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Selzi

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Everything posted by Selzi

  1. I logged in just to post here. I don't plan on forgetting about MTA: SA anytime soon.
  2. *Springs from his grave* 1. I don't believe anything has been changed, but I have been silent for a while, even though I visit a lot, so I may be wrong. *Digs back in*
  3. Selzi

    !brb command

    That's: "... an 'English for Dummies' booklet ..." Anyways, cool scripts!
  4. Sounds like it determines how long it stays afloat... Can't tell you exactly but in MOH: AA that meant that after it hits that number (in seconds) the projectile goes wild, basically going anywhere but where you want it to. Could probably mean it just stop and hits the ground
  5. Well, I'm guessing it's up to the admins of the server with what they want to do... Here is what I see as possible options... There is no mod controlling TK'ing. If FF is on it is up to the maturity of the players on the server (I know, haha) and the admins to enforce any server rules they have. There is no mod controlling TK'ing. FF is set off. This means that you can unload a clip on your own guy. Hopefully no bug of it going through your teammate will exist... Unless it's wanted. There is a mod controlling TK'ing. When someone shoots a teammate, the health that the 'receiver' would 'receive' is transfered to the 'offender.' The 'receiver' is left untouched. In GTA: SA I doubt they will have an easy time abusing this as there aren't many doors that can be blocked... And if there is such a situation you just whip out a rocket launcher and then everyone goes everywhere. An alternative to the above would be that the 'receiver' only takes half the damage (or so) that he would take and the 'offender' takes 100% damage that the 'receiver' would take. There is a mod controlling TK'ing. When a person kills a teammate, the 'receiver' is given the option to forgive the 'offender' or not. After an X number of non-forgives the 'offender' is kicked out of the server.
  6. Wait... So I can play on a server that's shut down... And interact with people, talk with them, fly around with them, but the serevr is really shut down and right when I'm 'interacting' with them I get a ton of errors? Wow.. Ghost servers.
  7. Well, there could very well already be a team for all we know and they're just being secretive. I would think the first thing to do is to brainstorm. Since this is a forum... I'm working on a few projects right now and I work with like one or two other people, first we brainstorm what we need, then we learn/find people who know what we need. So if we can brainstorm here what should be able to be done, maybe just as basics, then we can find people who can get it done.
  8. Yea, that's what happened to me in more or less words. No matter what server I went on I always ended in a crash. Although flying the AT around Mt. Chiliad was fun! I think I'll wait for more progress to be made or mta...
  9. Well then, let's take the obvious path with this idea... As easy as black and white! Instead of there being NPCs there are teams. If it only exists in one building, then there should be enough players in the server to do this (if they wanted to). A building would be used, there would be two teams, one team would be the infiltrating team (so basically the first post doesn't change for that team) and the other team would be the defending team (they would replace any NPCs mentioned in the first post).
  10. I do a bit of mapping/scripting myself, and know a few languages. Not too much of visual c/c# and all but I could always try... And if I'm no use I could test/give advice. But, yea, the people who once populated this thread with ideas seem a little silent... First comes brainstorming ideas... Althought I don't think you should have to earn licenses. Just have limited supplies... Also if there are enough people, there should be multiple gangs in the three main cities.
  11. As ChrML said to me about NPCs... Could be possible I guess but I wouldn't expect it to happen anytime soon... What we'd need is a ton of people who want to do this and strive to make it happen. You don't want some guy going 110 in a sports car running up to your base and just shooting you. In the real world people don't do that... They plan out things, think ahead, spend days doing it, work out 'hits' on people and whack 'em. But without tons and tons of people where there would always be a balance (like if you have robbers then you need cops) it probably wouldn't work out. I like your idea, Solid, but it just seems to go by too fast. I'd rather have things go at a slow pace, and not have to start a new game every hour.
  12. Selzi

    Dogfights

    Well, we're not saying it's unfair that they are heat-seeking missles and everything, we're saying it's a little unbalanced-ish because it's so easy to avoid missles that it comes down to who makes the mistake first. But if that's the way people want it then it's fine with me. Solid (wow that's odd to say, I used to be named SolidScope and was called Solid), I'm not sure how possible it is to just add SAM sites, but it would be a cool idea if you had to avoid surface-to-air missles while avoiding air-to-air missles.
  13. Selzi

    Dogfights

    Well, then that rule would have to be enforced somehow. You'd also have to protect people on the ground who were running to the hydras (that's if you wanted to, I guess it could be optional) and hydras that aren't grounded but aren't fulling flying. When they're in their takeoff hover mode. Of course both of those are optional, but so is protected grounded hydras... Up to the admin I guess, and whatever the MTA team decides to do with the game.
  14. Selzi

    Dogfights

    Yea, I tried going over area 69 with a helicopter. Tested about 20 missles, not a single one missed. I almost evaded one but then it just circled me and hit me. So, helicopters are out of the question. But, I'm expecting the dogfighting release to just be a bunch of hydras. Which means your toughest problem will be getting off the ground before someone locks onto you. Other than that, just dodge, lock on, shoot, dodge, lock on, shoot, etc.
  15. Selzi

    Dogfights

    I don't know about you guys, but have you ever tried flying over area 69 with a plane? I'm not certain how close the SAM missles are the same to other hydra missles, but I can easily avoid them with a hydra. I even tried a shamal a didn't get hit. (Just hard keeping it off the ground when you're trying to get shot down, lol.) So it may just be a matter of who's a good pilot and who isn't... I sure hope all my Ace Combat games have helped me!
  16. Silly me... I knew that too... I don't know what got into me to make me forget... Oh well, will have to think up other ideas then...
  17. Selzi

    Casinos

    Okay... I was wrong. But then we're still not making it any harder for them by suggesting ideas, right?
  18. Selzi

    Casinos

    I didn't say make the whole server weapons-free. Just the casino area itself. I believe there could be such a mod for blue.
  19. Infiltration This is a group mission, played best with around ten people… It is also squad-based, so that means it would be awesome if the players were on Teamspeak or Vent. To keep things from getting too repetitive, there would be a couple different scenarios that can be played (randomly chosen or not). It would also be cool if there were different buildings that could be used. First there would be a preparation time that would allow people to get their teams ready, allowing people time to join, and suiting up in what they want (I.E. what weapons they choose. What weapons are available can be restricted by the admin. And what other accessories they want, such as if their tactic includes utilizing darkness, they can grab night vision goggles. If they want thermal goggles, they could use those), and choosing teams if they want to (teams would be such as Alpha, Bravo, etc.). Once everyone is ready the mission can start. It can be one of these. (These are only ideas I have thought of, others can be made for suggestions.) Escort - The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. There is a person(s) (AI) in a specific part of a building. You have to get to the person(s) and escort them back out safely, moving through opposition. Obviously after they get to the person(s) more opposition must show up to make it harder on the way out. Retrieval - The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. You have to get to a specific part of the building where an object(s) is located, take the object(s), and make it out safely, through opposition. Extermination - The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. They must remove all opposition.
  20. Selzi

    Casinos

    The reason for making these suggestions is for those who are willing to make mods to get ideas with what can be done. By making suggestions, I doubt we are making it any 'harder' for the MTA team as they don't plan on doing any mods for us, as far as I have read. They are doing what they said they would, building a new core and, with such, comes a higher ability to make modifications. These modifications would have to be made by us, and as such we need to think of what are good and bad ideas. The sooner, the better. On the topic of the casino... I had tons of fun with the blackjack table in singleplayer. With the right mod, it could be worked out so people could gather in casinos and play. I'm guessing it wouldn't be hard to restrict people from killing others in a casino. (Like a stunt server for MTA: VC). The punches would have to do no damage and something would have to happen to the guns to make them disappear. Whether the modder wants to totally make the weapons disappear or give them back to the owner is up to them and their coding ability/what they are limited to.
  21. You bring up some great points in that post. Hopefully, time will tell, a mod can be made to stop things from happening that shouldn't in that specific RP game. Rules will need to be clearly defined as to who can be killed and what can be done. Also, it would need a community of willing people to play it. If there are too few people who are actually trying to RP, then it will make it a lot more difficult. For the stat saving problem... If it's possible to have registered nicknames.. Perhaps there can be a mod that allows you to register with the server. You can 'login' before you enter the game and it will load your stats/savings from a database... If that's possible...
  22. I have been reading a lot and just have one question... I might have missed you guys answer it, perhaps in a different thread. But since this is the main thread for RPG I'll ask here... Have you considered to what effect the player limitation in one server will have on the RPG style? What makes a world breathe is the fact that there are abound amounts of people, all with diverse opinions and such. To have an actual world you need multiple gangs, etc. But because the more players there are, the worse the 'lag' will be, how badly would this effect the ability to RP? I thought it would be best to have less servers, as more people would play on each. But then there would be too many people, so that isn't the way to solve it, I guess... Don't want to make it seem like I'm just coming in here and stomping on people's dreams, I'm all for the RPG style gameplay of GTA: SA. Hopefully will also get a few friends into it and a few friends out of it. Just wondering if this has been considered... Couldn't find any threads on it. Edit: Unless this is the answer I'm looking for...
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