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Everything posted by papa ore
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DEV-COMMUNITY UPDATE #7 Hello, everyone! π For this month, we've decided to combine our development and community update into one major update. Server Launch Update Statistics Tasks for the upcoming months of May - June Development Team Workflow Re-structure of the Faction Support Team Introduction of the Faction Senate Improved drug dealing & distribution for factions other than organized crime Massive bug testing session Staff Team promotions Development Feature 1 Development Feature 2 Development Feature 3 In memory of Patrick/ititan Before we outline the update, we would like to announce that one of our community members, known as Patrick/ititan has unfortunately passed away some time ago. Patrick was one of the initial faction leaders of FDLC and as such, helped our community tremendously. We are grateful for all of the effort he put into our community, despite the difference in opinion we had on certain topics. βOur dead are never dead to us, until we have forgotten themβ β George Eliot We will make sure Patrick will never be forgotten. As a tribute to his work our Modding Team will add a furniture object, as well as a possible livery on one of the FDLC vehicles in his memory. We will be working on adding a texture to the following object: Server Launch Update We estimate that the current progress of the server is at approximately 70-75%. β LCRP is requesting more funding from the community in order to speed up the development process and potentially hire more developers. π° The current available budget is 266.72 USD, with all expenses for this month paid. π¦ We will introduce a new monthly "donation goal" section on the forums and we urge all of you who wish to speed up the development process, to participate. All of your money is directed towards server development. Promoting LCRP to your friends will help us significantly. π¬ Our permanent factions must be fully operational (in terms of policies and structure) by the end of July. π¨ (to avoid confusion, this does not mean we are launching in July but rather an assurance that the community aspect of our development is fully done prior to the features development). We are not yet fully comfortable with announcing an approximate release date. Development Roadmap Update The following features are halted and will instead be developed post-launch to speed up the development process: Backpacks Forging IDs Talking styles Crouching system Email service for the phone system Properties manager for the phone system Mechanic job The following features are now marked as complete: Taxi app for the phone system Help center for the UCP Garbage collector Fire script Aim style for weapons Statistics We have reached a new record of 1, 544 forum registrations. β We have reached a new record of 1, 763 discord members. β We are continuously increasing the number of members on our Development Team to ensure a speedy development process. Tasks for the upcoming months - June - July Property System functionality Faction System Economy Bug fixes Development Team Workflow We will host weekly/bi weekly meetings with the Development Team as we now get closer to launch. π¨βπ We have re-organized the development process to foster speed and better tracking of development (by reverting to Gitlab). π₯οΈ We have re-organized the internal LCRP development tracker in order to produce more detailed feature requests for the Development Team. π We will host more frequent testing sessions in order to identify bugs & resolve them in a timely manner. π We are currently going through every single feature that is pushed onto the early server and resolving any bugs that are identified by our staff members. β We have halted development for features we deem are not a priority prior to the launch of the server. β COMMUNITY UPDATE Re-structure of the Faction Support Team The Faction Support Team was restructured completely and will now only be responsible for the oversight of drugs & weapons distribution and will not be responsible for changing server policy regarding the faction environment. The responsibility will instead be transferred to the Faction Senate and Management. As our drug and weapon distribution systems are predominantly in-character, we will be looking for at least 5 to 6 individuals to participate in the Faction Support Team. The other responsibility of the Faction Support Team will be to offer guidance to faction leaders, but in no way "manage" their internal affairs. Introduction of the Faction Senate The Faction Senate is an entity which comprises of faction leaders with the purpose of discussing important faction-related matters and subsequently proposing solutions to Management. The Faction Senate provides faction leaders with the opportunity to discuss issues and raise concerns directly to Management without the need of a mediator such as Faction Management/Faction Support Team. More information may be found here. Improved drug dealing & distribution for factions other than organized crime Members of the community have raised concerns regarding the "Monopoly" approach, namely that it is not a feasible system for street gangs and other criminal factions. This is why we have completely re-written the system and instead created an alternative approach for drug distribution that is aimed at street gangs and factions other than organized crime. This new approach allows such factions to participate in drug distribution, although at a much smaller scale than the "Port of Liberty" approach. More information may be found here. Massive bug testing session In the last month, we focused on bug fixes for the current features with the help of our Staff Team and some of the Early Supporters. We deem it necessary to ensure proper testing sessions & bug fixes are applied now, to avoid any such problems during the launch of LCRP. We pushed a total number of 209 commits in the last month, which represent mainly the bug fixes on our main server branch. Staff Team promotions Senior Admin Team > Lead Admin Team Crunchy Brett Probationary Admin > Admin Danielleunglol Geo Staff Support Team (Probationary > Full) Neo Mondim Garbage Job System Developed by @senti180 The garbage job system we have created is quite different in contrast to what you might be used to on other roleplay communities. The main difference that you will be able to observe is cooperative sessions for players. This means that you can work this job alone up with up to 3 other friends. Similar to other communities, this is a script-wise job, meaning that there is no hiring process done by a business. You can start this job by visiting the blip on the map. Trash will span all over the city at random locations and it will be your responsibility to collect it. Once you've gotten your truck all the way full, make your way back to the unload point to make some sweet stinky cash for you effort. Tattoo Shops Developed by @senti180 Having started work on a few businesses, such as the Clothing Store, we also prioritized the Tattoo Shops system so that you could customize your characters as you wish. At this moment, we use NativeUI as we do not believe a special UI is necessary, mainly due to the fact that it would slow down the development process. We are planning on creating a fully customized menu for tattoos after launch, but we believe this will work out just fine for the first few months. ATM UI Developed by @lightsquare With the help of our new developer, we were able to create an amazing and interactive UI for the ATM system we are constructing. The ATM UI replicates a real life ATM, giving you a more interactive experience when taking money out of our account. ATMs will be spread across the map, providing players with the opportunity to visit and interact with them frequently. We remind you that there is no robbery limit, so a smart decision would be to store most of your (clean) money in the bank, house, etc. to avoid being robbed.
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Amazing thread.
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We'll think of an alternative later on. Perhaps a scheme people can apply for. We'll see though. We'll encourage everyone to do whatever they desire.
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The poker and blackjack scripts are being created as we speak. These two features will be available to casinos only and these types of venues to promote such roleplay.
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This is what I call team work.
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Development Blog #4
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DEVELOPMENT BLOG #5 Hello everyone! We would first like to begin by thanking all of you for the financial and moral support throughout our journey. You are the reason why this project is up and running, and we are determined to create this project in a timely manner. For those of you who are not yet aware, LCRP will be releasing in 2022. Whilst we prefer to to make the exact date/period public, we have planned it and are working tirelessly in order to achieve that goal. To reassure you all, you will not have to wait another year for LCRP to become reality π We would also like to announce that we are changing our approach when it comes to publishing development updates. You, our community, clearly expressed your desire to see more frequent and smaller development updates than larger ones. As we've said times and times again, this community exists thanks to you and we will respect your decision! To update you on our community affairs, we have recently partnered with a prominent Romanian roleplay community (RO-RP) with the purpose of exchanging ideas and helping each other where possible. We thank our partners for the agreement. We remain open to such agreements in the future. We decided to hold off on an additional 3 features which we planned to showcase. We'd rather postpone their showcase at the moment due the various factors, including competition. Over the next month, we will focus on resolving some of the bugs, as well as improving the map. This will of course be combined with work on features. User Control Panel Developed by @Divergent and RO-RP With our first official partnership agreement, we are excited to showcase what our partners at RO-RP have worked on in order to improve our UCP. Apart from the newly updated design, we are happy to showcase our ticketing system. As you will see below, apart from having a functional ticketing system, we've focused on analyzing the results of the complaints. Many communities did not pay attention to the satisfaction from their players, however, we will be actively analyzing what the trends are and investigate any potential issues. Phone System v1. Developed by The phone system is a very exciting feature that we have worked on for quite a while. When we first started working on it, we used a different phone design and thanks to feedback from the community, we changed it to a more modern one. Example of the first design: Example of the improved design, thanks to community feedback: We mention this because we really value community feedback. This project was built based on various different opinions, therefore feedback will always be something that we appreciate a lot. The current phone offers many features such as: Contacts Messages Calls Calculator Notes Social Media Settings Bank App Email service (allows you to change certain features of the phone) Properties Manager Taxi calls The phone is dynamic which means you can dictate whether you want it to be fully, partially shown or hidden on the screen. As you will see, the player in the video has enabled the option to see the upper side of the phone. This is something that players will have access to. The taxi app is not shown in this video, but it will be an available option to all players. Work is still being done on the phone feature, but it is almost complete. Updated MDT Developed by @Char It's a pleasure to announce that we have updated our MDT's design. We believe the current modern design is a more aesthetically pleasant and provides law enforcement (LCPD) with an easier functionality. This is important as it is the faction's intention to use this MDT for most, if not all department paperwork. This means that most of the faction's report will be moved to this MDT. At the moment, most of the frontend work on this MDT is complete. Once we are finished with the design, we will onto backend work for this tool. As you will see, the MDT provides various types of information such as: persons records vehicle records department reports BOLOs Warrants Evidence Department notices Legislation The MDT has both dark and white modes available, and we will look into adding helpful functions to members of the faction, based on the feedback received. Dynamic Fire System Developed by @Revelt Similar to how we consult with the general community, we consulted the creation of a fire system with the Fire Department of Liberty City (FDLC). We understood from that faction was that the lack of fires in certain time zones was a big issue concerning to the activity of their faction members. This is why we created a dynamic fire script, which may be triggered via the following ways: via an admin via the leadership of FDLC randomly This way, even if there are no admins and/or faction leaders available, a fire may be triggered randomly. However, we also foresaw the issue of having random fire appear with no FDLC members on duty, hence random fires will only be spawned if a certain number of FDLC faction members are on duty. Pet System (Free Feature) Developed by @senti180 A pet system is needed for a serious roleplay server. Our system is simple to use with a native UI which we might look into improving if there is demand for it. At this moment, however, we don't believe this system requires a unique UI. You will be provided with a catalogue where you will be able to select a pet. The pet system allows you to own a pet that you can directly control. You have the following options available: Despawn pet - the pet will be despawned Wander - the pet will roam around Follow - the pet will follow you Come - the pet will run toward you Stay - the pet will remain in a stationary position Sit - the pet will be seated Bark - the pet will bark upon instruction Sell pet - allows you to sell your pet to another player/the market The pet system is a feature that you won't have to pay for. This means that every player will have access to pets, as long as they meet a certain hour/level requirement. This is done in order to avoid overpopulating the server with pets and avoid this having an impact on the performance of the server. Radio System Developed by @Nikolai The radio system is an integral part for legal factions. When we were discussing our approach regarding this system, we pinpointed two important issues: civilians' inability to hear radio transmissions the abuse of radio by illegal and legal roleplayers To address the first point of concern, we wanted to allow people to hear what radio transmissions are being sent to the respective police officer, paramedic, etc. In the past, members of the factions were the only individuals who were able to see what radio transmissions were being sent on the radio. With this system, if you are within the vicinity of a faction member with access to a radio, you will hear any radio transmissions that are being sent to the radio frequency that the faction member is tuned into (which may be several). However, we also understood that this nay not always be practical, hence the implementation of a command which allows faction members to use an earpiece. That way, they would be the only individuals who can hear the radio transmissions. Finally, faction members are allowed to adjust the volume of their radio which will affect when people would be able to hear the radio transmissions. To address the second point of concern, radios will only be allowed to factions. What often happened on other communities was gang members, organized crime and generally a group of civilians (racers for example) would use a radio for their daily communication. However, we also understand that certain factions such as security, transportation companies would require radios, hence every single faction on the community would be able to request radio access, but that will be reviewed and approved on a case-by-case basis. HUD V2 Developed by @YouLL and @Nikolai A pretty simple, but useful feature aimed at improving the overall experience of members of the community. As you will see, we have changed our speedometer to a more aesthetically pleasing one. We hope you find it useful, too. Administrative Commands Developed by @Nikolai Administrative commands will be available to the following teams: Lead Admin Team Admin Team Staff Support Team Faction Support Team Property Team Each team will be able to access certain administrative commands, depending on what their team is allowed to do. For instance, a member of the Faction Support Team may have access to commands that members of the Property Team don't. We will be using our UCP in order to set and edit the permissions of all types of roles. At the moment, you will see what someone with access to the Master Admin account sees. Each of the roles is editable at any point in time. In-depth drunk system Developed by @senti180 The in-depth drunk system is a natural addition to our drugs system which we showcased in the last development blog. Our community made a suggestion regarding this idea and we decided it would be a good addition to civilians, criminals and law enforcement. The in-depth drunk system will allow alcohol to have actual effects on your character which will then reflect on the interaction with other players. We believe that this is an opportunity which other communities have ignored. One of the biggest changes we have made in regard to this is the breathalyzer. This will be a tool available to law enforcement, which means that finally, police officers will be able to get accurate script information if a player is driving under the influence! The current version of the breathalyzer is utilizing the following system: BAC between 0.08 and 0.12 - random effect: tripping over when walking/running, slightly blurred vision BAC between 0.12 and 0.16 - random effect: tripping over when walking/running/standing, slightly/more blurred vision BAC between 0.16 and 0.30 - random effect: tripping over when walking/running/standing, slightly/more blurred vision BAC between 0.30 and 0.40 - random effect: tripping over when walking/running/standing, slightly/more blurred vision, hp decrease BAC from 0.40 - random effect: tripping over when walking/running/standing, slightly/more blurred vision, hp decrease The random effect changes every 1.25 minutes BAC level goes down 0.01 every 40 minutes. The blurred vision and blackout can be stopped with /stopeffects. However, in order to ensure that this command won't be abused and that other players such as law enforcement will acknowledge if a character is under the influence, the following will appear every 20, 30 minutes: /ame Firstname_Lastname shows signs of intoxication. This will balance the system, allowing the intoxicated player to stop the effects whilst still allowing those around the player to know they are under the influence. Here are the current drinks and their alcohol levels: coffee: 0.00 water_bottle: 0.00 sprunk: 0.00 ecola: 0.00 junk_energy_drink: 0.00 beer: 0.02 vodka: 0.04 white_wine: 0.035 red_wine: 0.0325 tequila: 0.04 Realistic Gunplay Developed by @Nikolai Gunfights are a daily, if not an hourly occurrence on many roleplay communities. We have attempted to create a more competitive system when it comes to gunfights. We plan to to constantly change the shooting mechanics based on feedback provided by the community. We are aware of the fast reloading and will make ensure that it is changed. ID system Developed by @senti180 This system offers fake identities which may be used for different purposes. The 2 current categories are stolen and forged identities. Depending on the type, you may use it for various reasons such as to enter a club illegally, purchase vehicles/apartments/businesses, etc. This is a feature will will improve players who are interested in illegal roleplay. We will, however, limit the number of "forgers" in order to ensure balance. Likely, those who are interested will need to apply, or the feature may only be available to illegal factions. The ID system allows individual players to display an identity document to another player. The system should be flexible and allow the creation of fake identity documents. The LID is a database contains the identities of all citizens of Liberty. This database may be used by Law Enforcement to conduct background checks. The LID may be used for tracking purposes. Just like bank card transactions, "IDENTITIES" are tracked. If a user purchases a house, that activity can be viewed in the LID, same with car registration, etc, licensing, etc. And this is also how one would be investigated in Identity Theft or Identity Fraud. Bank accounts, mortgages, etc. are all attached to the identity. This means that ID documents must be linked to purchases made by the player, such as vehicles, businesses, apartments, houses, etc. This can eb an automatic process where a player purchases a house and choses the identify with which they want to make the purchase. You are able to: /selectidentity /forgeidentity /showID [ID of the player that is being showcased to] showlicense [ID of the player that is being showcased to] We are still working on the feature, so it is at a basic level at the moment. We will improve it in the future. Boombox System Developed by @Nikolai Some of you messaged us on discord with a request to have a boombox system available for the players. We considered your requests and decided to create the feature. As you will see in the video, the boombox system's purpose is to create a more realistic environment with the usage of sound. You will be able to experience sound/music differently, depending on whether you are inside the vehicle, outside or in a close proximity to it. This system will work no matter if you are streaming a song, talkshow, etc. So, it offers great roleplay opportunities for members of the community. Closing Remarks As always, we thank all members of the community for the support and feedback. It really helps us speed up the development process. In the next devblog you can except to see work related to the legal factions framework and some interesting updates for players who are interested in illegal roleplay. Again, we will be posting smaller, but more frequent updates from now on! LC:RP Management
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Welcome to our community! Are you the famous modder?
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Glad to have you here, hope you'll find your motivation to roleplay again here!
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THE FOLLOWING CONTAINS INFORMATION PERTAINING THE FEATURE. THE POST WILL BE UPDATED WHEN A NEW VERSION OF THIS FEATURE IS AVAILABLE. FEATURE SHOWCASE VEHICLE STATISTICS AND COMPONENTS VERSION 1.0 @Nikolai 1. ANTI-THEFT PREVENTION COMPONENTS Alarms Alarm level 1 A 10 second audible alarm on theft fail condition; Alarm level 2 A 20 second audible alarm on theft fail condition; Owner is alerted by script message of the alarm going off; Alarm level 3 A 25 second audible alarm on theft fail condition; Owner is alerted by script message of the alarm going off; A blip is shown within a 100 meter radius on the minimap for all players in range; Alarm level 4 A 35 second audible alarm on theft fail condition; Owner is alerted by script message of the alarm going off; Owner is shown the location of his vehicle; A blip is shown within a 200 meter radius on the minimap for all players in range; Law enforcement members (regardless of faction) receive a notification of the alarm; Locks Lock level 1 6 words are required to be unscrambled within 60 seconds; Words can range from 3 to 5 letters; Lock level 2 7 words are required to be unscrambled within 50 seconds; Words can range from 4 to 6 letters; Lock level 3 8 words are required to be unscrambled within 40 seconds; Words can range from 5 to 8 letters; Lock level 4 9 words are required to be unscrambled within 30 seconds; Words can range from 5 to 8 letters; Immobilizer The immobilizer's only role would be to assist the lock in keeping out any possible intruders. To do this, we have to take in account one factor: the lock, depending on the level, will generate a word with a certain number of letters; the number of letters can either be between a minimum and a maximum depending on the lock level, as described above. The immobilizer would INCREASE the chance of a MAXIMUM letter possibility by a percentage. (e.g. for lock level 1 words can range from 3 to 5 letters; the 5 letter words, the maximum, are more likely to appear with a strong immobilizer). Immobilizer level 1 Chance to generate a word with the maximum amount of letters possible is increased by 15%; Immobilizer level 2 Chance to generate a word with the maximum amount of letters possible is increased by 25%; Immobilizer level 3 Chance to generate a word with the maximum amount of letters possible is increased by 35%; Immobilizer level 4 Chance to generate a word with the maximum amount of letters possible is increased by 50%; 2. MECHANICAL COMPONENTS Term - lifespan of the said mechanical component, usually counted in distance travelled. Negative effects - self explanatory, if the component is not replaced in due time, negative effects will kick in. Condition - the condition of the part would be considered excellent when it is installed. The condition will degrade as the part acquires travel distance in miles. Once the part is replaced with a new one, the condition will reset. 2.1 OIL 2.1.1 Term: every 3,000 to 5,000 miles 2.1.2 Negative effects: START CHANCE NEGATIVE EFFECT 90% start chance between 4,000 - 5,000 miles (2 sec cooldown between each attempt to turn on the engine) 80% start chance between 5,000 - 6,000 miles (4 sec cooldown between each attempt to turn on the engine) 60% start chance between 6,000 - 7,000 miles (7 sec cooldown between each attempt to turn on the engine) 50% start chance between 7,000 - 8,000 miles (10 sec cooldown between each attempt to turn on the engine) 30% start chance between 8,000 - 9,000 miles (14 sec cooldown between each attempt to turn on the engine) 15% start chance between 9,000 and above (20 sec cooldown between each attempt to turn on the engine) ENGINE POWER NEGATIVE EFFECT -3% less engine power between 4,000 - 5,000 miles (2 sec cooldown between each attempt to turn on the engine) -5% less engine power between 5,000 - 6,000 miles (4 sec cooldown between each attempt to turn on the engine) -8% less engine power between 6,000 - 7,000 miles (7 sec cooldown between each attempt to turn on the engine) -11% less engine power between 7,000 - 8,000 miles (10 sec cooldown between each attempt to turn on the engine) -14% less engine power between 8,000 - 9,000 miles (14 sec cooldown between each attempt to turn on the engine) -18% less engine power between 9,000 and above (20 sec cooldown between each attempt to turn on the engine) 2.1.3 Condition: 0 miles - 3,000 miles -> EXCELLENT 3,000 miles - 4,000 miles -> GOOD 4,000 miles - 5,000 miles -> MEDIUM 5,000 miles - 6,000 miles -> BAD 6,000 miles and above -> AWFUL 2.2 BRAKE PADS 2.2.1 Term: every 30,000 to 70,000 miles 2.2.2 Negative effects: BRAKING NEGATIVE EFFECT 60,000 - 65,000 -> 2% longer braking distance 70,000 - 73,000 -> 5% longer braking distance 73,000 - 77,000 -> 8% longer braking distance 77,000 - 81,000 -> 10% longer braking distance 81,000 - 85,000 -> 15% longer braking distance 85,000 and above -> 20% longer braking distance 2.2.3 Condition: 0 miles - 40,000 miles -> EXCELLENT 40,000 miles - 60,000 miles -> GOOD 60,000 miles - 70,000 miles -> MEDIUM 70,000 miles - 85,000 miles -> BAD 85,000 miles and above -> AWFUL 2.3 TIRES 2.3.1 Term: every 50,000 to 70,000 miles 2.3.2 Negative effects: BRAKING NEGATIVE EFFECT 50,000 - 60,000 -> 2% longer braking distance 60,000 - 70,000 -> 4% longer braking distance 70,000 - 75,000 -> 6% longer braking distance 75,000 - 80,000 -> 10% longer braking distance 80,000 - 85,000 -> 15% longer braking distance 85,000 and above -> 20% longer braking distance 2.3.3 Condition: 0 miles - 40,000 miles -> EXCELLENT 40,000 miles - 60,000 miles -> GOOD 60,000 miles - 70,000 miles -> MEDIUM 70,000 miles - 85,000 miles -> BAD 85,000 miles and above -> AWFUL 2.4 BATTERY 2.4.1 Term: every 4 to 5 months (as opposed to every 4 to 5 years IRL) 2.4.2 Negative effects: START CHANCE NEGATIVE EFFECT 90% start chance between 3 to 4 months (2 sec cooldown between each attempt to turn on the engine) 80% start chance between 4 to 5 months (4 sec cooldown between each attempt to turn on the engine) 60% start chance between 5 to 6 months (7 sec cooldown between each attempt to turn on the engine) 50% start chance between 6 months and above (10 sec cooldown between each attempt to turn on the engine) 2.4.3 Condition: the condition of the part would be considered excellent when it is installed. The condition will degrade as the part acquires travel distance in miles or lifespan wears off. 0 to 3 months -> EXCELLENT 3 to 4 months -> GOOD 4 to 5 months -> MEDIUM 5 to 6 months -> BAD 6 months and above -> AWFUL 3. MISC GPS Tracker Ability to track down your vehicle via /v find. Can be purchased through the dealership when configurating the vehicle or can be installed by a mechanic later on. Cruise Control If installed, players can set a maximum kmh/mph via /v cruise [speed]. Can be purchased through the dealership when configurating the vehicle or can be installed by a mechanic later on. Miles Driven Shows the amount of miles driven with the owned vehicle. Same mileage is passed to another owner (does not reset). 4. MEDIA TO BE UPDATED CHANGELOG 10/20/2021 - 1.0 - INITIAL VERSION RELEASED
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THE FOLLOWING CONTAINS INFORMATION PERTAINING THE FEATURE. THE POST WILL BE UPDATED WHEN A NEW VERSION OF THIS FEATURE IS AVAILABLE. FEATURE SHOWCASE ANIMATION MENU VERSION 1.0 @Nikolai 1. INTRODUCTION Animations are an important aspect to creating believable roleplay encounters and with this new system, all players will have the tools to create amazing story telling through their movements. 2. DESCRIPTION A simple and easy to use menu with all the animations one could need on the fly has been created to help aid you in your roleplay. To open the menu, press "U". The menu features the categories of animations on the right hand side in a neat descending fashion accompanied by a silhouetted icon to easily identify it. Once it is selected, the category will appear over the left hand column ensuring you're in the correct category. The left column will display all the animations assigned to the category you have selected and once you click one, it simply plays the animation. If you wish to stop the animation, simply hit the large red button on the right column and your animation will stop. 3. COMMANDS/KEYBINDS "U" - Opens the menu. "ESC" Closes the menu. 4. MEDIA CHANGELOG 9/20/2021 - 1.0 - INITIAL VERSION RELEASED
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THE FOLLOWING CONTAINS INFORMATION PERTAINING THE FEATURE. THE POST WILL BE UPDATED WHEN A NEW VERSION OF THIS FEATURE IS AVAILABLE. FEATURE SHOWCASE TAXI SYSTEM VERSION 1.0 @Float, @Nikolai 1. INTRODUCTION The following system was created to allow members of the community to utilize a script job in order to gain money. The system allows you to become a taxi driver and transport other players. 2. DESCRIPTION In order to become a taxi driver, you are required to go to the taxi company which is marked on the map and get the job. Once you get the job you can either use company vehicles or buy your own and earn more money. Once you are settled in the taxi vehicle, you wait and accept a ride request which sets a blip on your map. Once you arrive at the location and the passenger is inside your taxi, you begin the ride and drive them to the location they want to. There are plans to re-work this feature in order to allow members of the community to create their own taxi companies and use a unique telephone number in order to direct taxi requests only to the respective taxi firm. 3. COMMANDS /getjob - Acquire the taxi job at the designated location. /fareprice - Set a fare price that charges the passenger every driven mile. /taxirequests - Displays any pending taxi requests. /acceptride [request id] - Accepts a taxi request. /startride - Starts the ride and begins charging fare. /finishride [request id] - Finished the ride and stops the fare meter. /calltaxi - Requests a taxi ride. /payfare - Pays the fare to the taxi driver. 4. MEDIA CHANGELOG 08/17/2021 - VERISON 1.0 - INITIAL VERSION RELEASED.
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Welcome! Glad to have you here.
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Welcome and congratulations for the 1000th topic!
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THE FOLLOWING CONTAINS INFORMATION PERTAINING THE FEATURE. THE POST WILL BE UPDATED WHEN A NEW VERSION OF THIS FEATURE IS AVAILABLE. FEATURE SHOWCASE WEAPON MECHANICS SYSTEM VERSION 1.0 @Nikolai 1. INTRODUCTION This gunplay system will be available to all members of the community. It was implemented in order to improve shootouts as well as to promote a more realistic approach to weapons. 2. DESCRIPTION Liberty City Roleplay introduces a new innovative approach and real improvement to the gunplay as one of our gameplay mechanic changes to the server. The weapon wheel has been updated, reducing from 8 weapon slots to 4 slots, making it easier and quicker to navigate between the weapons equipped on your character. The weapon wheel will also display what type of attachments your guns will have with attachment icons. When shooting, every weapon will have its visual-based recoil system and effective recoil system. Meaning your aim will no longer be accurate 100 percent. Every gun has different recoil, and you may notice some weapons are heavier on the recoil while others are lighter. Meaning shooting fully accurate will end up being more punishing than rewarding, especially from a distance. To help combat this, we introduce an attachment system to the weapons that will help reduce the recoil of the guns. We also have introduced fire-selection mode to most weapons, letting you select between one-shot, burst, and fully auto. Reticle has also been changed from being shown the whole time, to only being shown when standing still. Any movement while aiming will hide the reticle. The weapon-body placement system is also coming back, meaning if you carry anything more significant than a handgun. It will be shown attached to the body of your character. The only solution to concealing more significant firearms is by bringing a bag along with you. This is fully synced, so any player in the vicinity may see what is placed on your body. 3. COMMANDS There are no special commands related to this feature. 4. MEDIA 6673b12c4a5cd0552f629e12583e5365.mp4 7abbf2286bc1524d0ffa1b0ae140d116.mp4 CHANGELOG 9/20/2021 - 1.0 - INITIAL VERSION RELEASED
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THE FOLLOWING CONTAINS INFORMATION PERTAINING THE FEATURE. THE POST WILL BE UPDATED WHEN A NEW VERSION OF THIS FEATURE IS AVAILABLE. FEATURE SHOWCASE INVENTORY SYSTEM VERSION 1.0 @Mos 1. INTRODUCTION The inventory system is available to all members of the community. It was created to enhance roleplay and create more opportunities for the players regarding storage and items. 2. DESCRIPTION The inventory system is a fully user-interface-based module. Mostly everything that is an item, ranging from weaponry, cellphone, refreshment/food, and even clothing will be accessed and available through the inventory. Anything you pick up from the floor, buy from the store, or even receive from another player will be stored in the inventory. The inventory system is one of the core functionalities we bring to Liberty City Roleplay. 3. COMMANDS There are no commands since this system was designed to be user-interfaced based only. Press I to open the inventory, and left click on any of the items in the inventory for the available options 4. MEDIA CHANGELOG 9/20/2021 - 1.0 - INITIAL VERSION RELEASED