivalents. This will apply for immersive purposes only to things like the weather, news (country-wide) and information to create a realistic character or faction background. In a nutshell, faction and character backgrounds may contain real-life history up until 2019 then everything after that must become fictitious. Despite having a SoSan (SoCal) dominant stance on SA:MP, we have decided to step into GTA V with a more neutral stance on the subject to create even more opportunities for the players. Under this circumstance, we will be tailoring our map around different parts of California. Paleto Bay and Grapeseed will replicate specific areas and the cultures inspired by Northern California or as referenced, NorCal. Players who roleplay from here may take inspiration from areas like Bakersfield and Fresno where north/south lines converge. Both coasts have dissimilar cultures and this should be taken into consideration when roleplaying in or around either one. The driving distance between LS and these areas will be anywhere between 1.5-3 hours depending on time of day and traffic, so roleplay in accordance to this estimate. Law enforcement agents who receive calls or backup requests may bypass this rule. For this reason, the designated area will serve as LSRP's northern San Andreas aka NorSan. There would be no real distinction between the two if we were to remain entirely based on Southern California so instead, we created this compromise. To summarize: Los Santos, SA replaces Los Angeles, CA San Andreas, USA replaces California, USA Los Santos County, SA incorporates parts of Ventura County, CA Paleto Bay, Blaine County no replacement, loosely based on areas north of the Bay Area (doesn't go that far North, e.g towards Oregon) because of the environment/name i.e redwood forest and "Paleto Bay" (Pelican Bay State Prison) Grapeseed, Blaine County no replacement, loosely based on more 'central' northern areas like the Salinas Valley and other farming towns like this. Sandy Shores, Blaine County, no replacement, loosely based on Inland Empire area to the east/southeast of LA. It remains part of SoSan. San Fierro does not exist Las Venturas does not exist Vice City does not exist Liberty City does not exist The Alamo Sea is the traditional north/south diving line. If you're south of it, you're in SoSan. If you're north of it, you're in NorSan. The two communities on either side (Sandy Shores and Grapeseed) can therefore be considered both 'central' and 'north/south' respectively, depending on context, as the communities around Bakersfield, Fresno etc. are irl. Blaine County will represent California's Kern County (Bakersfield area). Sandy Shores, Paleto Bay and Grapeseed are all within Blaine County. Blaine County is a central area which can be considered both northern San Andreas and Southern Andreas, depending on where you are within it. E.g. Sandy Shores is considered more southern, Paleto Bay is considered northern. Los Santos County will replace Los Angeles County Sports Teams - LA = LS Real life sports teams will be acknowledged with the replacement of LA for LS. For example, LS Rams replaces LA rams. LS Lakers replaces LA Lakers and the Los Santos Dodgers replaces the Los Angeles Dodgers. Because of this, players will have the ability to root for their native teams. Modded sportswear with the real-life equivalent names are allowed but when speaking, writing or wagering on your team, it must be substituted with its lore-friendly name. Everything from the fonts to colouring will remain the same. Additionally, you may also pluralize them as a compromise. Namely "the Rams," or "the Lakers" or "the Dodgers." Clothing and Body Art Real life clothing can be roleplayed in addition to what is made available by the script and modding team. However, if it is personal modifications, players and law enforcement personnel may describe and identify you based on what is noticeable and available to them. This applies to both clothing and body art, anything that substitutes something for something else. Additionally, the modded replacement must be listed in your character description e.g a MC-affiliated vest or "kutte" replacing a vanilla version of it. Anything that doesn't go without saying must be listed for immersive purposes. Weapons, Ammunition and Attachments Our weapon and ammunition portrayal will be dictated by script, where developers have worked tirelessly to implement a system based on San Andreas' real-life equivalent. Whatever they are named and modelled after is what they will be roleplayed as with no exceptions. Damage from weapon, ammunition and attachments will be taken into account when roleplaying injuries or declaring deaths in accordance to realism. Vehicles Vehicles remain in their original GTA V form and replace their real-life equivalents. To name a few of the more common vehicles, the Ubermacht replaces BMW, Obey replaces Audi, certain Benefactor models replace certain Mercedes models so on so fourth. An official guide will be posted in the correct section where players can draw inspiration from. Vehicles driven by players must suit their character's ambition, situation and financial circumstance and must make sense for their individual characters. For instance, if your character owns a variant of the Benefactor, it makes no sense to go on robberies or sprees in it, especially if registered to you. Weather For immersive purposes, players are allowed to use California's weather system to accurately judge the weather and roleplay according to it. Because of the time difference between California and server, to be as close and as accurate as possible, the previous day's weather can be used as a basis. This way, no matter the time of day, you have a forecast estimate for every hour of the day and night. With this in mind, players should dress their characters accordingly. For example, it would be questionable if you were to wear multiple layers in weather that is rarely 42°F or above 93°F. If it is unimportant and largely "day to day," consider dressing down and vice versa. Again, this is not a rule, it's more of a guideline and expectation. Brands and GTA franchises A lot of GTA's branding and franchises are modelled around real life. For example, Tim Vapid is Tom Ford, Sebastian Dix is Christian Dior, Blagueurs is Balenciaga/Vetements, Anna Rex is Calvin Klein and Sand Castle is Stone Island. As a result, these brands will be considered "knock offs" and bootlegged versions of their real life equivalents unless there is no available substitute. If there is no available clothing to replicate their equivalent, it may be addressed via description so that players have the opportunity to examine and acknowledge it.
  3. Verified Faction Application — LS-RP:V Overview As part of LS-RP’s transition from SAMP to RAGE, the Faction Management Team is offering faction leaders the opportunity to transfer their faction, or open one with immediate verification status on launch day. This initiative aims to recognise long-standing, reputable community members from LS-RP and allows their faction leadership to establish a new, original concept within the updated GTA V environment. Receiving Verified status usually takes at least 3 months to achieve, this initiative is only available to those who have joined us in relaunch, and shortly there-after. The Illegal Faction Council will update this thread accordingly to reflect it's closure. Note: This is a slot transfer only, not a continuation of your previous faction unless it has previously existed on RAGE. You may not carry over: Exact memories or storylines from SA-MP/other communities. Assets, drugs, weapons, or properties Previous conflicts, alliances, or relationships. Your new faction on LS-RP:V should be a fresh, original concept that showcases your leadership skills and dedication to high-quality roleplay. Eligibility Requirements Before applying, ensure you meet the following: Previous faction leadership must be involved in the faction's roster (if previously existing) Applicant must be the current thread holder. Faction must have 5 or more members. No active faction bans or recent administrative issues. New concept must align with LS-RP:V’s standards and setting. Incentives & Support Approved transfers may receive: A reserved verified faction slot on LS-RP:V (/f) Darknet access (weapon/drugs scheme and more) Basic startup incentives (cash, vehicles, or properties, case-by-case) Guidance and support from IFT. Posting Instructions Submit your completed application via forum PM to IFC, @Rye, @Spanion, or @Conorfor review. Topic Title: [Faction Transfer] Faction Name — Verified Faction Application Application Format
  4. Prison Rules and Wars A prison war is considered when a single faction attacks a rival faction with six or more members. Members who are killed can reinvolve themselves in this war in the next fight. There are no player kills in this conflict unless mutually agreed, although it's optional to CK to permanently remove yourself from the conflict. Only two knives can be used per faction, in each faction attack that involves eight players or more. End Conditions: Shot callers from opposing races meet and organize peace amongst themselves after 48 hours, mutual Agreement by both factions. Faction management intervention. 75% of either faction's roster is killed within 48 hours.
  5. Additional Information Character Kill Regulations: Internally, players are subjected to CK/immediately relinquish their CK rights after either participating within the faction actively for a period of 2 weeks or upon posting on the factions thread. CK agreements are only valid while the faction is active & exists. All CK rights over any characters are expired upon the closure/termination of a faction. Players character killed from a faction, who then name change are prohibited from interacting with the faction itself until 1 month has passed unless otherwise agreed. Externally, Character Kill permission must be granted by means of a Character Kill Application. Faction Leadership Overthrow: In order for a faction member to request approval for a Coup d'état, they must be a high ranking member of the faction. Faction Management Council must be contacted before any in-game or out-of-character action is taken. You must have the support of the majority of the faction members which should be confirmed over a LS:RP forum PM. On top of the aforementioned, there needs to be exceptional reasoning in-character or out-of-character in order to receive approval by Faction Management to begin a Faction Leadership Overthrow. Any situation where a (co-)leader is forcefully removed from the faction is considered to be a Faction Leadership Overthrow. When in doubt, contact THE Illegal Faction Team/Council. NOTE: Bare in mind this should come as a last resort, always do your best to work out the issues you may have with the leader/leadership, Faction Management will be judging off of a strict basis when it comes to these scenarios. Extortion: A faction may extort a business located in their turf for up to $25,000 a week. A faction may extort a business located outside of their turf for up to $15,000 a week. 72 hours must pass between the request for the extortion fee and its collection. Chop Shop/Vehicle Theft Rules: It is not acceptable to spend all of your time going from car to car to commit chain robberies all day. Chain-robberies will result in admin punishment and place your faction at risk. IG Social Media: If you are PK'd you should not be actively engaging in any way with the individual pages of the opposing faction's members, this includes tagging, commenting, PM'ing and any other methods of IC contact. As per Rules of Engagement; you are not permitted to reengage in the war unless an agreed PK cooldown through Player Controlled War is in place. Contract Kills: Internally, carrying out a killing for monetary or other reward is permitted with the approval of your own faction leadership. This only applies to internal faction conflict. Any member of an official faction may request for hit to be made on their behalf, by a party/participant of their choice.
  6. Rules of Engagement: All groups that do not have a faction thread or consider themselves a faction are also to follow the rules of engagement. Players are considered to be a group when they are an organized entity of three or more players acting together. The nature of their role-play does not matter, as long as there's three or more players actively involved in role-playing together. Faction Attacks: Faction attacks can only be made up of 4 individuals, including allies. OOC Masks are not permitted. All actions must comply with the server’s deathmatch (DM) rules. The cooldown for any faction attack involving weapons is 6 hours, and your faction must be open for at least 2 weeks. Brawls and spray-tags are not considered attacks. Brawls can be initiated with groups of 4+ however if firearms or lethal weaponry is used first by the initiating faction this would count as a breach of ROE and the players involved would be subject to punishment. Brawls have their own cooldown and may only be initiated every three hours. Robberies are considered a faction attack and as subject to a 6 hour cooldown unless in a Player Controlled War (24 hours). Defense: Factions who perceive a threat of being attacked may initiate an attack in defense, but must be able to provide timestamped evidence of the opposing faction lingering in their turf for an extended period of time if requested. (Loitering is generally defined by an opposing faction entering another faction's turf 3 or more times in quick succession OR stayed for longer than 5 minutes) Upon initiating a faction attack, you should not linger in or around said faction's turf, with the sole intent of hunting people down to kill them. Block wiping and chasing individuals is not permitted. Attacks conducted outside of a faction's turf is only considered an attack if somebody is killed during said attack or consequently put into brutally wounded mode as a result of the conflict. Restrictions: No more than one assault rifle (M4/AK) can be used in any attack. Faction attacks should be performed in a sensible manner, including sufficient reasoning for the choice of weapons used. Explosives may not be used in attacks without Illegal Faction Council approval, but can be used when carrying out an attack against a business. Sniper rifles can only be used against a single target and require an Illegal Faction Team/Council Admin's permission. Characters who are explicitly designated as 'war time' characters are prohibited from participating in any form of faction war or conflict scenarios. Participating characters in any faction war must be active and established. Allies: Only one allied faction may be invoked per attack, and there must be two weeks of evidence to back your allegiance. Factions are limited to (2) two allies aiding per attack and are obligated to have (1) member of their own participating. Allies will also be put on a 6 hour attack cooldown. Death & Cool Downs: Players killed outside of a Player Controlled War (with custom PK terms), are considered permanently dead and cannot participate in any form of attack until a Player Controlled War is agreed. Any kills made by law enforcement, or imprisonment directly relating to a faction attack automatically remove you from the situation. You may still defend your faction if you’re being attacked, even if you have been previously PKed however this does not permit you to retaliate. Player Controlled Wars: Once an attack and a retaliation have been completed in-game and the conflict between two factions is to continue, players are encouraged to come to an agreement regarding their continued conflict. The intention behind a Player Controlled War is to be as realistic as possible, whilst also coming to a mutually agreeable set of war conditions. Any mutual agreements made must be forwarded to Illegal Faction Council for approval, without said approval any administrative action will follow the terms outlined in the Rules of Engagement and your agreement will not be enforced. Killed members may be brought back into this war after a 48 hour cooldown (unless custom terms are set for longer PK cooldowns/PK War), members jailed or killed by law enforcement as a result of the conflict are also to adhere to the cooldown. The cooldown for any attack is 24 hours, unless a mutual agreement is made by both individual leaderships. A faction that just had a player controlled war with another faction, may not attack that same faction for 1 month which includes allies involved in the war. End Conditions: Mutual Agreement by both factions. Faction management intervention. 75% of either faction's roster is killed. WIKI - RULES OF ENGAGEMENT
  7. Hi all! Part of your role as IFT would be handling weapon/drug/solo scheme applications, voting on turf map applications, handling faction reports, and also providing important feedback and suggestions regarding the server rules & assisting with upcoming development projects to enhance illegal roleplay. If you feel like you'd like to contribute more to the illegal roleplay scene, please fill out the format provided below and include the Illegal Faction Council in a private message. ( @Spanion , @Rye & @Conor )
  8. Script name: Bank & ATM System Script author: & Introduction In the bustling world of LS-RP, managing your finances effectively is crucial for success. Whether you're a business owner, a law enforcement officer, or just navigating the city, the bank system provides essential services to help you manage your money. Here's a detailed guide to understanding and using the bank system on LS-RP. Bank Why should you use a bank? Banks provide an easy way to store your money and, more importantly, allows you to earn more money via interest on the money that you store there. Your job will pay into your paycheque each hour and you can collect these by visiting banks. Check out the collecting paychecks section of this guide for more information on doing so. You can also open a savings account and accrue a large amount of money depending on how long you keep your account open for. Check out the savings section for more information. The current interest rate for saving money in your regular bank account is as follows: 0.1% on any amount up to $19,999,999 0.05% on any amount larger than $20,000,000 Locations There are three banks which can be used throughout San Andreas. Two of which reside in Los Santos are in Rodeo (The Rodeo Bank) and near the stadium in East Los Santos (The Hoover Bank). A third can be found in Palomino Creek. Cheques Once you have finished your job which pays you via the cheque system, you will need to follow a few simple steps to generate a cheque for that amount: Use the command "/cheque paycheck yes". This converts your earnings into a check. Use the command "/cheque display all". This will give you a list of your check, including the one you just generated. Get your check ID from the list. You need just the number -- nothing else! Use the command "/cheque cash [checkid]", using the check ID you just found. Wait until the next payday. You can use the "/time" command to see the server time; payday occurs every hour. Go to one of the banks, and walk into the $ sign to collect your money. You don't have to do this every time you cash a check; you can just leave the money to build up and collect it after you've cashed a few paychecks. Savings Savings is a system which allows you to invest your money into a savings account which generates interest on every payday. The longer you keep your savings in the account, the larger the amount of money you will earn in interest. The current interest rate is: 0.5% The downside to using the savings system is that all other bank commands are disabled whilst you have an active savings account. This means you won't be able to deposit or withdraw from your bank account whilst your savings account is open. Players can, however, still pay money into other people's accounts regardless of whether they have their savings account open or not by using the "/transfer" command. How it works To begin using the savings system, head to any of the aforementioned banks and type "/savings" to which you'll be presented with the following information: To deposit cash into your savings, simply type "/savings [amount]" and your account will be opened. You cannot deposit more into your savings account once you have opened it and withdrawing your savings will return your investment + the interest you gained on it. To withdraw your savings and to close your account, simply type "/savings" once more. Note: You can only deposit between $50,000 and $100,000 into your savings account when you first open the account. The maximum amount of money your savings account can earn is $20,000,000 (Twenty Million Dollars) Your savings account will gain interest on every payday that you are online (on the hour every hour) and are entitled to. Your bank statement will show how much you have earnt. Remember that you cannot use your bank account whilst savings are active, so you will have to carefully manage your money. Withdrawing your savings will result in you having to start again should you wish to open up the savings account in the future, so remember that the longer you leave it, the more money you will earn. ATM ATM's were recently added onto the server and have been placed all over the map of San Andreas. This gives players easier access to their bank accounts so they can make bank transactions without having to visit a bank. Unfortunately there's no GUI at the moment and it's very limited when it comes to what you can actually do with it. Commands /bank [value] - Used for ATM too Allows you to deposit money into your bank account. /withdraw [value] - Used for ATM too Command to withdraw money from your bank account. /savings [value (50k-100k)] Allows you to deposit money into your savings and opens your savings account /savings Withdraws your savings and closes your savings account. /transfer [playerID] [value] Allows you to transfer a specific amount of money from your bank account to the bank account of another player. /transfer [playerID] [value] Allows you to transfer a specific amount of money from your bank account to the bank account of another player. Note: You must be at least level 3 to use this command. /balance - Used for ATM too Displays the balance of your bank account and savings. /fbank (Only works If you are invited in an official faction) Displays the balance of your faction bank. /fbank [value] (Only works If you are invited in an official faction) Deposits money into your faction bank. /cheque paycheck yes Gives you the cheque(s) of a mission you have completed. (e.g. from a trucker mission) /cheque display all Displays all cheques along with their ID you currently possess. /cheque cash [cheque ID] Redeems the cheque by sending the money a cheque contains to your paycheck. As soon as you type this command, you will receive the money of the cheque at the next payday. You will be able to collect the money by simply receiving your paycheck inside any bank, by walking into the dollar icon. /cheque give [player ID] [cheque ID] /cheque give [playerID] [chequeID] /cheque rip[cheque ID] Completely destroys a cheque you possess. Warning: Upon ripping it, the cheque will be removed completely, you won't be able to redeem it. Frequently Asked Questions Why can't I use /bank and /withdraw? This is possibly due to you having a savings account open (/savings). To be able to use your bank account again, you will need to close your savings account via the /savings command. Is there a limit for savings? Yes, the minimum amount of money you can put into a savings account is $50,000 and the maximum is $100,000. The maximum amount of money that the savings account can accrue is $20,000,000 (Twenty Million). What are the interest rates? Currently the interest you gain on your bank account is 0.1% for values up to $20,000,000 and then 0.05% for any amount larger than $20,000,000. The current savings interest rate is 0.5%. I've gone to the spinning dollar sign and have received no money - why is this? This is possibly due to you still needed to cash your paycheque. Refer to our cashing cheques section for a detailed guide on how to do this. I've forgotten my cheque ID! Simply type /cheque display all to display all your cheques. I've cashed my cheque but still haven't received any money. What am I doing wrong? You need to wait until the next payday (on the hour, every hour) for your cash to be available from the spinning dollar icon. Can I withdraw part of my savings? No, you can only withdraw the entire savings amount. If I close my savings account can I then open it again later with the same withdrawed amount? No, if you withdraw your savings then you will need to start again next time with the value between $50,000 and $100,000 and watch it slowly grow again. Think carefully whether you need to withdraw your savings account as there is no way to undo this!
  9. Script name: Fishing Job Script author: & Introduction The Fishing Job is a legal job type that can be used alongside any other script-job that you may have. The job includes fishing for the fish from either a platform or a boat and then transporting them to sell them for cash. Locations There are two places in which you are able to use the fishing commands; the Santa Maria Pier (Pictured Below) and open water, such as the sea and lakes. There is also an area at the Ocean Docks (Pictured below) for you to unload your fish for money. Vehicles Dinghy Price: $20,000 The Dinghy is the cheapest and most basic vehicle available to those using the fishing script, with the slowest speed and limited roleplaying opportunities in comparison to models such as the Tropic. A good starting boat, it's a foundation for increasing the amount of money you earn via the fishing script. Reefer Price: $180,000 The Reefer is a step up from the standard dinghy and provides a more luxurious way of fishing at an affordable price. Despite not being as fast as some of the other vehicles available, you can definitely show your sense of style across the fishing empire with this large vessel. Tropic Price: $299,999 The Tropic is seen as the middle ground for Fisherman, offering more roleplay opportunities and a classier look in comparison to the Dinghy. There are several modifications around that allow users to enter the interior of the boat, allowing more access to roleplaying opportunities for those wishing to create a faction around the fishing job - or use it for a trip with faction members. Squalo Price: $1,000,000 The Squalo is the most expensive boat available to those using the fishing script, but it is also the fastest and allows those using the fishing job to generate money the ability to complete loads faster than those using other modes of transport. Commands /gofishing 1 This command is used if you wish to start fishing from a vehicle on open water. /gofishing 2 This command is used if you wish to start fishing from the Santa Maria Pier. /fish This command is used to catch fish after using either of the two /gofishing commands. This can be used every 6 seconds in an attempt to catch a fish. /stopfishing Stops fishing before hitting the limit and prompts you to go and unload the fish. /unloadfish Used to unload your fish for cash. This command will create a waypoint for you to travel to and sell your fish for money. /myfish Allows you to see how many fish you've currently caught in lbs. Missions Pier By heading to the Santa Maria Pier, you are able to fish without the need of purchasing a boat. Simply type "/gofishing 2" and head down to the end of the pier to the static fishing rods pointing out to sea. From here, type "/fish" and you will be presented with what you have caught and it's weight. Continue using /fish until you have had enough of fishing (command can be used once every 6 seconds) and then use "/stopfishing" to bring your fishing trip to an end. To receive your payout for fishing you then need to unload these fish at the Ocean Docks. Use the command "/unloadfish" to put this point on your mini-map. Head over to the marker and use the command "/unloadfish" again. This will sell your fish and you'll be presented onscreen how much you have sold them for. This money is automatically added to your cash. Open Water If you have enough cash, you can purchase different boats to help you to fish for larger quantities of fish. Once purchased, hop into one of these boats and type "/gofishing 1" to be shown a marker in the sea just south of the Santa Maria Pier. Type "/fish" to begin fishing and use this command (only once every 6 seconds) to catch as much fish as you want. To bring your trip to an end, type "/stopfishing." Once again, you'll need to head to the Ocean Docks unloading point to sell your fish. Type "/unloadfish" and head to the Ocean Docks waypoint which has now appeared on your mini-map. The advantage of having a boat in this situation is you can easily drive back and forth between Ocean Docks and Santa Maria fishing area to reel in the big bucks! Once at the unloading point, type "/unloadfish" again to sell your fish. Again, you'll be shown how much you sold them for and this amount will automatically be added to your cash. Frequently asked questions How do I sell my fish for money? Use "/unloadfish" to be prompted with a waypoint on the minimap. If you then travel to this waypoint and use the "/unloadfish" command again you shall sell your fish to the server and receive payment. Can I have the fishing job alongside any other job? Yes. As the Fishing Job is not assigned to your character and doesn't appear in /stats anyone can use it, regardless of whether they're in a faction or have a job already. How much money do I get for selling my fish? The amount of money you receive when selling your fish, is determined by what the total weight is and the type of fish you caught. When fishing, you can see what you catch. Fishing from a boat yields much greater profit due to being able to hold a greater weight of fish. However, you do need to own/be on a boat. Are there any rules regarding fishing? Yes - When fishing from the pier, it is against the server rules to /fish from a vehicle. Can I be robbed at the Fishing Pier? No, a player can not rob you as it is a safe zone therefore you cannot commit any crimes, but once you leave the remote area you're prone to being robbed. Can I give my fish to other players? No, unfortunately you cannot give other players your fish.
  10. Script name: Radios Script author: & Introduction In the dynamic world of LS-RP, effective communication is paramount. The radio system on the server plays a crucial role in facilitating seamless interaction among players, whether they are coordinating in-game activities, managing law enforcement operations, or simply staying connected with their groups. Here’s a comprehensive guide to understanding and using the radio system on LS-RP. Types of Radio LS-RP offers various types of radios to cater to different needs: Regular Radio Supports ONE (1) radio frequency. Advanced Radio Supports THREE (3) radio frequency. Super Radio Supports FIVE (5) radio frequency. Mega Radio Supports EIGHT (8) radio frequency. Each type of radio provides different levels of access to multiple channels, allowing for more complex communication networks as needed. Commands /radiohelp Displays a list of all available radio commands in-game. /r(adio) Allows you to talk over the radio to the channel you're currently switched to. /r1/2/3/4/5/6/7/8 Enables you to talk over any radio slot without needing to use /setslot. For example, /r1 will transmit on radio frequency slot 1, /r5 on frequency 5, etc. /rlow Functions like /r but with a lower transmission range (similar to /low). This is useful for staying discreet in crowded or undercover situations. /r1/2/3/4/5/6/7/8low Similar to /rlow, these commands allow low-range communication on specific slots. /setslow [1-8] Changes the slot you're currently transmitting to. Even with multiple slots available, you'll hear transmissions from all slots; this command only changes which slot you're talking through by default. /setchannel [slot ID] [channel #] Tunes your radio to a specified channel for a given slot. Some channels may be restricted to law enforcement agencies. /part Leaves the channel you're currently tuned into. /auth [chan. password] Allows you to enter a password to access encrypted channels. /call 1000 Used to rent a radio station or set a password, with a cost of $5000 per action. /kickoffradio [ID] If you own the channel, this command lets you remove a person from it.
  11. Script name: Weapon System Script author: & Introduction The weapon system is used everyday by members of LS:RP. Although players with the dealer/smuggler job have access to more commands, everyone can make use of the weapon script. In the beginning, it can be confusing and tricky to use, but with frequent use it'll become second nature. In this guide, you'll be walked through both the basics as well as more advanced commands. After reading, you should have a better understanding on where/how to get the dealer job, packaged weapon commands, and other general weapon commands. Weapons Dealer Job Dealer Job When doing /dealerjob at a blackmarket, you will acquire the weapon dealer job. You must be at a black market otherwise the command won't register. Instead of receiving the congratulations text, you'll be shown a red message that reads "You need to be at a black market." If you know for sure you're at a black market and the command isn't working, try moving around and then redoing the command. If you've read this and are scratching your head at the term black market, then continue into the next section! Black Markets As stated before, black markets are where you can acquire the weapon dealer job. The drug dealer job is also available here. They're unidentified points that're scattered across the map. You have to find them in character, so this guide will not provide the locations of them. Black markets are vital to weapon dealer roleplay. This is because when processing (/sw, /sellweapon — will be explained later on) larger packaged weapons, it needs to be done while present at a black market. A few examples of weapons that need to be processed at BM Shotgun MP5 AK-47 M4 Rifle Sniper Grenade/Molotov (One time usage only. After you log off the weapon disappears) Bodyarmor Commands After obtaining it and doing /jobhelp in-game, a list of potential commands will show up on your screen. Although you're now given a list of options, you may still be lost on how and when to use these commands. This section will try to give you a better idea on each command by providing a basic description of what it does. /sellweapon(sw) [Player ID/ Part Of Name] [Weapon Slot ID] Allows you to process a packaged weapon. A packaged weapon is a weapon that cannot be used. The weapon in the ID you chose will then spawn on his/her person and is now usable. /mypackage [Player ID to show others your packages] This will give you a list of the packaged/unprocessed weapons that are on you. /vehpackage List of packaged/unprocessed weapons currently in a vehicle. Note: Anyone in the vehicle can use this command. It is not limited to a certain seat. You can hold up to twenty packages in a vehicle /putweapon(/pw) [Weapon Slot ID] [vehicle slot] Puts a single packaged/unprocessed weapon inside a vehicle. Note: Anyone in the vehicle can use this command. It is not limited to a certain seat. You can hold up to twenty packages in a vehicle /putallweapons(/paw) Puts every single package on you into the vehicle. Note: Anyone in the vehicle can use this command. It is not limited to a certain seat. You can hold up to twenty packages in a vehicle. /takeweapon(/tw) [vehicle slot] Takes a single packaged/unprocessed weapon from a vehicle. Note: Anyone in the vehicle can use this command. It is not limited to a certain seat. You can hold up to twelve packages in your inventory. /takeallweapons(/taw) Takes at most 12 packaged/unprocessed weapons from a vehicle. Note: Anyone in the vehicle can use this command. It is not limited to a certain seat. You can hold up to twelve packages in your inventory /sellpackage(/sp) [Player ID/ Part Of Name] [Weapon Slot ID] Gives a player a packaged/unprocessed weapon. /dealinghelp Will display the same list of commands, but will provide an overview of how the command should be typed. Weapons Smuggler Job The weapon smuggler job shouldn't be confused for the weapon dealer job. They're two separate things. Only official faction leaders or trusted members of an official faction can have it, since they're able to handle this type of responsibility. Weapon smugglers usually have access to a gun warehouse, a feature that's restricted to other players. Smugglers also have a set of restricted commands that will not be disclosed in this guide. The basic use of this job is to utilize a gun warehouse by ordering guns. Commands The commands below are accessible to anyone. Weapon dealer or smuggler job is not required to use these commands. /weapons Brings up a list of current weapons on your character and their IDs. /weapon Shows a list of weapon commands such as adjust, bone, hide, and reset. - Click here for details. /leavegun(/lg) When crouched, a player is able to leave their gun on the ground and will be able to pick it up for a short time. The weapon will not be left there permanently. /dropgun Use of this command will cause a gun to be dropped forever. Unlike the /leavegun command, a player cannot get this weapon back once the command is entered. Please be careful not to mistake this as /leavegun. /grabgun(/gg) Goes hand in hand with /leavegun. This is the command that needs to be entered in order to pick up a weapon that's been left on the ground. Restricted Commands Those commands are made for the Weapon Supplier job. You get this job once you're in a official faction that posesses a gunstore. Unfortunately only two commands are available to the public due to security reasons. /buyweapon To buy a weapon from a gunstore. /collectweapons To collect all the weapon packages from a warehouse. Weapons Available There is a several array of weaponry that can be purchased in-game, all have different characteristics that alter their pros and cons. Some weapons available within the single player have been disabled for obvious reasons. The weapons listed below are the kind available within the game server, brief descriptions are also added. Knife The knife is one of the most primary melee weapons feature in Los Santos Roleplay. Its mechanics are fairly simple and can be used in quick attacks to cause severe damage to unsuspecting enemies. NOTE: Using the 'backstab' attack on players can cause de-sync when their throat is cut (they appear dead to other players), avoid doing this at all costs. Colt .45 The Colt .45 is a small pistol that has a medium-paced rate of fire. It deals significantly less damage than it's counterpart, the Desert Eagle. However, it's higher rate of fire and consistent accuracy does make it a valuable choice in combat. Users are granted the use of a magazine consisting of 17 rounds alongside running capabilities. Silenced Pistol The Silenced Pistol is as it says, a silenced pistol. It is a close replica of the Colt .45 but with much higher damage. Magazine sizes and fire rates are identical, meaning the damage and silencer only really separate the silenced pistol and the Colt .45 Desert Eagle The Desert Eagle is a high-powered pistol that is commonly used through day-to-day shootouts. It high-power counteracts against its average accuracy, however the recoil can be tamed. It onlyholds a seven-round magazine and lacks the ability to jog while wielding. Shotgun The Shotgun is a pump-action weapon that deals a colossal amount of damage upon landing an accurate shot. This weapon's spread is surprisingly tight, making it a very accurate weapon. These pros are weighed out by it's slow pump(reload) time between every shot. Country Rifle The Country Rifle is a sniper that lacks a high-powered scope. It has an exceedingly high damage, range and accuracy, making it a feared weapon of choice. If used with the element of stealth, the country rifle is guaranteed to cause some serious damage. The rate of fire for this gun is extremely slow, making it one of the slowest firing weapons in the game. MP5 The MP5 is a small sub-machine gun that is gifted with an extremely high rate of fire. It's medium level damage is handy when you are in medium to close-quarter combat. The MP5's recoil and accuracy do not make it a suitable weapon to use at range. It has a large magazine consisting of fifty rounds. UZI The UZI is a lightweight comrade of the MP5, it trades the higher damage for a larger magazine and rate of fire. A single magazine held in a UZI holds 50 rounds and empties a full clip within seconds making close-combat difficult for players staring down the barrel of an UZI. TEC-9 TEC-9s are fairly rare SMGs. It has a medium fire rate and accuracy but a low damage statistic, making it an all-round weapon. It is generally used amongst members of illegal gang factions, it is all-round, a plausible weapon. It also holds a large magazine, consisting of 50 rounds per magazine. AK-47 The AK-47 is a very powerful automatic assault rifle, mainly used by gang/mafia members for hits and drivebys. The weapon has a steady rate of fire, very heavy recoil and a large spread from a distance. Only useful in close/medium quarters. M4 The M4 is a very powerful automatic assault rifle, mainly used by law enforcement members for all sorts of situations ranging from tactical breaches to shootouts in the open. The weapon has a steady rate of fire, not a lot of recoil and a small spread from a distance. Only useful in medium/large distances. Sniper Rifle The Sniper Rifle is a very deadly rifle, equipped with a scope and a x25 zoom, you are able to hit your targets from a very large distance. The sniper is a 'one shot one kill' - death upon contact with the rifle. It is very hard to obtain a sniper these days. Frequently Asked Questions How many weapon packages can I carry? You can only carry 12 weapon packages on you and store 20 in a vehicle. If I accidently typed /dropgun instead of /leavegun and lost my weapon, how can I recover it? There's no way you can. Not even with a refund request as this was your mistake, not the server's one. Can I hide big weapons with /weapon adjust inside my character so police can't see it? Absolutely no. This breaks the "Abusing SA:MP Physics" rule and it can get you banned. How much ammo can a weapon hold? If you have a weapon packaged you can type /mypackage and see that there between brackets you'll have something like "200/1000". That shows how much ammo your weapon currently has (the 200) and the maximum it can hold (the 1000). If I have a suggestion regarding the weapon system, where can I post it? Feel free to visit the Weapons & Drugs suggestion board and post your idea there — Suggestions - Los Santos Roleplay (ls-rp.com)
  12. Script name: Notes Script author: & Introduction Welcome to the intriguing world of the Note System, a versatile tool designed to enrich communication and interaction within our community. This innovative feature empowers players with the ability to exchange secret messages, create personal reminders, and engage in immersive roleplay scenarios, all with ease and convenience. Discover new depths of roleplay as you participate in clandestine exchanges, prompting intrigue as others unveil their notes in captivating scenarios. Effortlessly store and retrieve critical information, ensuring essential details are readily available for future use. Maintain balance and organization with a maximum limit of 30 notes per player, ensuring a clutter-free experience within the system. Commands /note create [text] Create a note with the specified text. /note show Display all five of your notes. /note show [note ID] Show one of your five notes based on the specified note number. /note show [note ID] Show one of your five notes based on the specified note number. /note show [note ID] [Player ID / Part of Name] Show one of your notes to a player nearby, based on the specified note number. /note give [note ID] [Player ID / Part of Name] Transfer ownership of a note to the specified player, effectively giving them access to it. /note delete [note ID] Delete one of your five notes. /note leave [note ID] Leave a note in the mailbox of a nearby house.
  13. Script name: Vehicle Modding Script author: DamianC Introduction Is the new interior for the modding shop! It will be the first thing you notice about the entire system. The second thing you will notice is that the component limit has been increased from 5 to 7! And sideskirts will only count as one spot so you can have up to 8 modifications for now really. You do not SMASH through the glass to get in, or ram people around it. That's immature and punishable. Commands /carmenu Opens the vehicle modding screen. Media
  14. Script name: Weapon Storage Script author: DamianC Introduction Weapons are not only a huge part of LS-RP, it's a huge part of Grand Theft Auto: San Andreas, and gaming in general. It's a very controversial feature here at LS-RP when it comes to the general storage of weapons. The biggest issue I noticed was the constant "If it's on you, it's on you" statement that people hate so much. The weapon is claimed to not be on them, but rather in the bushes behind them. When it's not in the bushes behind them it's hid behind the corner in an alley somewhere. When it's not there it's in the car- which raises an eyebrow for me personally. If it's in the car why is it not /place'd there? "Because /place is not convenient enough." Either not enough room or people just generally prefer having their guns inside their vehicle next to them rather than in their trunk. The issue overall I noticed was a lack of convenience and creativity towards the player when it generally came to where a gun is exactly or where can they put it exactly. Personally, I just want everyone to be comfortable when playing this server; actually it's what everyone wants around here. No one wants to tab and see screenshots of where a gun was placed via /me, nor do they want to go through the hassle of trusting you OOCly before agreeing/disagreeing with what you did IC. It's distracting towards roleplay in general and we just can't have that here. We're listening, and hopefully throughout this weapon re-structure system everyone can go back to being happy and clear at mind when it comes to weapon storage. Storage Limits These vehicles can hold up to 10 weapons Cheetah Majestic Towtruck Dinghy Bullet Hustler Clover Elegy Comet Sabre Phoenix Buffalo Jester Hermes Mesa Bravura Manana Club Harvester Blista Compact Virgo Fortune Blade Tampa Buccaneer Previon These vehicles can hold up to 15 weapon Greenwood Admiral Sentinel Cabbie Premier Washington Oceanic Elegant Sunrise Emperor Glendale Perennial Intruder Primo Bobcat Merit Taxi Police car Police car3 Voodoo Feltzer Esperanto Picador Remmington Broadway Washington Vincent Primo Nebula Willard Stratum Camper These vehicles can hold up to 20 weapons Stafford Regina Savanna Sultan Slamvan Yosemite Walton Tahoma Squallo Predator Swat van Police Maverick Maverick News Chopper These vehicles can hold up to 25 weapons Huntley Landstalker Rancher Moonbeam Stretch Mr Whoopee Reefer Ranger FBI Truck These vehicles can hold up to 30 weapons Bus News van Burrito Journey Leviathon Trashmaster Hotdog Tropic Ambulance FBI Rancher Enforcer All other vehicles have no slots. A house can hold up to 40 weapons. Commands /place Works inside and outside a vehicle now. When outside of a vehicle the trunk has to be open. When inside the vehicle the /engine has to be on. /takegun [slot_id] Works inside and outside a vehicle now. When outside of a vehicle the trunk has to be open. When inside the vehicle the /engine has to be on. It now relies off of a slot_id rather than the Weapon ID. Just incase you want the Deagle in slot 1 rather than the Deagle in slot 5 for instance. /check Works inside and outside a vehicle now. When outside of a vehicle the trunk has to be open. When inside the vehicle the /engine has to be on. /leavegun When you perform this command you will drop your weapon on the ground. Meaning it will fall from your stats and will not be on you at all. The difference between /leavegun and /dropgun is that with /leavegun your weapon will be visibly on the ground for anyone to /grabgun. It will stay on the ground for 10 minutes. After 10 minutes it will be removed from the server, to save resources. This command does not work inside of business, houses, HQs, etc. Only outside. This item is able to be /confiscated. /grabgun If you see a gun laying around, /grabgun to pick it up. It will save to your stats on pickup.
  15. Script name: Frisking Script author: krisk Introduction With the recent implementation of this system all users will be able to frisk eachother making it easier for bouncers, robbers and many others. System will also include the ability to see whether a player has $500, or if less - the specific amount. In order to succesfully see what the other player carrier (guns, drugs, money) the player in question has to approve the frisk scriptwise before it's possible. tl;dr allows all players to search eachother for weapons, drugs and money - both parties need agreement scriptwise. Commands /frisk ID Command sends request to the user asking if you may frisk - all players now have to send a request, regardless if a police officer or civilian. Although police officers do not need approval when frisking a cuffed suspect. /friskapprove ID In order to allow the person to frisk you, you have to use the command above which allows the frisk requesting player to succesfully search you for any drugs, weapons and money held on you. if the player you wish to frisk succesfully accept your request, you'll get the following information:
  16. Script name: Correctional Facility System Script author: krisk Introduction Welcome to the comprehensive guide for managing and navigating the prison facility, specifically designed to enhance the roleplaying experience for both inmates and prison staff. Our facility is divided into several key departments, each with its unique structure and purpose, ensuring an organized and immersive environment for all players involved. Facility Department A & B 2 cellblocks, cellblock (A or B)1 and cellblock (A or B)2. Each cellblock consists out of 19 cells, numbered with their corresponding figure. Each cell has a set of objects (bed, toilet, table, chair/chairs). Each cellblock includes free access to phones. Gym and showers. Workshop and laundry room. Access to the general population yard. Department C 2 cellblocks, C1 and C2. C1 is for IC unfit, meaning non-behaving inmates in an IC way (isolation, SHU - Security Housing Unit). C2 is for OOC unfit inmates, meaning inmates who are not capable enough of role playing correctly (doing anything in violation of the server rules). Courtyards Central courtyard, accessible by both department A and B. C-block courtyard, accessible for inmates in cellblock C - has limited mapped features. Main building Lobby - the main entrance of the facility. Is accessible by any player. Staff building - accessible by faction members of the Department of Corrections). Exists out of several offices and a staff room. Leads directly to the main lobby. Commands /cellinfo Command allows you to view the current department and cell you're in. /prisoncall Command allows you to call someone from one of the prison phone booths. /cellview Prison Guards Only: Command shows you how many prisoners are currently online and where those prisoners are located. /doorstatus Prison Guards Only: Command displays a menu with statuses of all doors around the prison. /gatestatus Prison Guards Only: Similar to /doorstatus, this command pops up a menu with all movable gates around the prison. It shows you whether a gate is opened or closed, and gives you an option to manually change the door state (open or lock it), without being near it. /in(tercom) Prison Guards Only: Prison intercom system is used for announcing important messages throughout the whole prison (or specific block) to inmates. The range of intercom varies from a separate cellblock, to the whole prison, depends on your usage. /movecell Prison Guards Only: Command allows you to move a player to a specific cell in either department A, B, or C. /paccess Prison Guards Only: Command is used to operate cell gates. /prisonstatus Prison Guards Only: Command is mostly used to operate the prison in a quicker way, meaning quickly locking all cells, doors, and gates, as well as activating the emergency alarm. /rubberbullets Prison Guards/Police Officers Only: Command changes your weapon mode to non-lethal, meaning once you shoot someone, he/she goes into a drunk animation (whole screen starts spinning) and is forced into /injured position. The person cannot die, even if shot repeatedly. Another input of this command changes your mode back to lethal.
  17. Script name: Visible Weapons Script author: krisk Introduction This brings the "what's on you is on you" rule to a whole new level by actually sticking the weapons onto your skin; which is exactly what someone said would be a good idea. That is what we have done. Here is a short summary of how this will work: You will, with a command similiar to /clothing adjust to be able to adjust how any weapon is attached to your skin. All weapon adjustments will save. Weapon will automatially attach to you once you scroll it away. Smaller weapons does not have to be attached to you. It is essential that scrolling is still roleplayed. The PD/SD weapons arsenal will be elaborated on below. As will PD/SD having multiple guns on them at once. This "Visible Weapons" script allows for only two weapons on anybody person at any time; one large weapon (assault rifles, SMGs, and a shotgun), and one smaller weapon (handguns). Once a large weapon is scrolled (NOTE: You must first roleplay the gun being slung over yourself or stuck into a bag prior to scrolling it away) it will appear where you set it to appear. Small weapons will appear on you and you can position them how you like unless you decide that you wish to hide the small weapon. You may edit any weapon that is enabled for usage in the script without having the weapon (note that you will not keep the weapon). PD/SD have received a huge edit to the /duty system as well as their vehicles being enabled for usage with /check (/trunk along with that). PD/SD ammo in weapons has also been lowered. Hiding guns in bags and such will be elaborated on below. This is how the attached guns will look when on you: Commands /weapon The weapon editing dialog will be displayed in your chatbox (dialog listed below). /weapon adjust [weapon NAME] You will be able to edit any weapon's placement using the object editing system that /clothing uses. You may edit any weapon that is enabled for usage in the script without owning it script-wise. /weapon bone [weapon NAME] [bone ID] You may attach the gun to most bones in the character's body so the gun sticks to that specific bone. If you have set your gun to a certain position using /weapon adjust, using /weapon bone will reset the already set weapon placement and you will have to re-adjust your weapon. Bone list Spine Left upper arm Right upper arm Left hand Right hand Left thigh Right thigh Left foot Right foot /weapon hide [weapon NAME] This allows for handguns to be hidden (removed from the body) if you wish to conceal the handgun. Works with silenced pistol, desert eagle, colt .45, Uzi/Mac-10, Tec-9. Weapon names that the script recognizes Colt (Colt .45), Silenced (Silenced pistol), Desert (Deagle), Shotgun (Shotgun), Combat (SPAZ-12), Mac (Mac 10), MP5 (MP5), AK (AK47), M4 (M4), Tec (Tec-9), Country (Country Rifle), Sniper (Sniper Rifle) PD/SD insane weaponry PD & SD They will only be issued a handgun (desert eagle) upon /duty. They will however have a modified version of /getgun and /place in their cruisers. Modified in the way that slot 1 will contain unlimited amount of shotgun, slot 2 will contain unlimited amount of MP5 and slot 3 will contain unlimited amount of M4. They will also be able to /place to get rid of the gun. Either at trunk or inside the vehicle. (To make this work, it requires policepermission to retrieve or place weapons in a cruiser, weapons retrieved will not save to inventory but work like the current weapons they get at /duty.) It is highly unrealistic with a moving armoury, but having to actually re-stock cruisers is gonna cause too much of a mess. SWAT/TRU Will be able to /getgun the SPAZ-12 and SNIPER from the vehicles; being on SWAT/TRU duty is required to retrieve weapon 4 and 5 (sniper/spaz). The good thing with this is that police officers and prison guards actually do need to retrieve their weaponry from proper location (gun rack) to utilize their weapon, and needs to go back to their cruiser to retrieve a new one if needs to change. PD/SD may not take a new heavy weapon out of their cruiser without /place'ing the getgun'd weapon first. Commands /takegun [SLOT ID] For basic officers/deputies only (non-SWAT/TRU) /takegun [SLOT ID] SWAT/TRU use 4 and 5 /place [WEAPON ID] For basic officers/deputies only (non-SWAT/TRU) /place [WEAPON ID] SWAT/TRU use 4 and 5 which are 27 and 34 (all are in correspondence with 1/2/3/4/5) Hiding Weapons Hiding weapons can work hand-in-hand with the clothing system with sportsbags/backpacks
  18. Script name: Fine System Script author: Mmartin Introduction In an effort to streamline and enhance the user experience, we have introduced a comprehensive system that merges tickets, vehicle fines, and other fines into a unified, user-friendly interface. This new feature not only simplifies the process for both law enforcement officers and citizens but also ensures that the system remains up to date and efficient. The primary goal of this integration is to provide a seamless way to issue, track, and pay fines, making it easier for everyone involved. By consolidating different types of fines into a single system, we eliminate the confusion and complexity associated with managing multiple fine categories. Commands /fine [playerid/PartOfName] [amount] [reason] Command for cops to write a fine to a player. /fines Browsing your unpaid fines. /fines [playerid/PartOfName] Tool for cops to view a player's unpaid fines. /vehiclefine [vehicleid] [amount] [reason] Command for cops to write a fine to a vehicle. /vehiclefines Browsing your unpaid vehicle fines. /vehiclefines [vehicleid] Tool for cops to view a vehicle's unpaid fines. For Citizens If you receive a fine, you can pay it at the city hall. The laws and regulations stipulate that fines must be paid within a set time frame, as dictated by the penal code. Our system wisely sets this to 72 hours. If you receive a vehicle fine, it must be retrieved from the vehicle. Once you have the fine on your person, you can bring it to the city hall to pay it. Preview
  19. Script name: Restaurants Script author: TomsonTom Introduction Whether you're a seasoned player or new to the city, our innovative Restaurant Script (Restt_) crafted by TomsonTom, revolutionizes your dining experience. This script allows you to explore diverse restaurant types, from pizza parlors to fast-food joints, and enjoy meals with friends in a realistic, interactive manner. Dining To dine at a restaurant, enter as usual without an entrance fee or affecting business products, use the /eat or /meal order commands to open the menu, select a meal by clicking its photo, and upon ordering, your hunger will be fully restored, health maximized, and you'll receive a meal tray object while the payment is processed to the business cashbox and the relevant products are deducted. Trays When you order a meal, you are now given a meal tray object, so you can actually roleplay eating with your friends, faction and so on. You can leave the restaurant while holding a tray, it won't get removed. You can even enter a car as a passenger and still hold your little tray. To remove the tray, use /meal throw. Would you like to place the tray on a table, on your car roof or wherever else? You can! Use /meal place command and adjust the object. It works the same way as furniture system: press ESC to cancel, click on save icon to save. To pick up a tray again, use /meal pickup. Remember that all placed meal trays (not in your hands) are removed after approximately 10 minutes. If you want to keep a tray, pick it up and place again. Restaurant Types * Prices may vary depending on the business owner. Pizza Restaurant Burger Fast-food Chicken Fast-food For Restaurant Owners The restaurant script was weird and it started bothering restaurant owners with the release of the new truck script. Products were getting removed randomly and prices were too low. I heard your lamentations and decided to come with something more interesting that would attract more people to your businesses. If you own a business of a restaurant type, you can use /meal config command to display a menu where you can: change restaurant type between the three written above, change prices for different meals your business offers (min $25, max $1000). You must be standing inside your restaurant to change these settings. * You cannot change meal names. They come from singleplayer and are set to correspond to interior signs.
  20. Script name: Prison Shop (Commissary) Script author: Mmartin Introduction There's been a prison shop (commissary) building mapped in SACF for quite a while but had close to no use except RPing around it occasionally. In order to enhance the role-play around SACF and items in it, we made a prison item and shop system that allows inmates to purchase items and use them or trade them with other inmates. Most of the items have solely RP purpose, but some of them can be used visually (e.g. cigarettes - smoking, or food - refilling hunger and health). Commands /pshop Access the prison shop. /prisonitems {ID} - /pitems {ID} Displays prison items in your possession to you, or to a specified player. /prisonitem - /pitem Allows you to trade, use, drop, or view information about an item. /togpshop DoC only: Opens and closes the shop. /pshopapprove DoC only: Approves an item for an inmate to purchase (this only applies to certain items). /reloadprisonitems DoC High Command only: Reloads prison items from the database. Previews
  21. Script name: Phone System Script author: Mmartin Introduction Phone system is one of the major systems in LS-RP and it needed innovations. Just like the recently revamped vehicle system, it wasn't touched for a long time. Goal of the system is to induct new SAMP features and make the system more dynamic and a journey for everyone. Various required features, including burner phones, GUI, SMS inbox, radiotowers, advanced tracing, advanced payphones and basically all suggestions we received over the years were taken into consideration. Most of them made it through. Graphic Interface One of the most radical changes in the phone system is taking it away from chat as much as possible. Not only because it's more appealing towards the user, but it also reduces your chat spam. This was a necessity with the phone book feature, however the call dialogue and some of the error/information messages still stay in main chat. t's made so most of the features can be controlled by both the interface and through commands, so you don't have to worry about old habits. You'll be able to call your friend through command just same as through clicking it out in menu. Arrows and buttons are controlled with your mouse. You can choose whether to show the phone or not, you can walk with the phone shown on your screen, have it hidden, just as you wish. Contacts Saving your contacts with the note system is a pain, isn't it? Well, worry no more. Your contact list will be able to save up to 20 contacts, let that be your friend's number, number of that payphone on your corner, mom's house line, taxi landline or basically any number you wish to save. With a contact saved in your phone, contacting your buddy won't be any harder than /call crisrko or /sms Mario wsup, need restock? ... Limits Gold donator - 40 Silver donator - 32 Bronze donator - 24 Regular user - 16 Payphones If my second grade math skills aren't playing games with me, that's how many payphones are going to be placed over the map. Payphones come with a few new features, one of which is calling a payphone, payphone having a number, or even the ability to call a payphone from a payphone. Payphone numbers are in format: 024-[AREACODE][UNIQUENUMBER]. List of area codes 218 - Los Santos International + Ocean Docks 313 - Santa Maria Beach, Verona Beach, Marina 802 - Rodeo 343 - Temple, Market 206 - Downtown, Pershing Square 826 - Glen Park 310 - East Idlewood (Harmony Oaks) 216 - Verdant Bluffs 415 - Idlewood 516 - Ganton, El Corona, Willowfield, Playa Del Seville 616 - East Beach 151 - Crenshaw 424 - Jefferson, Washington Block, East Los Santos 806 - Vinewood, Richman, Mulholland 828 - North Rock 835 - Palomino Creek 824 - Montgomery 808 - Dillimore 890 - Blueberry, Blueberry Acres, The Panopticon, Fallen Tree 843 - North Flint Country, Easter Basin Chemicals, The Farm 856 - Flint Country, Angel Pine, Mt. Chilliad 855 - Fort Carson Anything else: 999 Codes commonly used by LSRP players and factions were taken into consideration and collected by crisrko & Mario. Radio Towers and Signal Several radio towers were placed all around San Andreas. All cities and even counties. As your logic surely hints you already, being close to a tower increases your signal, which later affects the quality of your transmission (you'll hardly feel this, only if your signal is below 10%). Coverage and all towers are documented here. Lack of signal in certain country side areas (e.g. Fallen Tree) will now make people come out of their trailers on the road to catch proper signal, while downtown suits have nothing to worry about, having 10 towers covering their snob arses. Short Message Service - SMS The only influential changes in the SMS system are that they save, can be archived (if you don't want to loose them), deleted, forwarded or replied to. Delay between sending a SMS and it arriving is anywhere between 3-6 seconds, regardless of your signal. Upon the SMS arriving (or failing to arrive), you receive a phone emote. Note how the white blip turns green; it's green anytime you have unread messages. Due to SMS's being in the GUI as well, it'll make people actually pull over or pause their conversation to read their SMS. Customization and Settings It was tough to come up with anything at all to make the phones more personal. We already had custom phone numbers and the ability to turn your phone off or back on and to that, we're adding several new settings: Airplane mode, silent mode, ringtones and various color schemes. Airplane mode & Silent mode - Pretty much self explanatory. Airplane mode disables any sort of network communication - calls, SMSs or tracing won't be possible while having the airplane mode on. Silent mode disables the ringtones (read below) and automatic phone GUI displaying when receiving a call. You will be, however, informed about your phone vibrating. Ringtones - Not only you and the people around you will be able to hear your phone ringing, but you'll be able to choose from around three different ringtones! Color schemes - You're able to purchase phones at Verona Mall of various "models". The only thing they really differ in is the color layout. The color will differ on both the object in your hand and the GUI. Some of the available colors are red, default dark grey, blue, green, yellow, purple and orange. Number formats Basic number format: prefix-number. Private (regular) phone: 555-[number] e.g. 555-130888 Note: This prefix is default and 'optional'. You won't have to use it at all. Payphones: 024-[area code][unique number] e.g. 024-516-025 Company Landlines: 1-800-[number] e.g. 1-800-1236 Note: Company landlines will be accessible for official alternative factions Service hotlines Certain jobs have certain hotlines, e.g. Taxi Driver, Mechanic, Impounder, ... You'll receive calls on the job from your customers or people demanding information. All of them, including emergency 911 calls or job calls will be toggable, thus you'll be able to turn them off if they annoy you. List of service numbers: 911 - Emergency Services Hotline - Shows for LEO/EMT personnel on duty 991 - Non-emergency, this will now work just like 911 calls. You'll be able to respond to a call 555 - Mechanic hotline 544 - Taxi hotline 533 - Impounder hotline 212 - SADoC hotline ??? - GOV hotline Credits: Mario & crisrko (area codes), iGo (radio towers), KEG (service hotline texts), LS-RP community (awesome suggestions!) Toll Free numbers (1-800's) - Faction landlines Feature designed for alternative factions which provides the members a new way to communicate with its customers or subscribers. The landline is fully customizable, ranging from color setup to ranks that may operate the line or its number. Numbers are in format of 1-800-{Landline number / text}, so for example San Andreas Network (as showed in the example) could have 1-800-SAN. The landline provides history of calls (since last server restart) and history of text messages (20 most recent messages are loaded at server restart). Landline operators may view details about last calls/texts - such as number of the player, time of the call or its duration. Landline administrators (restriction can be customized per faction) are available to open or close the line and hang up calls of other operators. Tracing Tracing has been an issue. Numerous people complained about its misuse and there was a bunch of inquiries to remove the feature for civilians (civ. detective job), and that's happening. Tracing will be only available for LSPD and SASD detectives and high ranked personnel. There's two forms of tracing, private and faction-wide. While a detective can trace for himself, a higher ranked faction member can do a faction wide trace (e.g. at joint operations). Tracing will look and work different now, preview of faction wide trace is below: Note: precision, accuracy and size of highlighted map area depends on how many towers are covering the area. Operators and billing plans Competition is in the air of LS and multiple phone operators are dying to offer you best contract deal ever. You're be able to choose from several (2-3) operators for your cellular device, while each of them offers you different billing plan. There's two contract types, regular and prepaid. While regular contract offers you the standard services you're expecting, therefore you only pay for what you spend and you're billed at the end of each phone call / text message. With prepaid cellphones, you have certain amount of prepaid credit you can spend or re-charge once you run out of it. If you wish to get rid of your current prepaid phone, you can simply toss it away and buy a new one. Some of you may already suspect what's coming - yes, Burner phones! Prepaid phone feature is mostly aimed for criminals to make police's life a little harder. All numbers from prepaid plans are in format 09X-YYY-ZZZ, where X is operator's unique code and Y + Z are unique, random numbers. These numbers cannot be obtained through police MDC, RP means, surveillance needs to be done. However, basic features, such as tracing still work for the devices. On top of that, you're able to have both regular and prepaid contract going on at the same time, which leaves space for civilians role-players, who wish to have one phone dedicated for their personal life and second one as an emergency/work phone. Note: This feature is optional. It doesn't require to be maintained frequently unless you wish to get all benefits of it. Commands /phone (/ph) Toggles the phone GUI. /phonecursor (/phonemouse, /pc) Toggles the mouse on screen (press ESC to get rid of it). /sms [number/contact] [text] (/text, /txt) Sends a text message. Contact name can be specified. /call [number/contact] (/c) Makes a call. Contact name can be specified. /pickup (/p) Picks up a call. /hangup (/h) Hangs up a call. /loudspeaker Toggles the loudspeaker. /payphone (/unknowncall, /paycall, /prisoncall) Opens the payphone GUI (picks up the call if payphone is being called), or calls a number specified. /operator Opens the phone operator interface. /phoneshop Opens the phone shop interface. /togjobcalls (/togc, /tjc) Toggles job calls (mechanic, taxi, 911, ...). /dropcell Drops your cellphone and erases your data (including number). You can't revert this! /rne [playerid/PartOfName] Cops only: Responds to a non-emergency call. /trace [number] State Agents only: Runs a trace on a number. /ftrace [number] State Agents only: Runs a trace on a number, whole faction can see the result. /landline State Agents only: Opens the Faction Landline interface. /pl [line] State Agents only: Picks up a landline call. /showcontacts [playerid/partOfName] Shows your contact list to another player. /showcontact [playerid/partOfName] [contact name Shows a specific contact to another player.
  22. Script name: Garages Script author: & Introduction With the introduction of Damian's property system, we were also looking for a way to expand script support for role-play around storing and maintaining vehicles. With the mechanic job already in place and vehicle-oriented factions floating around, whether that's racing or repair shops, I think a lot of people will find use for a garage. Types of garages There's different ways how to obtain a garage. If your house or business already has a mapped garage outside, whether by default or added by the mapping team, the garage comes free of charge. Once the feature launches, we'll make a board for people with garages on their property, so they can be added. If you don't have a house or don't want your garage to be associated with a property, there'll be a couple of standalone garages around the city available for purchase (think like a regular house on the market). Access to the garages (being able to lock them and such) is inherited from the property it's attached to or from the garage's ownership – someone that rents your house or works at your business will be able to lock your garage, for example. There will also be numerous garage interiors to pick from. Interior changes will be possible the same way house and business interior changes are done now. If the garage is attached to a house, you'll be able to customize it with furniture! Commands /garagehelp View all garage-related commands. /buygarage Purchase a nearby garage. /sellgarage Sell your garage. /garageinfo Get information about your garage. /enter & /exit Enter and leave your garage. /lock Lock your garage.
  23. Script name: 24/7 Stores Script author: Mmartin Introduction If you've ever said the wrong thing to your wife and looked for an easy way to apologize, you probably tried getting a bouquet of flowers from your local convenience store. Needless to say, you were probably unsuccessful. Well worry no more! In the new 24/7 store system, you'll be able to buy forgiveness for years to come with dried out flowers and cheap liquor. Items All of the items you purchase can be used in one way or another. You can purchase: Gas Can - contains 3 gallons of fuel for when you run out of fuel Boombox - can be placed on the ground and played music on Baseball Bat, cane, flowers, camera - gives you the weapon OOC Mask - ability to put on /mask before you log off Drink - ability to use /bdrink to get a sprunk cup, beer bottle or wine bottle. Cigarettes - ability to smoke them using the /pitem system Radio - you can choose between a 2, 5 and 8 slot radio If there's a specific command needed to access the command, it'll be shown in the description box of the user interface after purchase. Preview
  24. Script name: Detectives Script author: & Introduction One area of the script that has been in need of a revamp for some time now is the detective job and all of its components. The existing implementation is unbalanced and takes a lot away from the actual role-play surrounding investigations - be it as a result of features that are over-powered in the favour of law enforcement / private investigators or features that just don't work as intended which negatively impacts all parties involved. Crafting a script which supports today's role-play standards was one of my top priorities and I'm confident that this ticks all the boxes in that respect. Drones The implementation of drones serves as a replacement for the existing RC vehicles. The use of literal RC vehicles on an investigative level really doesn't make sense in this day and age and eliminating all references to them was something I felt was necessary to make their usage more realistic from an in-character point of view. On top of the re-branding of these vehicles, several changes have been made to the fundamental ideas behind them. In order for a drone to be operated, the player must be in the back of a Berkley's RC Van - just as it is now. This was a necessary step to ensure that these drones are not too accessible and maintains some sort of limitation on how they can be used. Arguably the biggest change to this aspect of the job is that range is now taken into account when a drone is being operated. It must be within a set distance from the vehicle in which it is being operated; going out of range will result in signal being lost and the drone falling to the ground. It cannot be operated again until the van is moved closer and signal is re-gained. This means that one player alone is going to be far more limited in terms of how they can use the drone and teamwork is encouraged to ensure that it maintains adequate signal. A demonstration of how operators are given an indication of a drone's signal strength. In order to maintain some sort of balance with how these drones can be used and to promote more realistic usage, drones will be destroyed after taking three hundred damage - a third of the damage it used to take to destroy one. On top of this, drones will not require components to be operated and there are only two types that can be used: the raider, and the goblin. From left to right; raider, goblin. Commands /drone [raider / goblin] /destroydrone Trackers For a while now, trackers have served very little purpose due to their lack of functionality. When they did work, they were a little too over-powered in some respects and lacked power in others. This is one of the more significant re-writes that comes with this revamp. Trackers as a whole have been given an entire face-lift with the end goal of making it more user friendly and a little more worthwhile for detectives whilst at the same time - ensuring that they aren't too crippling for the other parties involved. Trackers can still be placed on players, but this requires consent from the other player involved; the main idea behind this was to eliminate any misuse such as a vague emote followed by the inexplicable placement of a tracker, but at the same time - continue to support consensual role-play where a detective may be putting a tracker on say, an informant. Unlike in the past, trackers can now be placed in a vehicle; a tracker in a vehicle will only track the vehicle itself, not its occupants The way in which tracking information is presented; on top of this, a small gang-zone is updated periodically to give a visual indication of where the a tracker is on the map. In an effort to maintain the balance of such a system, trackers can be placed but will not give the detective any information until they are in a vehicle and have activated it. Once activated, a detective will only be able to get updates whilst in the vehicle in which it was activated. Trackers have a battery life of one hour which will begin to decay from the moment is activated for the first time. Once activated once, the battery will continue to decay regardless of whether the tracker is active or not. When it runs out of battery, all tracking will cease and the tracker will be killed completely. Whilst deactivated, no information is displayed to the detective and it can be re-activated in a different vehicle. Trackers can be shared with other detectives. This will grant them the ability to activate and deactivate it, but only the original creator will be able to kill it completely. A detective can have access to only one tracker at a time. Anyone that is in a vehicle in which a tracker is active will be able to see the updates. The only way to stop another player from being able to see this in a vehicle is to deactivate it completely — if one player can see it, there's no reason for anyone else in the same vehicle as them to not be able to. Commands /tracker [accept / activate / deactivate / kill / place / reject / share] Moles Moles have been subject to some considerable change in this re-write. Before, moles were extremely over-powered. They could be put on players without their knowledge which from a role-play point of view, makes very little sense. The balance has always swayed in favour of detectives a little too much so my one of primary objectives here was to even it out a little whilst, at the same time, ensuring that they serve enough of a purpose that they can still be useful in investigations. In many ways, they follow a similar system to trackers: once placed, they can only be activated in one vehicle and unless you're in that vehicle, what is said cannot be heard. Anyone in the vehicle - as long as the mole is activated - can hear what is being said. Moles have a limited battery life of six hours. A detective can have five moles. If placed in a vehicle, a mole will pick up anything said inside apart from what is said through /w. Inside properties and businesses, only what is said within the normal speech range will be picked up meaning that if a player talks and isn't close enough to the mole, it will not be heard by the detective on the other end. Before, anything said in a property / business could be heard regardless of where it was said. In order to get better coverage, detectives must place several moles. Players can check for moles in properties through the use of /devicecheck; a player must be within one unit of a mole to find it and - if in range - can kill the mole. With this re-write, the "mole protection" in properties has been made redundant and there is no longer any way to protect your property from them. A vehicle can obviously be locked to minimise the chances of it having a mole placed inside. A mole can only be removed if: a) they run out of battery, b) they are killed through /mole, c) the server is restarted or d) the vehicle in which they are placed is destroyed. Moles, just like trackers, are their own entity and are not tied to a player which means if the one who placed it logs off, it will continue to exist. Commands /mole [activate / deactivate / kill / place / share] /devicecheck Wires Wires are - as a whole - pretty simple. There really wasn't all that much to change when it came down to the fundamentals. The only real addition here is - as with most other aspects of this revamp - the introduction of a battery life which for wires, is two and half hours. Placing a wire on a player requires their consent. Wires can - just as with moles and trackers - only be activated and listened to in one vehicle. Anyone in that vehicle will also be able to hear what's being said as long as the wire is active. If a player is wearing a wire and is frisked, the frisking party will be made aware of its presence. Wires are removed if: a) the player wearing it does not log back in within fifteen minutes of logging off, b) it is removed manually by the player / detective, c) on a server restart. Commands /wire [place / activate / deactivate / share / kill] Miscellaneous Arguably the most significant change to come around with this revamp is going to be the way in which a player can obtain the job. Law enforcement faction leaders will be able to issue the job to their faction members, but anyone outside of law enforcement factions will have to apply for it on the forums. The idea behind this is to promote more realistic investigative role-play outside of law enforcement factions. The job is far more prestigious than it was before and having it available to absolutely everyone would definitely have a negative impact the role-play quality surrounding it. There's plenty of potential for this job to be a really valuable asset to right type of role-play and my hopes are that by making it less common around the server and giving it to the right people, there will be a lot more room for those who want to venture into investigative role-play to do so. It should be noted that features included here may still be subject to change whilst the development of this script is being finalized.
  25. Script name: Advertisements Script author: & Introduction The current advertisement system has needed improvements for a while now, so that's what we've decided to tackle next. We're hoping that the new system addresses most of the issues with the old system and provides players with a better experience when creating advertisements with the addition of queues. Features Queues The most notable improvement with the new system is the addition of queues. When you create an advert (company or regular), it's added to a queue that is processed every 60 seconds. We're hoping that this new system will allow people a fairer chance of getting an advertisement out but will also avoid drawing players away from roleplay for long periods of time that is currently spent trying to get your advertisement aired. The amount of advertisements that you can have in the queue at one time differs based on donator level: Regular Players & Bronze Donators: 1 Silver Donators: 2 Gold Donators: 3 With this being said, you are not able to have two advertisements in the queue back to back. Each one of your advertisements must be separated by an advertisement from another player, this is to avoid the same advertisement going out twice in quick succession. Commands /ads Used to view a list of queued advertisements. /cad Used to post a company advert (cost: $1,500). /ads Used to post a regular advert (cost: $1,000). Miscellaneous These improvements were made as a result of suggestions from players & staff and discussions by the development team, we hope that we've hit the nail on the head with this one. It should be noted that features included here may still be subject to change whilst the development of this script is being finalized. Other Ways of Advertising Advertisements are the lifeblood of LS-RP, serving as the primary avenue for interaction, commerce, and immersive roleplay experiences. However, with the influx of new players, concerns have arisen regarding the volume of advertisements inundating the server. While persistence in promotion is essential, so too is respect for players' experiences. The current reliance on commands like /ad, /cad, and /shout may no longer meet the community's needs. Moving forward, we must explore new avenues for advertisement distribution that balance visibility with player comfort. Rather than restricting advertisements, we aim to enhance their effectiveness and accessibility. Car Signs You buy the car advert sign from the computer cafe area in the mall. You get inside a car and.../carsign [text]! That's it. The ad will attach to your back bumper, so you can make little For Sales signs, personal ads, etc! Let your mind wonder. The ad rules still apply so attaching silly things to your car will get you punished. Business MOTD Business owners and or people who workon a business will be able to /motd [1-4] [motd-text]. So when people walk inside the establishment they will see the messages on entrance. So owners of businesses this can be a good new source of income for you- offering adspace in respond for money! Let your mind wonder!
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