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Los Santos Roleplay

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  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. Script name: Custom Vehicle Name System Script author: & Introduction As of server update 12.1.11, the custom vehicle name system was released. This system allows you to place a custom name for your vehicle with the choice of yours, this allows for extra roleplaying immersion. Down below, the guide explains how the system works for civilians and legal faction members, rule out common mistakes players do when requesting a custom name, and give out some examples that can hopefully grow your knowledge on this feature. Commands /vehiclename [Year] [Make] [Model] Request a custom name for your vehicle. Only level 3+ administrators can review these requests. /remove_vehiclename Remove your already existing custom vehicle name. You have to type /vehiclename again in order to get a new name for your vehicle, or cancel your pending vehicle name request. Format The format for requesting a custom vehicle name is "Year Make Model", there are a lot of examples in the end of proper and improper names. However, there are exceptions to this rule, for example instead of writing "2006 Land Rover Range Rover" we'll instead write "2006 Range Rover". Everyone will know the exact vehicle they're talking about, and you won't have extra (unnecessary) information in the name. These names are dependent on the make and the model, i.e. Land Rover and Range Rover are similar enough. Some players will roleplay a specific vehicle for one particular aspect of roleplay, i.e. tow trucks. However, we don't allow them to add "Tow Truck" at the end of it. It's something that is obvious to other players already. It doesn't add any flavor to it and is just clutter, therefore it's unnecessary and not allowed. What should not be in the vehicle name: Version; Type; Edition; "Taxi", or "Tow Truck"; Modification; "Custom"; Engine size; Wheel/rim size; Color; Cylinders, or; Any unnecessary information. Year The year is the first part of the format, and it's the part that players rarely get wrong. However, when it's wrong, it isn't always noticed by the admin handling the vehicle request. This usually comes down to lack of knowledge or negligence. Players may assume that a popular model is continued to stay in production, but that isn't always the case, i.e. Ford stopped producing the Crown Victoria in 2011, so there's no "2012 Ford Crown Victoria". Other times, the model may have changed name, i.e. Nissan switched the Skyline to GT-R in 2007. You can always find out if it's still in production, under that specific name, on Wikipedia. Make The make is the brand of the vehicle. They're essentially the company that make the vehicle, hence the name; make. Examples of makes are seen at the bottom. Model The model is the specific type of vehicle produced by the make. While there are a lot of different car models, it's important (for a plethora of reasons) that we don't get carried away, so we limit it to the most essential information. Examples of models are seen at the bottom. Exceptions Certain Mazda models are problematic, as they repeat themselves, i.e. Mazda Mazda3. To solve this, we instead have 'Mazda 3' as the solution, i.e. 2018 Mazda 3 instead of "2018 Mazda Mazda3". Mercedes-Benz and BMW are commonly an issue by themselves, as "2006 Mercedes-Benz S-Class" and "2018 BMW 5 Series" would, in theory, be okay, it's not descriptive of a specific enough model to give other players a definitive picture in mind. This is why we require it to be a full model name for both, i.e. 2012 Mercedes-Benz S350, or; 2018 BMW G30. Abbreviations Abbreviations in the format aren't accepted. It can easily become unclear what the make or model being described is, which makes the entire system redundant for the people confused. Legal Factions Another area where we make an exception from the format is (legal) faction vehicles. This is due to the fact that years on some of their vehicles don't require a year to make sense, i.e. LENCO BearCat still makes sense with or without a year. Their guidelines are a bit different and are outlined in the Legal Faction Leader section. Length of Names Length of the name is only an issue if the name of the character and vehicle are both long. One of the goals of these requests is to keep the vehicle names as concise as possible. This is why we don't accept names with modifications, versions, types or whatever else is outside of the format. If they end up with a cut off automated /me, then ask them to make a new vehicle name request. Typos A typo in the name, regardless of how little of a typo, will still result in the request being denied. Most common mistakes are adding a period or a space at the end of the vehicle name, but it does also extend to the name being spelt wrong, i.e. BWM instead of BMW. Read the names carefully when handling requests. Matching When requesting a vehicle name, the in-game vehicle needs to match the real life vehicle. However, due to some game complications, we can only get so close with certain vehicles resulting in the in-game vehicle being used for several real life vehicles. That's fine. We're also not limiting specific vehicle names to only be of a specific in-game vehicle model (i.e. 2002 GMC Sierra only being Yosemite) as that's too restricting for players. Doors The issue of doors can be limiting for players. We aren't accepting modifications or types in the names, so if a player wants to roleplay their 1992 Honda Civic be a hatchback instead of a sedan, that's fine and they can have the name on a Blista Compact instead of on a Primo. The rule of thumb here is that if the real life vehicle has less doors (i.e. 2) on the standard version than the in-game vehicle has more (i.e. 4), then deny it. The vice versa is fine, i.e. real life vehicle has 4 doors by standard and in-game vehicle has 2 doors. They'll just have to roleplay it being a coupe/hatchback in a separate /me. Examples These are just examples to give a good idea of what's allowed and what's not. They are actual requests people have made, so it will (likely) be what you'll deal with for the most part. Keep in mind that not everything is included. ✔ 2006 Range Rover (( Huntley )) ✔ 1992 Honda Civic (( Blista Compact )) ✔ 2006 Toyota Sienna (( Moonbeam )) ✔ 2010 Dodge Challenger (( Buffalo )) ✔ 2008 Harley Davidson Road King (( Freeway )) ✔ 2011 Ford Crown Victoria (( Premier )) ✔ 2011 Ford Crown Victoria (( Taxi )) ✔ 2002 Nissan Skyline (( Elegy )) ✔ 2005 Toyota Camry (( Elegant )) ✔ 2018 Kenworth W900B (( Roadtrain )) ✔ 2018 BMW M5 (( Sultan )) X 2006 Range Rover (( Primo )) — Primo is not an SUV. X 1992 Honda Civic Hatchback (( Blista Compact )) — 'Hatchback' is outside of the format. X 2006 Toyota Sienna XLE Limited Minivan (( Moonbeam )) — Extra stuff is unnecessary and doesn't follow the format. X 2010 Dodge Challenger SRT Hellcat (( Buffalo )) — Extra stuff is unnecessary and doesn't follow the format. X 2019 Mercedes Benz G-Class. (( Huntley )) — 'G-Class' is not descriptive enough, and there's a period at the end. X 2004 Subaru WRX STI (( Sultan )) — 'WRX' and 'STI' are unnecessary. "WRX" is the rally version of the Impreza (actual model), and "STI" is a version that's improved. X 2008 H-D Road King Custom (( Freeway )) — 'H-D' isn't a make, and 'Custom' doesn't tell the reader anything. X 2016 Ford Crown Victoria (( Premier )) — Ford Crown Victoria was discontinued in 2011. X 2011 Ford Crown Victoria Taxi (( Taxi )) — 'Taxi' is unnecessary and obvious to other players already. X 2018 Nissan Skyline (( Elegy )) — Skyline was discontinued and succeeded by GT-R in 2007. X 2005 Toyota Camry XLE (( Elegant )) — XLE is unnecessary information. X 2018 Blue Kenworth W900B (( Roadtrain )) — Blue is unnecessary. X 2030 BMW 5 Series (( Sultan )) — We're not in 2030, and '5 Series' is not a descriptive enough model. X 1964 Chevy Impala (( Savanna) — 'Chevy' is not a make, it should be Chevrolet. X 2016 Volkswagen Golf GTI (( Club )) — 'GTI' is unnecessary. X 1988 Mercedes-Benz S-Class 560SEL (( Admiral )) — 'S-Class' is unnecessary. X 2020 Mercedes-Benz G63 AMG (( Huntley )) — 'AMG' is unnecessary.
  9. Script name: Audio System Script author: & Introduction The Audio System in Los Santos Roleplay allows you to listen to live stream internet radio stations whilst in-game. There are different ways of accessing it — using XM radios in vehicles, houses and businesses, or via standalone boomboxes. In Vehicles You can purchase an XM Radio for your vehicle in Wang Cars, a tuning shop enterable with /carmenu in Rodeo, just west of Grotti Dealership. The radio will save once you park your car and will not disappear unless your vehicle gets destroyed. If you have a level 3 insurance, it will stay on your vehicle forever, regardless of other factors. The price of an XM Radio in Wang Cars is $25,000 — however, if you buy it while purchasing a new vehicle via a dealership, the price will be $7,500. In Houses & Businesses You can purchase an XM radio for your house using the /furniture system. Navigate through the following list of tabs: Entertainment —> Stereos, and buy one of the items. Price ranges from $2,035 to $3,500. You can add an XM Radio to your business via /bizupgrade 3, it'll cost you $75,000. Standalone Boomboxes You can purchase standalone XM Radios called boomboxes from 24/7 shops and place them on the ground out in the open. They cost $10,000 and do NOT save after you logout or crash. Commands /setstation Brings up a list of radio stations you can choose from and listen to. /setstation [ID] Allows you to set the station of your XM Radio without accessing the pop-up GUI. /bizupgrade 3 Adds an XM Radio to your business. /boombox Show all the commands related to /boombox. /boombox buy Buys a boombox from a 24/7 shop for $10,000. The boombox doesn't save after you logout. /boombox place Places your 24/7-purchased boombox on the ground. /boombox take Takes your 24/7-purchased boombox from the ground. /boombox give Gives your 24/7-purchased boombox to another player. /boombox grant Allows other players to change stations on your 24/7-purchased boombox. /boombox adjust Allows you to move your 24/7-purchased boombox around the area. /fixr Resets your audio stream. /setstation after using this. Frequently Asked Questions Help me! I can't hear anything on my XM radio! Raise your GTA radio volume through the ESC menu. I can't hear anything on my boombox even though the radio volume is turned up. /fixr then /setstation again. If you're in a house/business, re-enter the interior.
  10. Script name: Properties and Businesses Script author: & Introduction Properties are being used daily by members of LS:RP. A majority of players are possessing a residence/business in the server and besides the roleplay it brings, there are also financial gains from them, playing a major role in the community. Properties Properties provide a familiar environment for the community. They are, for most people, an every day must due to various reasons. LS:RP's UCP brings to the table a lot of options regarding properties, including tenants management, information regarding your property and not only. Properties in User Control Panel You are able to see your address, market price, cashbox, required level to purchase the property. You are able to see if your property is currently rentable or not. You are able to spawn to the property you select, in case you own multiple. You are able to evict tenants from your property. You are able to see information about your property's security. Property Commands /rentroom Allows you to rent a room (property). /unrent Stops you from renting. /setrentable Allows people to rent at your property. /setrent Adjusts the cost of the rent received by people renting. /tenants Shows you who is currently renting at your property. /evictall /evict (ID) Allows you to evict those online one by one or all at once. /knock Shows those inside that the door is being knocked on. /ds Allows you to shout inside of the property. /ddo Proves action with the door/people. /buyhouse Lets you purchase a property that's currently for sale. /sellhouse Allows you to sell a property for which you'll not receive back the MP. /myhouse (info) Shows you the details about the property you own. /localtime Sets the time of day in your property. /placeclothes Places purchased skins from a store into a dresser bought in /myhouse. /changeclothes Allows you to change into the purchased skins. /cmdspot Determines the required position for stashing/taking weapons from the property. /furniture Allows you to map/edit furniture items into the property. /propkeys Displays characters who have access to your property. /givepropkey Gives players access to your property by giving them a key. /takepropkey Removes a player's key to your property. /buildpackage [player_package_id] [object] Builds a package of your choice into the property. Object IDs are shown when using the command. /adjustpackage Allows you to adjust a package location into a property. /place [weaponID] Allows you to stash a weapon into the property. /takegun [slot] Allows you to pick a weapon from your property. Businesses Businesses play a very important role in the server's economy. Every business has its own meanings and it may vary from nightclubs to restaurants, cafes, shops. Owning a business is not so easy and most of the time it requires costly maintenance to have a providing business, no matter its nature. Most of the time, advertisements are the main source of player-pulling attention, especially at times when the server peaks. Business Commands /bizinfo Shows information about your business and employees. /businesshelp Displays help in regards to commands and your business. /buybiz Lets you purchase a business that's currently for sale. /sellbiz Lets you sell a business. You will not receive the MP. /bizbank Displays the amount of money in your business bank (i.e., entrance fees earned). /bizfee Sets an entrance fee for your business. /hire (ID) Allows you to hire an employee and gives them access to /lock and /setstation. /fire (ID) Fires an existing employee. /compprice Sets comp price for truckers during their missions when delivering to your biz. /bizwithdraw Takes the money out of your business bank. /employees Displays the employees working for your business. /schedulebiz Schedules a business opening and shows it in /samaps. /mic Allows you to speak on the microphone for all players inside the business to see. /givemic Gives a microphone to a player. Frequently Asked Questions How do I become the owner of a property? There are way different ways to buy a property. Most of the time, LS-RP's Auction System can the best way to buy a property. The system simulates a real auction. Check this article for more information about LS-RP's Auction System. Also, you can simply buy a property if it doesn't have an owner. In order to be bought, each property requires a minimum level and a price. There are some properties that are reserved for the active factions. Those are intended to be given by the Faction Team via the 'Apartment Complex Requests' scheme. Access this link to get more information about this type of apartments. More than that, you can put the base of your own property by submitting an application to the Leasing scheme. You can inform yourself about the Leasing scheme by accessing this link.
  11. Script name: Taxi Job Script author: & Introduction The job as a taxi driver will require you to provide transport for the players of Los Santos. Taxi drivers have become a useful form of transport when someone is without a vehicle and needs a quick ride to the location they desire. The taxi job is located at the DMV where you also gain your drivers license. You need to take an exam to gain the taxi job, it'll cost you $5000 if you pass it. To start the exam at the DMV, you should enter the white license taxi vehicle, you'll be prompted with information about the exam and how to drive. To start your exam type "/licenseexam" and to stop the exam type "/exitcar". A checkpoint and a red marker will appear on your map. Drive into the checkpoint and follow the route highlighted by checkpoints afterwards. The exam should take around 10 minutes and costs $5,000 on completing. You must finish the taxi exam within the time limit shown on screen in order to pass. When you have completed the taxi exam successfully, the Taxi Driver job will be in either your Main Job slot or Side Job slot in your player /stats depending on whether or not you already have a job before you take the exam. You will have plenty of time so drive calmly and safely and take care at intersections. You will fail the exam and your vehicle will despawn if you have any major collisions either with other players or the environment. Also remember to keep moving, as staying still for any extended period of time will cause you to fail the exam. Vehicles You will need to purchase your own vehicle to be able to initiate the taxi missions. Only the two vehicles below can be used with the taxi job. Taxi Price: $45,000 The taxi is the standard vehicle used within the taxi industry and is a good starter vehicle for all taxi drivers. The taxi is slightly faster than it's counterpart, the Cabbie, and sports a greater mile-per-gallon usage but is very standard and unoriginal. Cabbie Price: $50,000 The Cabbie, albeit slightly slower than the taxi, is a more luxurious and exclusive method of transportation. Use this to impress your customers! Commands /taxi duty This'll set yourself to be available for taxi calls and show you as on taxi duty. You'll be given a coloured name indicating you as a taxi driver. /taxi fare This allows you to set your own fare and how much you will charge per second during taxi fares. /taxi accept When someone calls for a taxi, you use this command to accept the call/fare. /taxi start This will begin the fare and begin the journey. /taxi stop This immediately stops a fare no matter where you are. This command will stop you from earning any payment. /taxi check A command for players to check how much you are charging them per second. Missions You can go on duty with the command "/taxi duty" inside any Taxi or Cabbie. This will allow you to respond to other players' calls. When a call is received, you will see a similar message to the following: You can respond to a call with the command "/taxi accept [ID]" where ID is the player's ID. In the example above, this number would be 1. If you are the first person to respond to the call, you will receive the caller's current location and phone number in case you need to contact them or if you can't find them. When you have picked up your fare, you can use the command "/taxi start" to begin the fare meter. This charges any passengers in the vehicle a set amount of money every second. You can change this amount with the command "/taxi fare [0-25]". When the passenger exits the vehicle, it will automatically charge them and add the money to your hand. You can stop the fare meter by typing the command "/taxi stop" but please note this will cancel any fare that has currently been accumulated. Frequently asked questions I have my Taxi vehicle, how do I start? Once you have your vehicle to start the job, you should use "/taxi" when sat inside it. You'll be prompted with commands of the job. How do I know where people are? Currently, unless you have good knowledge of the map, there is no system in place to assist you with locations. I've started the exam but I don't see the checkpoints? If the checkpoints for the taxi exam do not appear, simply remain still for a few moments and wait for your Cabbie to despawn. Enter the same or another Cabbie and repeat the "/licenseexam" command. Repeat this process if necessary until the first checkpoint appears on your map.
  12. Script name: Knockout System Script author: Kane Introduction Hello Everyone! For a long time, a KO / knockout system has been requested and I'm happy to say that it's finally here. A KO is basically a second player state from being brutally wounded. Your HP has to reach that brutally wound point but it isn't going to put you in brutally wounded, but this KO state I'm talking about. We've written an algorithm and what it'll do is check your damage report and determine if a knockout would be realistically possible. We've put some thought in to how those determinations are made but it could always be improved. We'll be looking for player feedback after the first build of this system is in production. Feature Now to explain to you how this works. We've categorized a list of weapons that are a “no knockout weapon”. What that means is if the final blow, the weapon that is used to kill you, is one of those weapons, you won't be considered in to the KO state, but brutally wounded, even if the algorithm would determine that it's a knockout. Those weapons are: Weapons that fire bullets Knife Katana Chainsaw Molotov Grenade A KO is also not possible if you're inside a vehicle at the time of the kill. A player may only be KO'd once every 15 minutes. What that means is, if you get KO'd in 1 round of a fight and then in the next 5 — 10 minutes you die the same way, it won't be a KO but you'll be brutally wounded. We don't want to remove the total possibility of death from simple fist fights or whatever may KO you, or may even kill you. Helping another player up So you've been knocked out. Not so great, but? You're in luck. Your friend can come help you up. After you've been down for 120 seconds, you become available for the /helpup command that your friend can use to help you. Why the wait? Well, you're knocked out. It wouldn't make sense if you were able to be brought up almost instantly. We want the KO system to enhance roleplay opportunities. To help your friend who's been KO'd up, you need to be crouched and next to them. You then do /helpup with their Mask ID, part of their name, or IG ID, just like any other command. The system will force you to face them and will also apply an animation. Note: If you escape from the animation, it will end the operation. You'll then notice a label appear on the person you're helping up. They won't see but everyone else within your nametag distance will. It will take 15 seconds for the operation to complete. At 15 seconds, you would have helped your friend up. Note: If you take damage while trying to help someone up or if they die, the operation will be cancelled. Media
  13. Script name: Auction System Script author: Kane & Davis Introduction The Auction System is used to sell properties on LS-RP. We have transitioned from a forum based auction system to this. What does this mean? This means that players will be able to see what properties are available for auction, place a marker on their map to find them, and be able to view them in-game and place a bid without tabbing out or visiting the forums. The process is intended to be automatic, so when you win, the property is yours. This is a big step up from how we handle it right now (it's purely manual, and very work intensive) and should yield better accessibility for all players. Well? Since then we've been working on making that system a reality and we've done just that. Feature Overview We've made sure to make this Auction System as user friendly as possible. In order to access the system, all there is to do is use the one command that you have access to which is /auction. If you would like more information on how to use and navigate through this system, I highly encourage you to check out the Auction System Guide. I'll be using this section of the documentation to explain to you the logistics of the system. We've made it so that the same rules that applied to auctions on the forum also apply in game. We've implemented measurements in game to disallow a player from bidding on certain auctions with those rules in mind. Those reasons that I'll list now will be given to you as error messages in game. You may only lead the bid on 1 property at a time. The last bid on the auction was done by you. You already bid on this auction with another account. You may be wondering: Why can I only have 1 bid? Well, that's a fair question. And the answer is simple. We want everyone to have the chance of owning a property. Any mega-rich player can come in and win every auction there is, so our solution to that is by making this a fair auction house. As it was done on the forum, after it has been 3 days since the auction has been live, the 24 hour rule goes in to play. What this means, if you're unfamiliar with the forum system, the person who leads the bid on the auction for 24 hours will win. So, when are the checks done? Every Payday. Every Payday the system will task the list of auctions and bids and determine if the auction is over and if so, who the winner is. Why every Payday? That is currently the most efficient way of handling it. You don't have to be online for any of this. The money of the property will be deducted from your on hand money or bank if you don't have it there. If you don't have the money at all? Your bid will then be null and void. Command /auction The command to access the Auction system. Auction Menu Info The first thing you'll see when you use /auction is the main menu. From there, you can look at the list of active auctions or your betting history. Active Auctions All the active auctions will be displayed. If there are none, an error message will return. Your Bids All the bids you've ever made, also those on live auctions, will be shown along with the amount. It'll also tell you if you won the auction and which bid you won the auction with. Active Auctions To get the list of available and ongoing auctions, you'll enter the "- Active Auctions" section from the main menu. When you get there, it'll look like something like this: If the row is grayed out, that means you can't afford the current bid. If the row is colored blue, you can afford it. Auction ID is the number of the auction. Property is the address of the property. Apartment tells you if the property is an apartment. If no, it's a house. To view an auction page, click on it twice or select it and hit "View". Viewing Auctions When you're viewing an auction, it's going to look like this: Auction ID is the number of the auction. Property is the address of the property. Market Price is the market cost of the property that you'll have to pay. You Pay will be showing you how much you're going to pay, before the current bid. This counts your property multiplier. (10 * amount of houses you own, excluding apartments) + market price Starting Bid is the amount the auction started at. Current Bid is the current bid on the auction. If there aren't any, it'll show the starting bid. Click on it to bid. If the row is grayed out, that means you can't afford the current bid. Auction Started shows you how long ago in hours, minutes & seconds the auction started. Auction Ended shows you when the auction will end. If it has ended, it'll show you how long ago it ended. Bidding To get to bidding, you have to select "Current Bid" while in the Viewing Auction screen. Once you do that, if this is your first time bidding in your session, you'll be prompted with a screen that looks like this: You'll need to read and acknowledge the rules of the auction before proceeding. It'll delay you for a couple of seconds then let you proceed. In order to bid, you will have to have the money on you or in your bank. After you proceed from there, the screen you should see to enter your bid is: This will show you the property you're bidding on, the current bid and as a reminder, let you know that bids must increment by $10,000. After entering your bid, there will be a confirmation screen that looks like this: Once you hit "Yes", your bid will be submitted and you'll be leading it. The current bid will be marked as "Outbid". Once your bid is successfully entered, you'll receive this message in the chat. From there on, all there is to do is wait and keep track of the auction you're bidding on. You may be outbid by anyone. Good luck! Your Bids If you want to see all your bids, whether they're live or old, you can do so from the main menu screen. It'll include all the bids you have ever made with this auction system. If you have none, it'll tell you so. This will also allow you to see which bid you won the auction with. You can click on the bid to see the extended information available. Cancelling Your Bids Cancelling your bid is easy, and it's possible with this auction system. If you're leading the bid on a property, you can cancel your bid. Open "Your Bids" screen and select your bid that says "Live". Once you do that, it'll ask you if you want to cancel it and there, you can select Yes or No. Once you cancel it, the person who bid before you will be the lead bidder. Ingame Notifications There are two types of notifications you can receive in game. One saying you've won the auction and another saying you've been outbid. Either can occur while you're in game, or just logging in. If you've been outbid while offline, and you login, you'll be informed. This is also the case when winning an auction. Winning Auction In order to win an auction when it's over, you have to be the leading bid. You also need to have the money on hand OR in the bank where it can be withdrawn from. Your account also shouldn't be banned. If you're in game, you'll be notified of the winning there. If you aren't, the next time you login, you'll receive a message when you spawn. The money will be withdrawn from your account and you'll be set as the property owner. Media
  14. Script name: Burner Phone System Script author: Kane Introduction Hello all. I'm happy to introduce to you today the burner phone system. The burner phone is arguable one of the most requested scripts on the server. Over the years, the suggestions and faction boards have been filled to the brim with all sorts of ideas regarding it. We officially took on the task in early March 2020, and here we are with a complete burner phone system. I'm hoping what we've made here makes up for the long wait you've all had to endure. So the burner phone was integrated in to our phone system that Mmartin developed back in 2013. The simplicity of his phone script made it possible to quickly and efficiently ship out the burner phone system to the server. The burner phone system also largely uses the operator system that's part of the phone system (I'm sure a lot of you don't know what that is). The goal of this system is to provide roleplayers with anonymity while using a phone, and that immersion of having their very own burner phone during the course of their roleplay! Commands /phone (/ph) Toggles the phone GUI. /phonecursor (/phonemouse, /pc) Toggles the mouse on screen (press ESC to get rid of it). /phone switch (/ph switch) Switch to your burner phone from your main device if you have one. /burner Burner phone commands to use in the world. /burner pass Give your burner phone to another player. /burner leave Leave your burner phone on the floor, as a server object. /burner dispose Dispose of your burner phone. Delete it permanently. /burner adjust Adjust a burner phone that was left on the floor as an object. Works only inside interiors. /burner grab Pick up a burner phone that was left on the floor as an object. /burner hangup Hang up a dropped burner phone that is ringing. /burner poweroff Toggle the power on a dropped burner phone. Foundations There was a lot of brainstorming to do at the beginning about how we wanted this burner phone to be. Essentially, we don't want the burner phone to be a permanent replacement, or even a convenient one for anyone. The burner phone was designed to be bulky, and annoying for usage in the long run. As it is in the name "burner", "disposable", you shouldn't own one for such a long time. The burner phone essentially works the same way as your main cell phone. You receive the calls the same way, you pick up, you hang up, and you call the same way. Texting is a bit different with the interface, but the commands remain interchangeable. Something that was a must for me to do was make the burner phone work as if it were its own entity. Your burner phone will work and operate while your main cellphone does too. You can receive a call on your burner while your on your main cellphone, and vice versa. All the data on your burner phone (call history, text history, settings) are all tied together. If you pass your burner phone to someone else, they'll keep all of that and have access to it. The world is yours with a burner. Buying A Burner Burner phones can be bought inside a 24/7 or General Store, any location that has access to the /buy command. The price of the burner phone is $10,000 and you must be at least Level 3 to buy one. You can only buy one burner phone every 15 minutes. When do you purchase a burner phone, it comes without a phone operator. What this means is that you don't have a number, and it can't be used for anything, besides you having a GUI and the phone physically in your hand. Not every store will have an operator, but every 24/7 will have a burner to buy. Operators As aforementioned, the burner phone will largely use the operator system that exists with our phone system to work. Operators for the burner phone are sold inside select 24/7s and each of them offers you different billing plan. There are 6-7 phone operators for the burner phone. An operator on your burner phone is required if you want to use it. Without an operator, you won't be able to make calls, send texts, or drop your phone as a world item. Each operator will offer you a plan with a different price for each billing item. Item Local pricing* Foreign pricing* Text message $000 $000 Text credits 00 / delivered 00 / delivered Call (base) $000 $000 Call (duration) $0.00 / sec $0.00 / sec Call (credits) 00 / outgoing 00 / outgoing * Local pricing applies when you and the receiver both have the same phone operator. * Foreign pricing applies when you and the receiver both have different phone operators. You will be charged when delivering a text message and for outgoing calls. We've also implemented a credit system for operators for the burner phone. And how this works is quite the same as the regular billing, but your phone loses these credits which are required to receive calls, texts, or make/send them. As an example, one call would cost you 20 credit and a base price of $30. When you run out of credit, you can recharge your operator with a fee by going to the business you bought the operator from. However, after choosing an operator for your burner phone, it cannot be changed. You will have to dispose of the phone entirely and purchase a new one and then get your new operator. How much credit do you get? Gold donator - 650 Silver donator - 500 Bronze donator - 350 Regular user - 200 The list of phone operators there are and which businesses they're in won't be made public, as I'd like for the community to find out all of that in character, and find out which operator plan is best suitable for your needs. Some operators are more lenient on text messages, and some on calls, and so forth. Number format Burner phone numbers are nine digits long, and in the range of 100,000,000 to 999,999,999. They cannot be customized, and they will always be unique, which means that burner phone numbers won't ever repeat. In the burner interface, the number is formatted with hyphens, such as: 000-000-000. This is however just cosmetics, and when using a burner phone number to make a call or SMS, you must do so without the hyphens. When do you get your burner phone number? Your burner phone number is randomly generated each time you buy a new operator for your phone. So each burner phone can only have one number, and the only way to get a new one is to dispose of yours and buy a new phone all together. World The world is yours. With a burner phone, there are endless opportunities and you're in full control. You have the ability to: pass your burner phone to someone else (with data & number), leave your burner on the floor as a real time, store it in your house, adjust it as you would a furniture item, and also receive calls on it while it's dropped. Passing others your burner phone: You have the ability to pass other players your burner phone. When doing so, they'll receive it, as long as they don't already have one, and it'll come with all the data on your phone. This includes, but not limited to, phone number, operator, credits, call history, text messages. After passing it, it's now theirs until they dispose of it or give it back to you. Leaving your burner phone: Not only do you have the ability to drop your burner phone on the floor, but if you're able to adjust it as you wish, and set the placement yourself. Want to hide a phone inside your house? You can. However, this does come with certain restrictions. World 0 If you're in world 0, and not inside of an interior, any phone you drop will be destroyed in 10 minutes if there is no activity. Activity refers to just that, activity, such as, receiving a call on the phone, turning the power off, moving it, et cetera. While a phone may be dropped in world 0, you are not allowed to adjust the object and set the position yourself. That feature is only for interiors. Interiors Burner phones you drop inside of interiors do not have the same time limit as world 0. In fact, they save and they'll return if the server restarts. However, as a spam filter, we do not load burner phones that are 2 weeks old. If you're saving a burner for roleplay purposes, and are likely to exceed that time limit, you are allowed to pick it up and put it back down to bypass it. As aforementioned, while in an interior you may adjust the position of the phone as you pleas. Note that anyone can do this, and it isn't restricted to any player. Calls When you drop a burner, it still exists as a phone in the world, with a number to it. What this means is that it can receive calls! Not only that but, you can also pick it up, answer it, and put it back down as you pleas, without having to go through any trouble. Furthermore, if you don't want to pick it up, you can hang it up while it's dropped, without taking it back. You can also power the phone off while it's dropped. That means it can't be traced, or receive calls. SACF / jail You have access to your burner phone while in SACF or any other jail. You can use it as you would while free, drop it, position it inside of your cell, and whatever you could imagine. Don't get caught though, the COs will confiscate it from you. Graphic Interface As you may have noticed, we recycled the interface for the main phone for the burner phone too. The difference is the color scheme that isn't available anywhere. The phone object you hold when you have it out is also a unique blue that no player can hold with their main phone. The GUI is quite simple to navigate, and I believe majority of the community is already familiar with it. At the top of the phone is the name of the operator you have. If you don't have one, it'll be blank. At the center, when you're at the landing screen, is your burner phone number. That's the only way it can accessed. When your phone is powered off, the screen will be blank. In order to turn it on, you must click on the screen with the phone cursor. The layout is: LANDING SCREEN MENU CALLS (Select Call) DELETE DELETE CONFIRMED ~ Navigate with >< buttons. Right, next page. Left, previous page. MESSAGES (Select SMS) READ/VIEW DELETE DELETE CONFIRMED ~ Navigate with >< buttons. Right, next page. Left, previous page. POWER OFF SETTINGS TURN ON/OFF SILENT MODE RATES Calls & Texts Calls You can call anyone, and also receive calls from anyone, and any type of phone (e.g: landline, payphone) with your burner. Calls with your burner phone are logged. These logs are also saved until the server restarts. You may however individually delete them through out the course of your roleplay if they still exist. You may not make, or receive calls if you don't have an operator, or have run out of credit. All basic commands are compatible with the burner phone, such as, but not limited to: /loudspeaker, /hangup, /pick. Note that the burner phone may not be used with /passcall. You do not have to be on your burner phone to receive a call on it. For example: You may be on your main phone, and when you receive a call on your burner phone, you can switch to it and pick it up. This works both ways. Texts Texts work as you would imagine them to. You deliver texts to anyone, and receive texts from anyone. The difference in logging from calls with texts is that your text messages save permanently, and you'll keep them even if the server restarts. The only way to lose them is to delete them, or destroy your burner. (Note: The notification you see in the image is not meant to be clickable, and that is an intended feature.) As aforementioned, you may not deliver text messages without an operator, or if you don't have enough credit to deliver one. However, you may receive text messages when you don't have enough credit, but, you will not be able to read them until you do get sufficient credit. Tracing Burner phones may be traced by law enforcement, and / or players with detective jobs. Additionally, burner phones that were dropped may also be traced. As long as the phone is powered, and there is signal, it may be traced. This also supports property and business interiors. With the addition of the burner phone, we've amended how tracing works for main phones. It's a small one but now when you turn off your main phone, the last single tower your phone pings will be saved. Now when your main phone is traced, the tracer will see the single tower that was pinged when your phone turned off. This is a small tradeoff to adding the burner phone. Frequently Asked Questions How do I buy a burner phone? Go to a 24/7, or General Store that lets you use /buy. When you're there, you can select the phone and buy it. How do I buy a phone operator? When you enter a 24/7, or General Store, a message will appear if you enter one that has an operator. If one does, you can use /operator and look at the plan its offering, and if it's suitable for you, buy it. How do I get my burner phone number? Your burner phones number is given when you buy an operator. You cannot customize it, or change it after buying an operator. Your number is on the center of your screen when you take out the phone. It's 10 digits long. When I click on the "missed call", or "missed text", nothing happens. Why? This is an intended feature with the GUI, and there are no shortcuts to your call or SMS menus. How do I save a contact on my burner phone? You can't. The burner phone doesn't have a contact feature. Why can't I buy a burner phone? You need to be at least Level 3 or above, and it also costs $10,000 to have one. Ensure you meet both requirements. You can also only buy one burner phone every 15 minutes. How do I turn on my burner phone? If your burner phone is off, you'll know if you /phone and the screen is empty, with no text. That means it's off. You can get your /pc, phone cursor, select the screen and it'll turn your burner phone on. How do I turn off my burner phone? Go to your Settings and select the "Power Off" option. If I die, do I lose my burner phone? No, if you die, you will not lose your burner phone. Does my burner phone show up when someone uses /frisk on me? Yes. Burner phones show up during a /frisk. Can I sneak my burner phone in to SACF if a cop doesn't take it? Yes. Being /prison'd, or /jail'd, doesn't remove your burner phone. Someone has to do it through roleplay. Can I be robbed of my burner phone? Yes, your burner phone may be taken from you during a robbery. How do I hide my burner phone inside of my house? Use /burner leave to drop the burner phone on the floor, and then adjust it with /burner adjust. I left my burner phone outside at Idlewood Pizza Stack, and when I came back 20 minutes later, it was gone. Why? Burner phones that were dropped outside of interiors are destroyed if there has been no activity for 10 minutes.
  15. Script name: Fake License System Script author: ImperiumXVII Introduction The fake license system was a missed opportunity for some real roleplay to be done with the system. /fakelicenses could be used whenever, by whoever, without repercussion. At the same time it was completely defeated by the (then broken) MDC system with police being able to just look up a name and it would tell them if the player was online or not. Feature This fake license system allows players to use, drop, sell and create fake licenses. This is not the same as the old /fakelicenses where you just put in arbitrary details and it shows up on their screen - there's a whole system of creating the license that you have to go through now. Creating a license is simple (in theory) - it can be done by anyone. All you need to do is collect the blank templates from the collect point (East Beach parking lot) and begin your dodgy deeds. That's not to say it can be done well by anyone, or very sneakily either. A message will appear above your head saying "* Firstname Lastname begins creating a fake license...", and after 10 seconds another message appears above your head saying "* Firstname Lastname has finished creating a fake license." - this means it's important to go somewhere out of sight, such as inside a house or in an alleyway, where no one's gonna see you. I mentioned doing it well - you're not an expert at creating fake licenses that will deceive everyone, and you won't be unless you practice. Even with practice, you can mess up. Your license will never be 100% quality, capped at 99%, and this is a random number between 0.1 and 1. If your license has a quality of 80%, you don't need to worry. If it has a quality of less than 80%, something will go wrong. This might be an extra driver warning point, or where you chose to add a flying license, it might show as not being a valid flying license. Only one thing will go wrong, however, so you don't need to worry about the entire license messing up. The lower quality your license is, the more noticeably fake it is. I won't go into specifics about this as I want people to figure out in character how to spot a fake license - the clues are subtle but they're noticeable if you know what you're looking for! If it's over 80% quality, it'll be incredibly hard to detect if it's fake - the only real way to detect it is if you've seen that person before. And even then there's only going to be one true way of telling if it's a fake! Commands /collect Allows players to collect up to 5 blank templates from the East Beach parking lot. /fakelicenses [ID/partofName/MaskID] [licenseID] Allows players to see their fake licenses, or show them to other players. /createfakelicense Allows players to create fake licenses with their blank templates. /passfakelicense Allows players to give their fake license to another player /pfl Alias for /passfakelicense. /blanktemplates Check how many blank license templates you currently have Media
  16. Script name: Billboard System Script author: BlueX Introduction Hello everyone, I'm bringing you the Billboard System that I believe will bring a change to the city and make it somewhat more dynamic. This system allows the server to have custom billboards placed on top of existing ones and on the side of buildings. Feature The Billboard System was made in a way that optimizes the server resources as well as the player's resources, especially in terms of downloading custom models, meaning that the player won't have to download tons of files for this system. Furthermore, the Billboard System was built with the idea of overlapping existing billboard stances and putting on the side of buildings, which in the end allows the system to be used in different ways. Additionally, the system was built with a reload mechanism similar to what we have with custom skins and models, there's no need for a server revision to add new models, these can simply be added and reloaded without a server restart. If you're interested in having a billboard of your own you can request it here. Media
  17. Script name: License GUI Script author: ImperiumXVII Introduction The current license system has been around since the dark ages, easily coming up on ten years now. Given SA-MP 0.3DL's ability to add custom textures, I never understood why we didn't make the game world more immersive and prettier. So I revamped the /licenses command. This new license GUI also gives fake licenses a new lease on life by allowing the player to falsify how many driver warnings they have and whether or not their license is suspended, making fake licenses useful for more than just showing to police. Feature The License GUI script allows for a graphical user interface when interacting with licenses, i.e. driving license, weapon license, et cetera. The script shows an image of the player's character (or the off-duty equivalent if on-duty) and their name and address, accompanied by what licenses they hold. To prevent a person from blocking a recipient's screen, a non-intrusive prompt is shown on the recipient's screen for the recipient to hit Y to show the graphic or N to simply print the license details to the chat box. A person may purchase fake licenses and use this script by falsifying which licenses they have, and how many driver warnings they have/if their license is suspended. This is an easy system and can be used with the command /fakelicenses. Note that at the top of every license is a 'CN', or Citizen Number. This is the most reliable way to tell if a license is fake, and this is only if you're smart enough to figure out how it works. That's the only info you're gonna get on the CN, so good luck! There are other ways to detect if a license is fake however, but you're going to have to figure that out yourself. With the new license GUI comes a new way for people with more than 1 house to set their primary address, with the addition of the /setaddress command. This changes which address shows up on your license. You can't, however, change your primary address more than once every 48 hours without losing your property (e.g. through selling). As a player can only own 4 properties, /setaddress will give you a choice of each of your 4 properties, plus 1 rented property, to choose to display on your license. Commands /licenses [ID] shows the licenses prompt shown in 'Media' below. /fakelicenses [ID] [Driving (Y/N)] [Flying (Y/N)] [Weapon (N/PF/GC/CCW/ALL)] [Medical (N/BLS/ILS)] [Driver Warnings (4 = Suspended)] [Name (with _)] [Address] shows a fake license with the parameters you input. /setaddress [1-5] set your primary address to 1 of 4 of your owned houses, or your rented property /close closes the license GUI. Y Key closes the license GUI N Key closes the license GUI and displays the info in the chatbox Media
  18. Script name: Outdoor Furniture Script author: Kane Introduction This feature is an addition to the existing furniture system that will allow players to furnish the outside of their properties. Outdoor furnishing will be available only to houses during initial release. This will also not be immediately accessible. Home owners who would like access must file a request with the property team and pay a fee. Feature This feature is available to everyone but the object limits are: Regular: 3 Bronze: 5 Silver: 8 Gold: 12 While furnishing outdoors, you will only have access to one category that was specifically fitted with objects that are appropriate for the outside. In comparison, you have access to 284 items outside and over 1300 inside. Who can furnish the outside? Only you, the property owner. The outside of your house will be your responsibility. This means that anyone who was granted build or given a property key won't be able to furnish outside for you. The furniture system will function the same way as it does inside when furnishing outside. Nothing will change in that aspect and everything will remain the same. Whats new While furnishing outside, the only items in your "Current Furniture" list will be the ones you have outside. You may not access furniture that is inside While furnishing inside, you'll be able to see and access outdoor items. However, the only functions you will be able to use is re-naming and selling. Outdoor items will also be marked in gray with a *outside* tag. New command /togfurniturehelp. This feature provides a green zone on your radar when you use /furniture to show you how big your area is and where it ends exactly. You can choose to have it on or off. Some pointers Using /sellallfurniture will also remove your outdoor furniture. When furniture is despawned due to property inactivity, outdoor furniture will also go with it. Visit the Image House Changes forum to request it now! Media Known SA-MP Bugs My cursor disappeared and it keeps destroying my object! A sa-mp bug may occur where when your object gets destroyed by the server, the next time you purchase one your cursor doesn't appear. Next thing you know you move your mouse and your object goes flying. Here's how to fix this: - Make sure you're facing in a direction where your object won't spawn away from your house. - DO NOT move your mouse when it spawns. - HOLD your RIGHT MOUSE BUTTON and then click your LEFT MOUSE BUTTON and let go to get your cursor back. My furniture is just sliding away after the editing was cancelled. This only occurs on the client side. To fix it, simply re-stream. An easy way is to enter exit your house. This may occur because of the aforementioned bug with the mouse.
  19. Script name: Automatic License Plate Recognition Script author: ImperiumXVII, Kane Introduction Automatic license-plate recognition (ALPR) is a technology that uses character recognition on images to read vehicle registration plates to create vehicle location data. In reality, it can use existing CCTV or cameras specifically designed for the task. ALPR is used by police forces around the world for law enforcement purposes, including to check if a vehicle is registered or licensed. In the context of LS-RP, this does not use CCTV or any stationary cameras, but is only enabled for police cars. This must be turned on manually and license plates must be added manually. In addition, players will be required to write a report for the vehicle in question so that the reasoning for each car being added is well-documented and can be referenced. Feature This feature encourages the use of rental cars or cars without license plates to commit your crimes as it is increasingly more difficult to escape using a vehicle that you own, leading to more roleplay around garages and factions that offer out "license plate removal" services. The actual license plate recognition will work for any car within 20m of the ALPR-enabled car, meaning if you know your car is related to a recent crime, you should stay away from police vehicles. Note that when a 'BOLO' (Be On the Look Out) is made for your vehicle, this does not save over server restarts, and there is a limit of 30 vehicles that can be put on the database. This is to ensure that not every single wanted car is forever being tracked, and puts your mind at ease that law enforcement will "forget" about your car after a while unless you remind them. The ALPR system is integrated into the MDC system, and so you need to be on duty and in a police car to access the BOLO database. Once in the MDC, you can add a vehicle, its license plate, its color and model, its charges and a report. Once done, any police vehicle with ALPR enabled (i.e. through the use of /togalpr) will automatically ping your license plate if you get too close. Officers will have an ALPR log, so if they're distracted when it pings, they can refer back to the log to see who they've pinged recently. Note that this does not tell you when or where - all you know is it happened in the last 60 seconds. You can double click each entry in the ALPR log and it will open the MDC page for that vehicle. Commands /togalpr Enable or disable the ALPR system for your car. /alprlog Check the last 10 license plates that have been pinged within the last 60 seconds. /mutealpr Mutes the three beeps upon ALPR ping. Media
  20. Script name: Chat Preference Script author: Kane Introduction This feature allows you to set the color of your chats. Commands /colors Command to open the color preferences menu. Feature This feature is available to everyone. Here are all the chats you can change the color of in the initial release: Admin Chat Tester Chat Lead Chat Faction Chat Radio slots 1 to 10 These color changes will only be seen by you and you'll be able to set it to whatever you like. Each chat, of course, comes with a default. If you're fine with how it is, you don't have to touch any of this. We will not be allowing the change of any in character chats or admin commands such as kick messages and et cetera. I'm open to the idea of adding more chats so if you've any suggestions, send them to me in a forum PM. Media
  21. Script name: Speed Radar Script author: Kane Introduction This feature will allow police officers to mark a position to be used as a speed trap. Once a vehicle enters that trap area, their speed will be reported to the officer who created. Commands /radar [enable | disable | speed] *speed - Officers can specify a custom speed. When a vehicle enters their trap at that speed, they'll receive an audible tone. A checkpoint will be spawned to mark the spot. Note that this checkpoint does not reflect the size of the trap but is just there to show you the center of it. It is about 5 meters wide and could catch both lanes of a freeway. Media
  22. Script name: Corpse System Script author: Kane Introduction This feature will spawn corpses after a dead player uses /respawnme. Commands /corpsehelp For corpse help. /corpse examine A command to examine the body. /corpse bodybag The command to bag the body. /corpse vehicle The command to put the body in the vehicle. /corpse requestcoroner The command to request the coroner. /corpse deliver The command to request the coroner. Foundations A corpse will despawn 20 minutes after its been up. If someone interacts with a corpse, it'll slow down the despawn by 3 to 5 minutes depending on the action. A corpse can be put in to a bodybag and in to the trunk of a vehicle with or without a bodybag. Coroner aspect There are two ways to deal with a corpse as law enforcement. If there's no FD available, PD SD and DCR have the option of using the /corpse requestcoroner command. What this will do is simply set the corpse to despawn in 1 minute. A corpse must be up for at least 6 minutes for this to be available first. After doing so, you can just NPC the coroner process per usual. This should only be done if no FD is available to respond. PD/SD must make a reasonable attempt to contact FD through IG means. It is unreasonable to expect FD to drive all the way to SACF in to a prison so DCR is exempt from this. If FD is available, they'll have the means of despawning a corpse once they've driven it to All Saints or County General. As an incentive, FD members who deliver these corpses receive $2000 per corpse at Payday. With that being said, FD is not acting in a coroner's office capacity. This could be roleplayed as driving an injured person to the hospital and them being declared dead on arrival. FD will have access to /coroner deliver which will despawn the corpse after its all been roleplayed. Bodybag Any on-duty law enforcement and the fire department will have access to an unlimited amount of bodybags. As a player, you don't. However, a regular player may steal a bodybag if one is placed on the floor and use it on a corpse later. You are only limited to 1 here and it'll go away if you relog. Moving a corpse in and out of a bodybag will add a 3 minute buffer to the despawn time. Vehicle As I said, you can put a corpse in a vehicle with or without a bodybag. Unfortunately, due to sa-mp limitations, it wouldn't be feasible to display a real player model on the vehicle. A bodybag would have been possible but it'd just be unreasonable to make if we can't have both. Nonetheless, a label will be displayed in its place. If the trunk of your vehicle is open or damaged, a label will be created to tell everyone that there's a corpse or bodybag there. If your vehicle takes damage and your trunk breaks, a label will also be created. So do drive safely if you're driving around with a corpse in your trunk. If a vehicle is destroyed with a corpse inside, that corpse will also be despawned. If a vehicle is parked with a corpse inside, that corpse will be removed from the vehicle and spawned behind the trunk. A vehicle cannot be towed if it has a corpse in it. Moving a corpse in and out of a vehicle will add a 5 minute buffer to the despawn time.
  23. Script name: Helicopter Height Limit Script author: ImperiumXVII Introduction There has clearly been some form of animosity within the community and a great divide over the use of helicopters by police factions for some time now, which recently boiled over into a nearly 150-post discussion in the Suggestions forums with people arguing both sides. Options were discussed, and eventually we decided the best course of action is this script. Feature This script will limit all police faction helicopters to a height of 120m above the ground by default. After extensive testing, this was determined to be the limit at which you can hear a helicopter. This allows police helicopters to go high enough that they can't be seen easily while at the same time allowing criminal roleplayers to detect helicopters (if their game volume is max and their hearing is good enough) that are lurking above them. 120m is not very high, as you'll see in the video below, and a helicopter pilot even without the famed camera mod would be able to spot a gun in a person's hand, making the camera mod obsolete even if people do still use it. There will be no more cases of police flying outside the render distance and using the mod for an advantage. That's not to say that I don't also understand the other side of the argument - police helicopters in reality can fly higher to avoid detection, especially in tactically delicate situations. Game admins and police faction leaders have access to a command that can toggle the height limit on helicopters - this is, however, logged every time it's used to avoid "on-the-fly" (pun not intended) enabling/disabling of the height limit and will be met with administrative punishment if it's done. This command is intended to be used only on tactical team or specialised helicopters, e.g. for SWAT and SEB deployments. Commands /toghighalt [Vehicle ID] Allows faction leaders/game admins to toggle the height limit per helicopter. Media
  24. Script name: Clothing System Script author: & Introduction The clothing system allows players to accessorize their character model with various items (glasses, hats, bananas, dufflebags, etcetera). The clothing system was recently redone in June of 2019 to allow for a more friendly UI. You can view the relevant feature documentation here. The clothing system is a tool to enhance your roleplay and must be used sensibly. Unrealistically placed clothing items will lead to punishment. Obtaining Clothing Items Players of all levels can obtain various clothing items at the Verona Mall. There are numerous shops that sell different types of items: ZIP (clothing), Diddier Sachs (jewelry), Misc (Hardware), Music Shop, and a Sports Shop. Click here to check the locations. Managing your clothing items Inputting the command /clothing will bring up this dialog box: Clicking on an item will bring up more options (some can also be done with the /clothing command and additional syntax) : Change Item Name Allows you to change the name you'll see visually when interacting with this clothing item. To remove your custom name, click and enter nothing in the box. This name is only visible to you. Change Bone Slot Allows you to change which bone the clothing item will attach to. Changing this option may be necessary if you adjust the position so the clothing item moves properly with your character model. Change Index Slot Allows you to change which "slot" the clothing item occupies. Only one clothing item of a certain slot can be visible at a time. Change Item Color Allows you to change the primary color of the clothing item. Not all clothing items support this feature. Color code can be obtained from a website like https://htmlcolorcodes.com/color-picker/. Change Item Secondary Color Allows you to change the second color of the clothing item. Not all clothing items support this feature. Color code can be obtained from a website like https://htmlcolorcodes.com/color-picker/. Adjust Item Allows you to adjust the position of your clothing item. Place On/Off Allows you to put the clothing item on or take it off. Auto Place On Login Allows you to toggle the clothing item being automatically equipped on spawn. Commands /buy This command allows you to buy items at the mall at designated shops. You can also use /buy clothingid to buy a certain clothing item if at a shop that offers clothing items. /clothing This command brings up the clothing items UI. /clothing place [clothingid] Quicker command to place a certain clothing ID. /clothing drop [clothingid] Quicker command to drop a certain clothing ID. /clothing adjust [clothingid] Quicker command to adjust a certain clothing ID. /clothing give [clothingid] [playerid] Quicker command to give a certain clothing. Frequently Asked Questions Will I lose my clothing if I die? If you enter brutally wounded and /acceptdeath, all of your clothing items are removed. If you are executed/killed by a player, you will not lose any of your clothing items. How many items of clothing can I have? The amount of clothing items you can have on you is dependent on your Donator Level. See below: Regular Player — 6 Bronze Donator — 8 Silver Donator — 10 Gold Donator — 15 You can only have five clothing items visible at one time. Can I store clothing items? Clothing items can not be stored at this time. They can, however, be given to other players. Can I store a weapon inside an object such as a bag? Only if the object would realistically conceal it (size/shape adjustments are considered). I can only equip one clothing item at a time. Why? All clothing items you purchase will have a default index slot of 0. Only one clothing item from each index slot can appear at a time, so you must choose a different one for one of them. Can I give my clothing item to another player? Yes, you can. Faction clothing items can only be given to another member of your faction. See here. The place on login feature doesn't seem to work. Why? Ensure you are using different index slots for all clothing items. I got a yellow message about clothing the first time I logged in after a long break. Why? This is supposed to happen — this message indicates that your clothing items were moved over to the new system.
  25. Script name: The Mall Script author: & The Building The Los Santos Mall is located in Market. The Mall itself consists of 14 stores spread across two floors. In addition to stores, the advertisement center is also situated on the upper level. At the southern side of the Mall, a walkway is available to traverse to the attached parking zone. Only the interior of the Verona Mall (this excludes most of the walkway) is a Safezone. The attached parking zone is not a Safezone. See below image: The Stores 2.1 First Floor There are 11 stores on ground floor. In 6 of the stores you can buy items, whilst the other 5 are for RP purposes only. █ ZIP - Clothing Store There are 134 purchasable items in ZIP. Price range is from $50 - $400. Items for sale are: Santa Hat - $400 Tiger Pimp Hat - $200 Disco Pimp Hat - $200 Lava Pimp Hat - $200 Camo Pimp Hat - $200 Beret - $210 Red Beret - $210 Blue Beret - $210 Camo Beret - $210 Red Beret - $210 Red Hoody Hat - $220 Zebra Hoody Hat - $220 Black Hoody Hat - $220 Camo Hat - $200 Blue Flame Hat - $200 Hippy Hat - $200 Illusion Hat - $200 Fire Hat - $200 Dark Flame Hat - $200 Lava Hat - $200 PokaDot Hat - $200 Red Hat - $200 Yellow Hat - $200 Black Hat - $200 Dark Blue Hat - $200 Green Hat - $200 Trucker Hat - $200 Cap (Rim Up) - $200 Grey Helmet - $250 Red Helmet - $250 Purple Helmet - $250 Army Helmet (with straps) - $240 Navy Helmet (with straps) - $240 Desert Helmet (with straps) - $240 Day Camo Helmet (with straps) - $240 Night Camo Helmet (with straps) - $240 Army Helmet - $220 Navy Helmet - $220 Desert Helmet - $220 Day Camo Helmet - $220 Night Camo Helmet - $220 Sand Camo Helmet - $220 Pink Camo Helmet - $220 Skull Bandana - $150 Black Bandana - $150 Green Bandana - $150 Camo Bandana - $150 Funky Bandana - $150 Triangle Bandana - $150 Dark Blue Bandana - $150 Black & White Bandana - $150 Dots Bandana - $150 Triangle & Dots Bandana - $150 Scarf - $150 Lava Hat Boater - $210 Grey Hat Boater - $210 Casual Hat Boater - $210 Black Hat Bowler - $230 Blue Hat Bowler - $230 Green Hat Bowler - $230 Red Hat Bowler - $230 Brown Hat Bowler - $230 Black Cap Knit - $200 Grey Cap Knit - $200 Lava Cap-Eye - $205 Dark Flame Cap-Eye - $205 Blue Cap-Eye - $205 Cheetah Cap-Eye -$205 Camo Cap-Eye - $205 Black Skully Cap - $180 Skully Cap - $180 Funky Skully Cap - $180 Black Chav Hat - $160 Chav Hat - $160 Lava Chav Hat - $160 Red Glasses - $50 Orange Glasses - $50 Green Glasses - $50 Blue Glasses - $50 Pink Glasses - $50 Black & White Glasses - $50 Black Glasses - $50 Dot Glasses - $50 Square Glasses - $50 Lucent Glasses - $50 X-Ray Glasses - $50 Plain Yellow Glasses - $50 Plain Orange Glasses - $50 Plain Red Glasses - $50 Plain Blue Glasses - $50 Plain Green Glasses - $50 Lucent Aviators - $50 Blue Aviators - $50 Purple Aviators - $50 Pink Aviators - $50 Red Aviators - $50 Orange Aviators - $50 Yellow Aviators - $50 Green Aviators - $50 Thick Lucent Glasses - $50 Thick Yellow Glasses - $50 Thick Red Glasses - $50 Plain Black Glasses - $50 Squares Glasses - $50 Dark Blue Glasses - $50 Monocle - $50 Blue Bandana - $150 Red Bandana - $150 White & Red Bandana - $150 Bob Marley Bandana - $150 Skulls Bandana - $150 Black & White Bandana - $150 Blue & White Bandana - $150 Green & White Bandana - $150 Purple & White Bandana - $150 Psychedelic Bandana - $150 Fall Camo Bandana - $150 Yellow Bandana - $150 Light Blue Bandana - $150 Dark Blue Bandana - $150 Hay Bandana - $150 Red & Yellow Bandana - $150 Psychedelic Bandana - $150 Waves Bandana - $150 Sky Blue Bandana - $150 Lava Bandana - $150 Black Cowboy Hat - $300 Light Brown Cowboy Hat - $300 Dark Blue Cowboy Hat - $300 Red Cowboy Hat - $300 Brown Cowboy Hat - $300 Straw Hat - $340 Beanie - $340 Pizza Hat - $340 Tophat - $340 Useful commands: /buy - In order to open the list of available items. █ Burgershot There are no purchasable items in the Burgershot. █ Arcade Center There are no purchasable items in the Arcade Center. █ Music Store There are 4 purchasable items in the Music Store. Price range is from $1,000 - $17,800. Items for sale are: Bass Guitar - $14,500 Flying Guitar - $16,240 Warlock Guitar - $17,800 Microphone - $1,000 Useful commands: /buy - In order to open the list of available items. █ Sports Shop There are 11 purchasable items in the Sports Shop. Price range is from $157 - $2,000. Items for sale are: (Red & White) Motorcycle Helmet - $2,000 (Blue & White) Dirt Bike Helmet - $2,000 (Red & Black) Motor Cycle Helmet - $2,000 (Green) Motorcycle Helmet - $2,000 White Hockey Mask - $157 Red Hockey Mask - $157 Green Hockey Mask - $157 Backpack - $450 Hiking Backpack - $1,500 Sports Bag - $660 Suitcase - $1,000 Useful commands: /buy - In order to open the list of available items. █ Didier Sachs Watches There are 14 purchasable items available, all are variants of wrist watches. Items for sale are: Gold Watch - $15,000 Silver Watch with Gold Band - $15,000 Silver Watch with Leather Band - $12,500 Silver Watch - $10,000 White Silver Watch - $10,000 Dark Purple Watch - $4,096 Purple Watch - $4,096 Green Watch - $4,096 Violet Watch - $4,096 Seaside Watch - $4,096 Funky Watch - $4,096 Blue Tiger Watch - $4,096 Tiger Watch - $4,096 Pink Tiger Watch - $4,096 Camo Watch - $4,096 Useful commands: /buy - In order to open the list of available items. █ General Office There are no purchasble items in the General Office. █ Barbershop There are no purchasable items in the Barbershop. █ Internet Cafe There is 1 purchasable item in the Internet Cafe. You can buy an advertisement sign for your vehicle. The price is $1,000 Useful commands: /buy [amount] - in order to purchase a carsign. *Carsigns will be saved on the vehicle until it is despawned. You will lose any carsigns you have not used after logging out. /carsign [text] - In order to place the carsign on your vehicle. *You must be in the driver's seat. /carsign_remove - Removes the carsign from your vehicle. █ Tattoo Parlour There are no purchasable items in the Tattoo Parlour. █ 24/7 Store There are 5 purchasable items in the 24/7 store of the Mall. Price range is from $600 - $6,000. Items for sale are: Cell Phone ($1000) - NO LONGER IN STOCK! Scratch Card ($600) Dice ($700) Mask ($6,000) Gas Can ($2,000) Useful commands: /buy - In order to open the list of available items. 2.2 Second Floor There are 4 stores on second floor. Just like the ground floor, in 2 of these stores you can buy items whilst the other 2 are for RP purposes only. █ Advertisement Center This is not an actual store. The Advertisement Center is located just by the inner bridge of the Mall. Price range is from $1,000 - $2,000 depending on the type of advert. Advertisements work on a queue based system: your advert is added to the bottom of the ad queue when you submit one. Items for sale are: Advertisements Company advertisements Useful commands: /ad [text] - In order to place an advertisement in to the queue. /cad [text] - In order to place a company's advertisement in to the queue. /ads - In order to view the current advertisement queue, including when an advert will air. █ Electronics Shop There are 7 purchasable items in the electronics shop. Price range is $5,000. Items for sale are: Cellphone covers Useful commands: /buy - In order to open the list of available colors. █ Tool Shop There are 22 purchasable items in the Tool Shop. Price range is from $37 - $5,360. Some of these clothing items (Crowbar, Wrench, Hammer) can be used to pry open a locked vehicle. Items for sale are: Hippie Helmet - $250 DSM Helmet - $250 Toxic Helmet - $250 Black Helmet - $250 Red Helmet - $250 Green Helmet - $250 Blue Helmet - $250 Yellow Helmet - $250 Fishing Rod - $45 Wrench - $37 Crowbar - $37 Hammer - $39 Sledge Hammer - $3000 Screwdriver - $31 Flashlight - $35 Construction Helmet - $240 Grey Construction Helmet - $240 Labeled Construction Helmet - $240 Construction Vest - $2000 Briefcase - $5360 Broom -$1000 Shovel - $1000 Double-ended Wrench - $1000 Holster - $1000 - REQUIRES VALID PF/(LEO)CCW LICENSE TO PURCHASE! Useful commands: /buy - In order to open the list of available items. █ Lounge There are no purchasable items in the Lounge. █ Gym There are no purchasable items in the Gym. Frequently Asked Questions Where can I find unique items (i.e: mustache, beard, etcetera)? One of the key points of the clothing system is the ability to accessorize your character. Some players make use of multiple clothing items to produce something otherwise unavailable. Some players sell these to players already made. Why can I only have one advertisement in the queue at once? Regular Players and Bronze Donors can only have one advertisement in the queue at once. Silver can have two, and Gold can have three. Am I allowed to commit a crime inside the mall? No. The Verona Mall is a Safezone. Refer to the top of the page to see where the safezone ends. Am I allowed to drive/bike inside of the Verona Mall? No vehicles are allowed inside of the Verona Mall. Abuse may lead to revocation of BMX permission or other punishment. How can I claim a store in the mall? You can apply IC to lease a store via the lsgov website's State Land Leasing.
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