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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!
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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.
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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.
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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)
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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.
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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
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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.
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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:
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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.
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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
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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
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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.
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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
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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.
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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.
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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
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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.
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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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Script name: Poker System Script author: Noble Introduction Pushing San Andreas Multiplayer to it's limits has always been a strong reason why I love scripting here which in turn has allowed me to realize that the possibilities go so far pushing me to taking on new challenges and dreaming of future features. My latest gift to you all is a fully functional poker system which unlike the previous system now makes use of text draws. I've spent a considerable amount of time researching Texas Hold 'em to bring Los Santos Roleplay a fun, efficient and integrable system which fits into a role-play environment. Texas Hold 'Em Texas Hold 'Em poker is a variation of poker where each player is dealt two cards along with the table being dealt five cards in different stages. Initially three cards are dealt (the flop) with another card being dealt after (the turn) then finally another (the river). Players have the ability to either bet, check or fold during each betting round. Additional information can be found on Wikipedia. Features I've done a vast amount of research into the different poker game providers currently on the market and from them created something fitting for a SA-MP role-play environment. I've ensured players have the ability to role-play alongside this feature which will open the doors to different variants of role-play. The feature list below details this system: Table Ownership Casino owners will have the ability to purchase a table.* Table Management Table owners can position and change the buy-in value of their table. Simultaneous Games Unlike the previous system multiple games can run at the same time with up to six players per table. Lobby System Players can utilize the lobby to wait for friends or take a seat and wait for other players. Use of sprites I'm now making use of the native Grand Theft Auto: San Andreas card sprites as a pose to the previous system using game text. * Subject to change. Preview
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Script name: Company System Script author: Davis, Kane Introduction The Company System is something that Surreal and I have touched on multiple times on my dev blog, and other appropriate topics, but this feature documentation will serve to clearly outline the purpose of the system and how it will work. The idea with the Company System is that it is similar to the faction system in many ways, but it also exists separate to being in a faction. The system allows players to create a company (after being approved by management), with an in-game accessible roster and the ability to invite, rank and kick players. There's also support in the system to allow vehicles and businesses to be tied to a company, in the sense that anyone in the company with the correct permissions is able to manage the vehicle/business/property. There's also a handful of commands (full list below), that level 4 admins are able to give a company access to on a case by case basis, i.e /roadblock, /operate, etc. The general idea of the system as a whole was that it will serve to facilitate smaller groups and legal companies to flourish without being hindered by the script. For players that have low capital, Surreal is toying with the idea of creating an in-character capital/business loan system to allow players to be able to start companies. Customisation The approach that Kane and I took when working on the company system was that everything has to be customisable in game, whether this is via a lead admin or the company owner on /companymenu, and I think we've managed to achieve that here. If you want to customise your company's name, create/delete ranks, change company or rank permissions, add vehicles, etc — this can all be done in game. This should allow complete creative direction to the owner of the company to set up their company how they deem suitable. The system has functionality for vehicles and businesses to have shared ownership by company members, this can be controlled on a per rank basis via /companymenu to determine whether a set rank should be able to act as a business manager or be able to use a vehicle. Initially, for a vehicle or a business to be set to a company, this must be done by a Level 4 admin and Surreal will detail a full request process to ensure this is as streamlined as possible. Creating a Company I touched on this a little bit in the introduction, but just to go into further detail about this, Surreal is working with the Lead Team on a process for players to create companies and get a grant (loan) from the government for players with low income. This should allow players from various backgrounds to take advantage of the company system, whether that be via access to restricted vehicles or the ability to manage businesses collectively. I'll leave it to Surreal to detail the full process for requesting a company, and you can expect a topic on that shortly, but we're hoping that this will allow for legal roleplayers, or illegal roleplayers with a legal front, to flourish. Commands /companies Displays all current companies created on the server. /mycompany Displays a list of members in company that are currently online. /company (accept/leave) Used to accept an invite to, or leave a company that you are currently in. /managecompany (hire/fire/rank/towcars) Used to manage personnel & vehicles in a company, individual syntax can be found for each option by running the command with no parameters. /companymenu Used to manage and adjust any aspects of a company, i.e names, add new ranks, change permissions, etc. And on a case by case basis, controlled via /companymenu: /operation /roadblock /createscene /givespray /carsign /megaphone
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Script name: Chop Shop System Script author: Kane Introduction The Chop Shop system was first introduced in 2012 and has been around since. Since then, it has been used with the Thief job. As of recently we've decided to make big changes to the system. This means certain features like the chalkboard you see when you deliver cars will no longer be a thing. The chop shop system will now revolve around official factions. The idea is that official factions will be allowed to own chop shop points. These points can be created, moved, removed, etc in game by a Lead Admin. Official factions with chop shops will have the ability to give players outside their faction the ability to use their chop shop. Faction members will have automatic access. Lead Admins will be able to add/remove what vehicle models a chop shop can have. Those are both however limited. Furthermore, both the player who delivers a car and the chop shop will make money. Set in game, chop shops will have a percentage%. This is the percentage being taken from the vehicle model's dealership price. Faction leaders will be able to withdraw their earnings from the chop shop. The general concept will remain the same. You'll have to locate a vehicle wanted by the chop shop. Steal it then make your way to the chop shop. When there, you'll be able to /delivercar. Each modification the car has will earn you more money but also take longer to deliver and chop. When the vehicle is done being chopped, it will be parked. If a vehicle you're chopping is destroyed, you'll be fined the deliver car amount x 3. Limits As I said above, both the vehicle model and player access slots are limited. This will give each faction the opportunity to strive and earn money with their chop shops. There are 74 vehicle models available for chop shops. Vehicle Models: 40 Player Access: 20 Commands /giveshopaccess Faction ranks with permission can add players to the chop shop. /takeshopaccess Faction ranks with permission can remove players from the chop shop. /mychopshop See the chop shop menu. /withdraw Faction ranks with permission can withdraw from the chop shop. /leavemission End the car delivery process. /delivercar Deliver the car to a chop shop. /chopshophelp List of commands in game. Media
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Common Roleplay Terms Introduction This list provides new and old players with a reference to any common terms that are used on the server for a variety of reasons. The guide will be helpful for many who are confused with abbreviated words that they not understand but can come across a lot while on the server. Common Roleplay Terms Roleplay The acting out or performance of a regular person ingame (e.g acting like a regular civilian, a gangster, Hispanic, African American, etc.) In Character (IC) In Character is your character's roleplay, this is his/her actions and words being said. Out of Character (OOC) Out of Character is when you, as a player are talking or doing actions outside of In Character actions. Examples are talking in /b (OOC chat) about topics that are not related to your In Character roleplay. Metagaming (MG) Using information you have gotten from Out of Character ways and using it In Character. e.g Using private messages to tell your friend your character is in trouble at a certain location. Inciting someone to metagame is also against the rules. This includes emoting information that other people have no reason to currently know — your /me's and /do's should not state what others cannot see, hear, touch, smell or taste. Using VoIP programs such as Teamspeak, Skype and Ventrilo to communicate IC whilst in-game is strictly forbidden. It is also against the rules to use alternative characters to interact with your main accounts, gain knowledge from your main, pass on info and so on. Alternate characters must interact IG with others to gain knowledge or carry out related tasks. Examples: Adam_West messages John_Smith OOCly and tells him that he is being robbed at his house. John_Smith then decides to change his IC plans in such a way so that he can help Adam_West. * Adam_West begins to think about killing the men who attacked him. Powergaming (PG) Powergaming can be defined as performing acts that are not humanlike; forcing roleplay on others without giving them a fair chance; making up things which did not happen so that you can benefit; roleplaying things which are not possible script-wise so that you can gain an unfair advantage. Roleplaying unrealistic things that wouldn't happen in the real world and not allowing others to react to your roleplay. e.g a five year old carrying around a weapon, fighting a person with your fists when he is armed with a gun, throwing someone out of a car without allowing the other person to react to your actions. Getting off the ground and running away after you have been tazed by a police officer. Roleplaying that an item is not on you ICly when it is already on you script-wise. (e.g. during frisks) Entering a car and doing /taw and /tad to steal items with zero role-play involved. Do not heal during or right after confrontations such as fights and shootouts. Deathmatching (DM) Killing another person without a sufficient roleplay reason (deathmatching) is not allowed. Unnecessary provoking falls under this rule as well. Terrorism is strictly forbidden unless done with admin permission. This also includes revenge killing — when you respawn after being executed and then kill (or at least attempt to) the person who has just murdered you. Your In Character memory is wiped off everything that led up to your death when you are killed, so you should forget about your attacker. Rules of Engagement must be followed by illegal factions: Rules of Engagement (RoE). This is when a player shoots another player for no valid In Character reasoning. If such problems occur you may make a forum report with valid proof. Non-RP Doing things that are considered not sufficient to be considered good standard roleplay depending on the situation at hand. e.g running around a crime scene for no reason, dancing and screaming in a trollish manner in a serious situation, not roleplaying fear appropriately in situations realistically. Namechange (NC) When a player wants to roleplay something else, they can change their character's name. This means that they are a completely different person. e.g You can namechange from "John Doe" to "David Nobody". You can namechange characters by buying a namechange for $2 or by purchasing a donator package. You may not namechange or Character Kill (CK) yourself when: You have scammed someone in the last 6 days. You have robbed someone in the last 48 hours. There is a court case in progress involving you. The court has ordered you to do something and you still have not done it. You have accepted a loan within the last 14 days. The evasion of In Character repercussions using any other Out Of Character methods is also forbidden. You are not allowed to transfer, sell or give away money and properties if there is a court case in progress involving you, or if the court has ordered you to do something and you still have not done it. Character Kill (CK) This is when a character cannot be played by a player ever again. A character is CK'ed in many ways but the most common are either by the player requesting his character to be CK'ed or if the player has an agreement with a faction that his character can be CK'ed by the faction leaders and permitted faction members. You can namechange the character if you wish to do so. Agreements Agreements for CK must be made via LS:RP forum PMs or within your forum section (only if official) and available to be forwarded to the faction management in case of disputes. Agreement must shows the terms of CK and the person's response stating specifically that the person agrees to the term as written. Any other type of agreement will not be considered to be valid and will not be enforced. Note: Any attempt to forge/fabricate CK claims/agreement will result in a severe repercussions. IC/OOC Reasons CKs may only be done for IC reasons. OOC based CKs are forbidden. Length of Agreement CK agreements only valid while the faction is active & exists. All CK rights over any characters are expired upon the closure/termination of a faction. In the case of the character moving past/departing a faction that holds CK permission on them, they may request leadership to formally relinquish the CK permission on them. If both parties cannot come to an agreement, Faction Management may be contacted to intervene. Player Kill (PK) This is when a person is fully dead in the Player is Dead/Accepted Death mode, the character is now not able to remember any events or people relevant to the situation that caused your character to be killed. Revenge Killing (RK) This is when a player who has fully died (or has been Player Killed) respawns and sets out to kill the person/people who killed them. This is not allowed because the player who died has no recollection/memory of the event happening. Scrolling a weapon/Ass-pulling When a player scrolls a large weapon with roleplaying taking it out. e.g Pulling an M4 from your chest without doing a /me indicating that you are now carrying the weapon in your hand. Abuse of SAMP Physics Using GTA SA's abilities to do things that in real life are unrealistic or not possible (e.g bunny hopping, chicken running, C-bugging, etc.) SA-MP physics and movements in-game are hardcoded and cannot be changed via scripting so the following is forbidden to avoid non-roleplay situations: Bunnyhopping — jumping repeatedly to move around quicker. This is when you keep pressing the "jump" button to speed up getting from one place to another, under no circumstances is it allowed here and can result in admin punishment. Olympic swimming — continuously swimming without roleplaying that you are exhausted. Hopping/Tapping on bikes/motorcycles — hopping about continuously or tapping W to go faster. Tapping the "W or forward button to make a BMX or a vehicle go faster. This is most common for bikes and motorbikes. This is not allowed on the server and will result in admin punishment. C-Bugging - This is when a player aims and then crouch to cancel an animation to shoot a weapon faster than SAMP physics intended. This is not allowed to be done and will result in admin punishment. C-Bugging is not allowed. Shotgun quickshooting is not allowed. Chicken-running — running around in a zig-zag motion to avoid being hit by bullets. Self-explanatory. This is the act of running in a zig-zag manner during a shootout or another form of a confrontation. This is not allowed on the server and will result in admin punishment. Ninja-jacking — pulling players out of their vehicles with no roleplay. When a player throws a driver out of the driver seat without sufficient or no roleplay. Vehicle surfing — being on top of a vehicle to ride it, instead of being inside of it. This includes pretending someone is in the trunk of your car while they are actually on the roof. If you wish to kidnap someone and roleplay them as being in the trunk, they will have to occupy a script-wise seat. Drive By — Shooting out of a vehicle as a passenger. The driver is not allowed to do so under any circumstances. Desert Eagles are not allowed to be shot in drive bys. Drive-bying as the driver with an SMGs — hooting others from the driver seat of the vehicle. Drive-bying without a driver — shooting others from a car with no driver in the car. Tackle — abusing the /tackle command to force a player into an animation. Provoking Purposely annoying/irritating players to get a reaction from them. Car Ramming Using a vehicle to crash into people or vehicles. Car Parking Ramming a person with a vehicle and parking the car on top of the player. Brutally Wounded (BW) This is when your character is scriptwise injured after sustaining enough HP loss that your health is at zero. You will be lying on the ground until you are once again injured/shot by someone (forced into /acceptdeath) or revived by paramedics. Knocked Out Mode (KO) This is when your character is scriptwise knocked out due to being hit by melee weapons or fists. You can be helped up via /helpup by any person, given that you meet a certain criteria (check feature documentation for more). Player is Dead / Accepted Death This is the fully dead stage after Brutally Wounded Mode. This occurs by being injured again after being Brutally Wounded or if you decide that you want roleplay dead from your injuries, you cause use /acceptdeath. A small text saying "(( Player is Dead ))" will be on top of the player if he/she is fully dead. You must wait 60 seconds after going into this mode until you may use /respawnme to respawn.
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Script name: Mechanic Job Script author: & Introduction The mechanic job on LS-RP is a fun and creative way to get players to interact through daily vehicular roleplay. With our in-game hotline, a player can simply call a land-line number that only mechanics can see and respond too, giving you a direct connection with another player. As a mechanic, your job is to fix, repair, repaint and upgrade another player's vehicle at a price in which you determine on your own, leaving it up to the player if they'd like to be greedy, or a helping hand! As a mechanic, prepare to dive into the lives of multiple characters as you unravel the roleplay we have to offer. We left an open field in which you can control on your own and let your own roleplay influence, you can either be an average joe working on cars to make a living or, with character progression, you can be the owner of an auto-shop and employ other players and teach them how to be mechanics! There's a limitless array of possibilities you can explore as a mechanic. Getting the job The mechanic job can be obtained by using the command "/mechanicjob" inside this warehouse in Blueberry: Components Components are a key part of being a Mechanic on LS:RP, allowing those with the job the ability to repair other users' vehicles in-game. You're able to hold as many components as you wish in your tow truck and they also save so you don't have to worry about limiting the number of components you purchase in case they disappear when you log off. Components can be bought by heading to the most western side of the ocean docks by using the "/buycomp" command. Note: 1 crate of components contains 25 products and it costs $250. For example, "/buycomp 10" would return 250 components for use and cost you $2,500. Using Components Performing different services for customers will require the use of mechanic components which will be deducted from those stored in your truck. Use this list to determine how many components you will need for each service and subsequently use it to draw up a price list you can use. Repair vehicle health: 2 components per 50hp repaired. Repair bodywork: 40 components. Remove destroy: 30 components. Fix engine: 40 components. Paint car: 10 components. Mechanic Services Mechanics can offer a variety of services to their customers. Use "/service" to display a list of what you can offer. Repair vehicle health 2 components will be required for every 50hp restored. Using the command "/service [playerID] 1" will enable you to repair a vehicle's health. You will be informed of how many components this will cost you and how much it will cost the player. If you're happy with the requirements then confirm the action with "/service [playerID] 1 yes". This will then send the offer to your customer for them to either accept or deny. Once accepted, you'll be given a spray can and can now get set to work on the repair. Hop out of your tow truck and begin spraying the vehicle to increase its health. Once the vehicle health has reached its maximum amount allowed, the process will stop and the components will be taken from your tow truck as payment. Repair vehicle bodywork The command "/service [playerID] 2" will allow you to repair a vehicle's bodywork. This is purely cosmetic. As with the vehicle health command, you'll be informed of how many components this will cost and inform the customer of the cost of the service. Again "/service [playerID] 2 yes" will send an offer to your customer for them to either accept or deny. If accepted, you're given a spraycan and you can now service their vehicle. Once the bodywork has been repaired, the process will automatically stop and the components will be removed from your towtruck. Jump up the battery "/service [playerID] 3" allows you to jump up a vehicle's battery life and prolong it for future use. As usual, you will be prompted with the requirements necessary to carry out this service. Once you're ready you can type "/service [playerID] 3 yes" to carry this service out. The rest will occur as usual! Tune up the engine "/service [playerID] 4" will let you tune up a vehicle's engine by 10hp per service. This is the most costly of all services and requires the most components. Make sure you meet the requirements before typing "/service [playerID] 4 yes". The usual prompts and messages will appear. Re-paint a car Another service a mechanic provides to a customer is painting their car, or if you're in luck, cars. Every time a customer requests their car to be painted, you'd simply have to go by role-playing offering them a catalog of colors through "/colorlist". The other player can use this command as well. Once they're sure about the color they want for their car, you could offer to paint their car up by using "/paintcar [playerID] [Primary Color] [Secondary Color]". This service will cost you 30 products and you'd gain $450 from the customer. Commands /buycomp [amount] You can use this command to buy components required for providing services. Note: 1 crate of components contains 10 products and it costs $100. For example, If you type "/buycomp 100" you will get 1000 products and it will cost you $10000. /checkcomponents This displays the amount of components your tow truck currently possesses. /service [playerID] [type of service] This command displays the four (4) types of services a mechanic can offer to a person. Note: Jumping the battery and tuning the engine up require the health of the battery or the engine to be fairly low. The limit for a tune-up is 50 (although you may tune a vehicle's health and battery to a level beyond 50 at first). /paintcar [playerID] [color1] [color2] Offers your customer a repaint on their car of their own choice. /colorlist Displays all IDs of colors that will help you (and your customer) choose colors to re-paint a vehicle. /attach [playerID] Sends an offer to your customer to attach their vehicle to your tow truck, in order to tow it. Note: The customer has to be a passenger of the vehicle, not a driver nor on foot. Frequently asked questions Do I have to be at a dealership in order for a mechanic to jump my battery or tune-up my engine? No. Such actions can happen anywhere. Can I transfer components from one vehicle to another? No, you are not able to do that. Why can't a mechanic jump my battery or tune up my engine? That's probably because your battery or engine health is not low enough (or too low - if it's lower than 3-5% you'll need to completely replace the battery or engine). How can I de-attach a vehicle I'm currently towing? Use the numpad arrows up and down (Num 8 & Num 2) to control the hook. Rolling it down will automatically detach the towed vehicle. Do I lose my components if my tow truck is destroyed? No, your components will remain. Can I have the mechanic job as a side job? Yes, you can simply type /jobswitch. Can I buy a tow truck without acquiring the mechanic job? No, you need to acquire the mechanic job before you could buy the truck. Can another person use my tow truck to provide services to people and make profit on their own? Yes, it's possible. As long as the person using your tow truck has a mechanic job, this is possible. Is it mandatory to role-play when I'm providing services to someone? It's highly encouraged that you role-play while providing services unless your customer is in a hurry.
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Script name: Vehicle System Script author: & Introduction The vehicle system is diverse. Its best known feature is a private vehicle system which allows each player to own vehicles and spawn them, these vehicles do not appear upon login. Only the owner is able to spawn them. There are also public and faction vehicles. * Each owner can spawn up to three(3) vehicle's depending on donator status. * Only owners and those who have keys to the vehicle can despawn the vehicle. * Each player can own up to ten(10) vehicles. * Each faction can have up to 130 for their faction. Maximum vehicles for factions can be modified by lead admins. There are 4 vehicle types now on the server: Public, Private, Faction and Company Public vehicles are rentable vehicles (such as Greenwoods and Bobcats around the airport). Private vehicles are vehicles owned by a single player, therefore only they may spawn it, park it, upgrade it and perform other commands available for private vehicles. Faction vehicles are vehicles owned by a specific faction. For example the LSPD own all LSPD cruisers and vehicles (including unmarked patrol cars and undercover vehicles). On the other side of the law we have vehicles used by illegal factions (vans such as Burrito a common example). Company vehicles are vehicles owned by a specific scripted company. A company can request for vehicles to be added to their fleet. They'll be managed and used by the company members. Commands This sections covers all of the available commands that are for vehicle usage,this section does not include the Grand Theft Auto system which is used to steal vehicles. Each command is accompanied by a picture to depict it in use. (/v)ehicle This is the vehicle command,it is used together with a parameter. When doing this command without any parameter given it will display all available actions like so: (/v)ehicle list By using the parameter "list", this will display all vehicles available on your account. If you do not own any vehicles, it will notify you with a simple chat message. You're able to cycle through the menu to see all your vehicles (if you have more then six vehicles). Any vehicle that is near you will be marked in GREEN, by clicking on a vehicle it will spawn at its parking spot. Here is an example of the clickable menu that will open if you have any vehicles: (/v)ehicle get By using the parameter "get" you can retrieve an owned vehicle. You can also add another parameter - a vehicle ID from the list. Add the vehicle ID from your list (for example your Towtruck is one(1) so you will add one after the "get" parameter (/vehicle get 1) and it will spawn my towtruck)). This differs from /v list by allowing you to enter one command and have the vehicle spawn immediately. (/v)ehicle park By using the parameter "park", this would 'park' your vehicle (despawn it). This means it will not be visible until you spawn it again. This is available only at the vehicle's parking space, where you've defined it. (/v)ehicle buypark By using the parameter "buypark" you can define the parking space for your vehicle. If you set your parking space near a house that you own then you will not be charged the usual $2,500. NOTE: Your vehicle's parking space is automatically changed to the impound lot if your vehicle is impounded by a public impounder. (/v)ehicle sell By using the parameter "sell" you can offer your vehicle to a player. After you send the request, the player you're trying to sell to would receive a dialog asking if they want to buy your vehicle for a price that you've chosen. The second player is able to accept by pressing Y on his keyboard on N on his keyboard to decline. The seller receives the full amount offered and the buyer loses the full amount and receives the vehicle. (/v)ehicle register By using the parameter "register" you can attempt to register your vehicle. This may only be done at a dealership in the presence of a mechanic.. If you're a silver or gold donator, you're able to choose a unique plate up to seven (7) symbols, numbers or letters but not including any special symbols. To create a unique plate, enter the unique plate of your choice as a parameter after the register parameter. (/v)ehicle unregister By using the parameter "unregister" you can unregister your vehicle. This action is only available at the blackmarket. Doing this renders your vehicle without a license plate (which is illegal according to the San Andreas Penal Code). (/v)ehicle buy By using the parameter "buy" you will be shown a vehicle listing at a dealership. (/v)ehicle upgrade By using the parameter "upgrade" at a dealership you are shown the upgrade process. You may upgrade your insurance plan, lock, immobilizer, alarm, engine, battery or vehicle armor. You may or may not need a mechanic nearby, it differs. (/v)ehicle stats By using the parameter "stats" your vehicle statistics and details are displayed. This command must be entered whilst inside your vehicle. Life Span Engine/Battery life - decreases when the vehicle is damaged and health of the vehicle is under 694.0, it decreases while you drive by a very slow speed, it'll take around 70 days (in total hours of 1,680) to reach its final state. Miles Driven - shows how many miles the vehicle has been driven. Security Lock - lock level, click me to view details. Alarm - alarm level, click me to view details. Immobiliser - click me to view details. Insurance - click me to view details. Misc Primary Color/Secondary Color - your vehicle colors, handy when you need to see the hex IDs for your vehicle's paint job. License plate - displays the license plate the vehicle is/should be registered with. Armor - Displays the armour present on the vehicle. Armor protects the vehicle from an additional 250 points of damage. (/v)ehicle tow By using the parameter "tow" you can tow your vehicle back to its parking (spawn) point. This may only be done if the vehicle is spawned and occupied. The service costs $2,000 and dialog is displayed on the vehicle during the process. (/v)ehicle duplicatekey By using the parameter "duplicatekey" you can give a set of keys to a player (specificed by entering an ID as the final parameter). This costs $750 and the player will keep the keys until they log out. (/v)ehicle locate By using the parameter "locate" it will list all of your vehicles locations, see below for example: (/v)ehicle scrap By using the parameter "scrap" you will scrap your vehicle permanently. You will only receive half of the dealership price of the vehicle, regardless of its modifications. (/v)ehicle faction By using the parameter "faction" this will assign the vehicle to the faction you're a leader of. This command is only available to official faction leaders. (/v)ehicle company By using the parameter "company" this will assign the vehicle to the company you're the owner of. This command is only available to scripted company owners. (/v)ehicle lights By using the parameter "lights" you can switch your vehicle's lights on or off. Note that your lights will automatically switch on from 8PM onwards servertime and that the toggle from this command is reset if you leave it. (/v)ehicle lock or /lock By using the parameter "lock" you can lock or unlock your vehicle. This can be done from inside the vehicle or near it. (/v)ehicle price By using the paramter "price" you can check the price of each vehicle model available for sale. (/v)ehicle opendoor or /opendoor By using the parameter"opendoor" you can physically open the doors of your vehicle (or any vehicle that is unlocked). It sends an emote above your head much like /ame. /vehiclename This command allows you to have a real life model displayed for your vehicle related emotes (/engine, /opendoor, /lock, etc). The following sequence shall be followed when requesting a vehicle name: Year Make Model. E.g.: 1999 Toyota Supra, 2005 Dodge Challenger. No versions, types, engine sizes are allowed. Level 3 Game Admins (and above) are responsible for these requests. You should never use the /report system to get an update on your request, you get notified upon login or if you were in-game when they handled it you get a notification in your chatbox. /trunk By using this command, you will be able to open or close your trunk when standing near the trunk or inside the vehicle. You're able to do this only when the vehicle's engine is on. /hood By using this command, you'll be able to open or close your hood when standing near the hood or inside the vehicle. You're able to do this only when the vehicle's engine is on. /engine By using this command, you'll be able to turn on or off your engine inside the vehicle. You're able to do this only when the vehicle is yours, if not you'll need to hotwire it. /vehiclefines By using this command, you'll be able to see all of your fines that are in the vehicle you're currently in. /carmenu By using this command, you'll be able to enter the Wang Cars modification center that is located in Rodeo to modify your vehicle with any miscellaneous such as bodykits, XMR, wheels and hydraulics. This also works at Loco Low .Co in Playa Del Seville/Willowfield. Vehicle Save Details This section covers anything that is able to be saved when you despawn or spawn your vehicle or when you quit while leaving it spawned. Lock level (0-5) Alarm level (0-4) Immobiliser level (0-4) Insurance level (0-3) Vehicle parking space Colors Tickets Fuel Plates Vehicle armour Modifications Drug packages Weapon packages Weapons Tires data Battey life Engine life Vehicle Security This section covers vehicle security, how it helps you and how it works. All information stated here is valid as of the current version of LS:RP vehicle system updated in April 2016. Information was taken directly from the author of the vehicle system With the new breaching methods, there are two possible ways to gain access to a vehicle. One by prying the door off the vehicle with a toolkit or by smashing the door and cracking it open with melee attacks. To hinder would-be thieves, many options are available to upgrade the security of your vehicle. Locks are there to protect the privacy of your vehicle, different type of locks have differing levels of protection towards your vehicle. >> Lock(s) and effects ^ Stock Level Security + 250 second wait time protection against prying method. ^ Second Level Security + 500 second wait time protection against prying method. + Improved armor, providing more protection from physical breaching.(Fist & melee) ^ Third Level Security + 750 second wait time protection against prying method. + Special armor, x2 defense against melee breaching. ^ Fourth Level Security: + 1,000 second wait time protection against prying method. + Special armor, x3 against melee breaching. + Special armor better defense against physical attack breaching. (Fist) ^ Fifth Level Security: + 1,250 second wait time protection against prying method. + Special armor, blocks all types of physical Breaching. The immobiliser serves to make a potential thief's task tricker by layering complication in their attempts at hotwiring a vehicle. >> Immobiliser(s) and effects ›>› Stock Level Immobiliser 125 second limit while hotwiring. ›>› Second Level Immobiliser 100 second limit while hotwiring. ›>› Third Level Immobiliser 75 second limit while hotwiring. ›>› Fourth Level Immobiliser 50 second limit while hotwiring. ›>› Fifth Level Immobiliser 25 second limit while hotwiring. Any alarm abov the default (level 0) will produce a sound. >> Alarm(s) and effects ^ Stock Level Security + Loud vehicle alarm ^ Second Level Security + Loud vehicle alarm + Vehicle alerts its owner of a possible breach. ^ Third Level Security + Loud vehicle alarm + Vehicle alerts its owner of a possible breach. + Vehicle alerts the local police department of a possible breach. ^ Fourth Level Security + Loud Vehicle Alarm. + Vehicle alerts its owner of a possible breach. + Vehicle alerts the local police department of a possible breach. + Vehicle blip will appear on the radar. The Dealership Buying a vehicle This section covers the process purchasing a vehicle. The information is presented in text on-screen instead of the game chat. Each dealership has a configured point. There are four in total; two for land vehicles, one for air vehicles and one for marine vehicles. Grotti & Commerce Dealership Regular dealerships sell vehicles listed under the following categories Bikes Convertibles Industrial Lowriders Offroad Saloons Sports Vehicles Public Service Public Service Law Station Wagons Unique Certain vehicles require certain permissions (such as emergency vehicles and donator exclusive vehicles such as the BMX and ZR-350) and usually serve as private vehicles to their respective faction leaders. Santa Maria Beach Lighthouse Dealership Sells boats. The Predator is exclusive to law enforcement agencies and the fire department only. Los Santos International Airport Dealership Sells you aircraft (requires a unique flying licence available near the airport spawn). Once you've chosen the right dealership and the right category, you will have a list of vehicles that fit the current category. Each category displays the vehicle pictures (stock models) and prices. When you click on the vehicle model you want, the process will continue to the physical preview. The physical preview allows you to see the vehicle and it will create a dialog for you to understand how the vehicle works, which fuel it runs on and its capacity and its overall price. The price is the total cost of the vehicle, modifications and whether you include a lock, alarm, immobilizer, colors and XMR. For example we choose vehicle X which costs $100,000 and we want to add: Alarm level 4, Immobiliser level 4, custom color and XMR. When you're ready to buy the vehicle, you will be shown the following: If you hit ESC to purchase your vehicle, you will be given the option to confirm or deny the purchase at its final stage. Hitting ESC again cancels the purchase. Proceeding through the dialog will eventually finish the process and turn the vehicle over to you. Vehicle Upgrade This section covers the process of upgrading features on a personal vehicle. Lock Alarm Immobiliser Armour Insurance Battery Engine The main change is that all of the additional items for the vehicle are now inside the upgrade category inside the command list. (/v)ehicle upgrade will bring up: And you're able to choose the upgrade you would like. A vehicle begins with a stock lock (level 1). When you write the end with the yes, it will start to upgrade your lock: When the operation finishes, it will notify you: An alarm is a common feature in vehicles in LS:RP due to its usefulness in protecting your vehicle. Each upgrade adds new features (while retaining the previous level's features). When you write the end with the yes, it will start to upgrade your alarm: When the operation ends, it will notify you with the alarm upgrade: An immobilizer effects the amount of time it takes to attempt to hot wire a vehicle. When you write the command with the yes at the end, it will start to upgrade your immobilizer: When the operation finishes, it will notify you with the immobilizer upgrade Vehicle health varies from model to model (bikes tend to have less for example). Armor is available up to a maximum of an additional 250.0 hit points on a vehicle. Also visible damage will not show until the amount of armor added is depleted. Engine life deterioration still only affects the vehicle's base health. When you add "yes" to the end: Once this has finished, you will be notified: Insurance comes in 3 levels. Each level offers differing coverage and is permanent (upgrades to insurance are also permanent). First Level Insurance Coverage Vehicle will always respawn with its max health. Second Level Insurance Coverage Vehicle will always respawn with its max health. Protection against cosmetic vehicle damage. Vehicle will re-spawn good as new. Third Level Insurance Coverage Vehicle will always respawn with its max health. Protection against cosmetic damage. Vehicle will re-spawn good as new. Vehicle modification coverage. We got your fancy layout and XM tunes covered! If your vehicle is destroyed, the insurance is charged and must be paid at a dealership in a prompt time frame. Upon payment, you'll receive a notification that you've paid your insurance price. Battery & Engine This section covers the battery and engine of a vehicle and how they affect them in LS:RP. Battery and Engine serve as a life span of a vehicle. Both decrease at 0.01 for every couple of minutes the engine is running.. The total estimated life span of an engine is 69 days (real time). The battery decreases upon explosion or other types of serious damage. Vehicle health is more then 650 Battery Life - No loss. Vehicle health from 550 to 649 Engine Life - (vehicle_health_loss/125.0) = deduction from engine life. Battery Life - (vehicle_health_loss/150.0) = deduction from battery life. Vehicle health from 390 to 549(Grey Smoke) Engine Life - (vehicle_health_loss/100.0) = deduction from engine life. Battery Life - (vehicle_health_loss/125.0) = deduction from battery life. Vehicle health from 250.1 to 389 (Black smoke) *Vehicle engine turns off around the 325-389 mark* Engine Life - (vehicle_health_loss/75.0) = deduction from engine life. Battery Life - (vehicle_health_loss/100.0) = deduction from battery life. On Vehicle Death Engine Life - (-10)+random( 5 ) deducted. Battery Life - (-10) deducted. * vehicle_health_loss = 1000.0 - Vehicle Health. ((Example: 1000.0 - 400.0 = 600.0)) Under 650 you are likely to encounter problems with the engine. If replaced, both engine and battery will replenish to 100.0. Vehicle List with images This section displays all vehicle prices. All models have been organized for an easy read and tips throughout can guide you. Vehicle List ( With Images ) Click Here Prices are updated with the system This list will be updated as and when vehicles are added through updates. Frequently Asked Question What happens if I do not pay my insurance? If you fail to pay your vehicle insurance after a while, it will eventually be scrapped without notice. What is the price of X car? If you're on IRC, you can simply type !price [carname] or click HERE for a large table of data! (Credits DamianC) What does vehicle armour do? When you crash your car or bump it, it will remove it from vehicle armour so your car doesn't remain ugly and smashed. Once the armour has been used up, it will no longer visually repair though! What insurance level saves my precious XMR? Level 3. How do I break into a car? /lock breaking or /lock pry next to a locked car. Information is displayed on what to do next there. Can bikes have locks? Yes, but they will break after 1 hit, no matter what level, as you cannot physically lock/block someone from getting on a bike. So, invest in a good alarm and immobilizer! Dealership says out of stock?! /v buy, not /enter! Vehicle commands? /v will list all parameters. What happens to my car when I logout? It remains spawned, so park it! Note that your car lifespan will not reduce when exploded if you're not online to avoid abuse. How do I mod my car? Head over to the mod shop west of Rodeo Bank and /carmenu at the i icon! What happens when I /v scrap? Typing /v scrap is fine, it will ask you for confirmation and state how much you will be given. Selling it to another player normally yields more money! Where can I sell my car? You can sell it on the forums or in-game with /ad! How does one turn on the XMR radio they bought? /setstation will show a nice dialog to select your radio station. Where can I buy vehicles like the Turismo and Infernus? Vehicles such as those are only ever auctioned on the forums. Head HERE to check the status!
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Script name: Drugs System Script author: & Introduction The drug system is one of the most dated scripts on the server. It was initially developed in 2011 and since then, there really hasn't been that much change to it. Over the years, the suggestions board has been filled to the brim with all sorts of ideas to improve the existing system and to help carry the role-play surrounding drugs to a new level. This is a guide which well help you understand the drug system better and to improve your confidence around roleplaying with drugs. This guide contains many different fundamental functionalities of drugs on LS-RP, including, how to use them, what they do, how you can acquire them and you can check the table of contents above to find out what is included in this guide overall. This guide will also make your knowledge better about the drug system on LS-RP, which will help in better understanding and for you to provide a better quality roleplay experience. At the end of this guide is a Frequently Asked Questions section, so if you have any inquiries about drugs, they may be included there. If you do not find an answer to your question, feel free to ask your question in the Player Support Section and our Support Team and players will be willing to assist you in your question! Foundations When created through the administration menu, drugs are put into one of two categories — recreational or pharmaceutical; that said drug is then assigned a create type which dictates how it's introduced to the server: Base Drugs — obtained through a drug production facility. Equivalent to the way in which the vast majority of drugs are currently introduced to the server. Home Produced Drugs — can be mixed by any player on the server if they have the right ingredients as long as they are in a property. Prescribed Drugs — only applicable to pharmaceutical drugs. Can also be obtained through a drug production facility to allow an alternative means of obtaining it. A significant aspect of the existing implementation is the way in which players can obtain a health point bonus. The health point bonus you get from taking a drug is entirely dependent on its strength. Through the drug administration menu, two values are assigned to each tier of strength (1-20, 21-50, 51-75, 79-90, 91-99, 100). The bonus is then randomised based on the two values assigned (e.g. a random number between X and X). DISCLAIMER: If you drop your drugs, they cannot be picked up again. Inventory Storage Options There is a finite number of "slots" which are occupied by a drug. There's no real script support for the role-play surrounding these "slots". You can used drugs in decimals. This allows for more adventurous measures of drugs and gives the player far more freedom in how they wish to distribute them. A drug "slot" is represented by a storage item - e.g. a Saran Wrap Ball. These are not physical objects. They cannot at present be set down in a physical form. Drugs can be stored in the following: Ziploc Bag (SMALL / MEDIUM / LARGE) Saran Wrap Ball (SMALL / MEDIUM / LARGE) Wrapped Foil (SMALL / MEDIUM / LARGE) Pill Bottle (SMALL / MEDIUM / LARGE) Wax Paper Wrap (SMALL / MEDIUM) These items have maximum capacities which are defined on a drug-by-drug basis. Drug Packages The ability to leave drug packages on the ground in the form of a physical object is possible. There are several objects that a player can use including (but not limited to) : burger boxes, milk cartons, cups, boxes, wrapped packages and more. Players can adjust these objects however they wish. These packages save when they are placed, meaning they will still be where you left them following a server restart. Each physical object that can be placed has a maximum capacity that is pre-defined by the script. As long as you are under the maximum capacity, you can continue to add different items to the package. How To Acquire Drugs 4 ways of acquiring drugs will be covered in this section of the guide. The ways you are able to acquire drugs are: Illegal Factions — acquiring drugs from illegal factions can be done in two separate ways - one is being a customer and the second one is being inside of their faction as an active member. • Acquiring drugs as a customer requires you to know one character which is involved with any illegal faction and is meddling with the drug trade. • Acquiring drugs as a member of an illegal faction would differ on a faction to faction basis, as each faction has a different style of roleplay. Drug Distribution Scheme — acquiring drugs from the drug distribution scheme involves a certain set of requirements which can be found HERE. Drugstores — acquiring drugs through drugstores is only possible by official faction leaders. Robbery — acquiring drugs can also be done in the form of a robbery. Make sure to follow the rules when robbing someone. How to Roleplay Drug Use Realistically Setting & Environment — Drug effects can differ due to various factors, such as where you are, who you are with, why you are with them, etc. For example, if you were with a group of friends in a club environment, you may feel more relaxed & comfortable, and therefore, you typically get the more positive effects of the drug. On the other hand, if you're with people you're not comfortable with, a lot of drugs can make you anxious or paranoid. This is the physical setting, the people you are with. Another factor is your mental state at the time of consuming these drugs. Body Weight & Height — Body weight & height are important factors when it coems to drug effects as well. The taller and bigger you are, the higher dosage you require. If you RP a 6'5 buff character, a 100mg line of coke to them would not be as strong as it would be to a 5'1" 113 lbs woman character. Take this into account when your character does drugs. Cocaine — Cocaine is consumed typically via the nose, although it can be rubbed onto a user's gums. Contrary to popular belief, cocaine does not take effect as soon as snorted. It typically takes between five and ten minutes, but can take up to thirty to take full effect depending on various factors. As the drug takes effect, you will slowly notice its effects kicking in. Depending on your dosage, these effects can "just take the edge off". You might just feel a little better in general. This is typically when you just consume a tiny amount of cocaine, from a key for example. With higher dosages (100mg+ lines), cocaine makes you confident, sociable, happy, energetic. You might notice you can talk to anyone with ease. The prior anxiety you may have had is easier to deal with. Cocaine does come with side-effects. Typically, it makes your heart beat faster. It can raise your body temperature or make you have no appetite. It can even make you anxious or paranoid. Or, with large dosages, you might become over-confident and do something you regret. This depends entirely on how much cocaine you have done. A simple 100mg line likely wouldn't be enough to make you do anything too stupid. This usually depends on your character a lot of the time. Cocaine can also cause dilated pupils (not too commonly compared to MDMA) or your jaw muscles may tight or move (also referred to as gurning.) As for long term side effects, a very common one is it ruins your nose. This can give you terrible nosebleeds, so a common cocaine user will be used to getting these. MDMA — MDMA, when consuming, typically tastes horrible. MDMA is a very intense drug. MDMA is the main ingredient found in Ecstasy, although MDMA is typically not the only thing in an ecstasy pill. It is very rare to find an ecstasy pill that's pure MDMA. MDMA can either be taken from powder form, or pill form. The dosage is very important with MDMA. Typically with MDMA, it makes users extremely happy, euphoric and energetic. MDMA releases serotonin which is what makes you happy. Users will be very lovey and love everything and everyone. Anxiety is gone. All of that social anxiety you may have had has dissapeared. You open up a lot on MDMA with people you may not even be too close to. MDMA also makes music sound better. This is why it is a perfect drug for party environments. MDMA also causes side-effects. It can give people anxiety, panic attacks, confused episodes or even paranoia. MDMA is a terrible drug for physical side effects. It causes dilated pupils almost 100% of the time, tingling sensations, tightening or moving of the jaw (gurning) almost 100% of the time, high body temperature and a faster heartbeat. Although it is not entirely impossible to not get certain side-effects, it is unlikely. A few videos for reference: As much of a big meme the second video is, this is a good example of what a man looks like on high amounts of MDMA. The first video is a spot on accurate example of how MDMA feels in full detail. Heroin — Heroin is a highly addictive opioid drug, and its use has repercussions that are very harmful for your health. It is typically sold as a white or brownish powder that is "cut" with sugars, starch, powdered milk, or quinine. The dark color associated with black tar heroin results from crude processing methods that leave behind impurities. Impure heroin is usually dissolved, diluted, and injected into veins, muscles, or under the skin. Heroin is extremely addictive no matter how it is administered, although routes of administration that allow it to reach the brain the fastest (i.e., injection and smoking) increase the risk of developing heroin use disorder. Marijuana — also called weed, herb, pot, grass, bud, ganja, Mary Jane, and a vast number of other slang terms—is a greenish-gray mixture of the dried flowers of Cannabis sativa. Some people smoke marijuana in hand-rolled cigarettes called joints; in pipes, water pipes (sometimes called bongs), or in blunts (marijuana rolled in cigar wraps). Vaporizers are also increasingly used to consume marijuana. Within a few minutes after inhaling marijuana smoke, a person’s heart rate speeds up, the breathing passages relax and become enlarged, and blood vessels in the eyes expand, making the eyes look bloodshot. The heart rate—normally 70 to 80 beats per minute—may increase by 20 to 50 beats per minute or may even double in some cases. Taking other drugs with marijuana can amplify this effect. Marijuana may also cause orthostatic hypotension (head rush or dizziness on standing up), possibly raising danger from fainting and falls. Studies have shown that in rare cases, chronic use of marijuana can lead to Cannabinoid Hyperemesis Syndrome—a condition marked by recurrent bouts of severe nausea, vomiting, and dehydration. This syndrome has been found to occur in persons under 50 years of age and with a long history of marijuana use. Cannabinoid Hyperemesis Syndrome can lead sufferers to make frequent trips to the emergency room, but may be resolved when a person stops using marijuana. Ketamine — Ketamine is a popular drug, made to be a horse tranquiliser. It is popular mainly in the UK but can be seen in other countries. Ketamine, like cocaine, is typically in powdered form, but can be seen in tablets. It can also be injected. Ketamine when snorted usually takes around 15 minutes to take effects, and the effects last between 30 minutes to an hour, depending on your dosage. Ketamine, due to it being a tranquiliser and an anaesthetic, it can make you feel very dreamy, relaxed and confused. It essentially "seperates the mind and body", and can make you feel quite weird. Writing how it feels spot-on is difficult. Hallucinations are common. It also lowers your ability to feel pain. It can alter your perception of time and space. When taken in very high dosages, it can put users in a "k-hole". This is where you feel your mind and body have completely seperated and you are unable to properly move. This can be a very scary experience, or for some users, an enjoyable one. Xanax — Xanax is a tranquiliser. It makes you calm, relaxed. It sedates you and slows down the nervous system, relieving anxiety. Xanax is a good way to sleep. It is not uncommon to end up falling asleep during the effects of xanax. To others, it may make you look extremely drunk and dopey. You might take it at one moment, and wake up the next day with no memory of what you did during its effects. It is very common to forget what you were doing during the effects of xanax. The duration of xanax depends how much you've taken and body height & weight and whether you have eaten. Drug Decay Every x amount of hours, your drug's strength will decay at a specified rate. Both the hours and decay rate are set in game by Faction Management. When your drug is first spawned, it will not be affected for 2 weeks. This means you have a 2 week period before the decay system gets to your drug. This also includes the drugs on players, in packages and vehicles. If a drug hits 0 strength, it'll permanently be removed from the server. There is no way of knowing when your drug will decay next. The current hour and rates are: Cocaine (0.30 strength every 18 hours) MDMA (0.25 strength every 7 hours) Xanax (0.25 strength every 7 hours) Heroin (0.20 strength every 17 hours) Meth (0.20 strength every 17 hours) Steroids (0.15 strength every 4 hours) Oxycodone (0.15 strength every 4 hours) Fentanyl (0.10 strength every 6 hours) Ketamine (0.10 strength every 6 hours) Rohpynol (0.10 strength every 6 hours) Drugs are affected whether or not you are online. Commands /mydrugs Used to view your own drugs and/or show what you're carrying to another player. /givedrug [Player ID / PoN] [package_id] Used to pass drugs to another player. /dropdrug [package_id] [amount] Used to drop a drug package. /usedrug [package_id] [amount] Used to use a drug. /checkdrugs Used in a vehicle or near a drug package to check for any drugs. This serves as a replacement for /vehdrugs & /propdrugs. /placedrug (/pd) [package_id] Used in the range of a placed object to add more drugs to it or alternatively, in a vehicle. /placealldrugs (/pad) [package_id] Places as many of the drugs a player is carrying as possible into a nearby package or in a vehicle. /takedrug (/td) [slot] Used to take drugs from a physical object or vehicle. /takealldrugs (/tad) [slot] Takes as many drugs from a physical object or vehicle as possible. /transferdrug [package_id] Brings up a menu which allows you to control how your inventory is managed. /buildpackage [player_package_id] [object] Used to place down an initial physical object with a player drug package inside. /adjustpackage Used to adjust a package you have placed.