+2 addition to LSPD toolkit
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+2 addition to LSPD toolkit
Car towing
Taxi faction already has /tow, but in my opinion it should be allowed to use for LSPD members. Police tows away cars in real life too, it might enhance RP experience. (I know, not many people actually bothers RPing, but still, it would be good)
Pro
- Implementing this takes no time at all (just adding another faction check to /tow command)
- RP
Con
- It might be abusable.
Roadblocks
It's another rather useful thing, that's also a big addition to RP. By roadblocks I mean some unrammable objects. There is a plenty of good objects for this task.
Pro
- Imagine a shitload of roadblocks that stops criminals from escaping on the highway.
Con
- Abusable. Maybe only 1 roadblock unit per person?
Taxi faction already has /tow, but in my opinion it should be allowed to use for LSPD members. Police tows away cars in real life too, it might enhance RP experience. (I know, not many people actually bothers RPing, but still, it would be good)
Pro
- Implementing this takes no time at all (just adding another faction check to /tow command)
- RP
Con
- It might be abusable.
Roadblocks
It's another rather useful thing, that's also a big addition to RP. By roadblocks I mean some unrammable objects. There is a plenty of good objects for this task.
Pro
- Imagine a shitload of roadblocks that stops criminals from escaping on the highway.
Con
- Abusable. Maybe only 1 roadblock unit per person?
John Pendergast
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Re: +2 addition to LSPD toolkit
I like it :D
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For roadblocks, are spike-strips possible? I know they're in GTA3 and VC and I'm p sure they're in SA, but do they work in SAMP?
'Cause it'd be pretty cool if they could place spike-strips on a road, maybe they disappear after however many minutes.
Spike-strips, or landmines. Even if a landmine is just a marker on the ground and an admin doing /explode [whoever] when the guy hits the marker.
'Cause it'd be pretty cool if they could place spike-strips on a road, maybe they disappear after however many minutes.
Spike-strips, or landmines. Even if a landmine is just a marker on the ground and an admin doing /explode [whoever] when the guy hits the marker.
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Yeah, because he likes to tow LSPD cars away or tow big trucks to LSPD entrance.Peck Rockhard wrote:I don't think Taj likes that idea
Admins won't like it. They have to sit there 24/7 and doing /explode? Are you mad?Gentle_Man wrote:Even if a landmine is just a marker on the ground and an admin doing /explode [whoever] when the guy hits the marker.
Cops DO carry guns in most country. I don't think that it would make a difference in real life: getting headshot'ed with a deagle or a small sidearm. Both case, you die.Gentle_Man wrote:The country where cops carry Desert Eagles.vksv wrote:what country do you come from where cops have landminesGentle_Man wrote:landmines. Even if a landmine is just a marker on the ground and an admin doing /explode [whoever] when the guy hits the marker.
John Pendergast
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Ok then it will be situational.John_Pendergast wrote:Admins won't like it. They have to sit there 24/7 and doing /explode? Are you mad?
"Hey admin we're chasing this guy put a landmine in front of him?" and he explodes.
But irl cops don't aim for the head, they're trained to aim for the center of mass, the chest or back. The chest or the back, it does make a difference.John_Pendergast wrote:Cops DO carry guns in most country. I don't think that it would make a difference in real life: getting headshot'ed with a deagle or a small sidearm. Both case, you die.
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Re: +2 addition to LSPD toolkit
No and no.
Cops don't tow cars, a towing company does it for them (at least here) or some division like parking enforcement does. If it were to be implemented, there should be a "tow truck" in the PD garage that you can /tow with.
Cops already have a roadblock....their cruiser.
Cops don't tow cars, a towing company does it for them (at least here) or some division like parking enforcement does. If it were to be implemented, there should be a "tow truck" in the PD garage that you can /tow with.
Cops already have a roadblock....their cruiser.
Always remember the 3 B's of law enforcement:
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
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1593 - tire spikes
2892 - spike strip, short
2899 - spike strip, long
These are the objects but I believe the tires popping may have to be written in to the script to pop tires upon driving over the object, rather than it being automatically so.
2892 - spike strip, short
2899 - spike strip, long
These are the objects but I believe the tires popping may have to be written in to the script to pop tires upon driving over the object, rather than it being automatically so.
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Re:
I will try these objects in MTA Race, thanks for the id's.David_York wrote:1593 - tire spikes
2892 - spike strip, short
2899 - spike strip, long
These are the objects but I believe the tires popping may have to be written in to the script to pop tires upon driving over the object, rather than it being automatically so.
The roadblocks idea is awesome, if it just works!
Edit:
Dont work.
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I've had this idea:
Tranquilizer guns, it's like tazer but it works long distance and is significantly shorter, 1 or 2 minutes tops.
Not sure if it's even possible, but basically it has the rifle skin, and instead of inflicting damage it just incapacitates whoever is shot, like tazer it's only temporary and this one puts them in /crack. Maybe when they're tranquilized they can't be /detain'd (who'd wanna carry a person all the way to the car?) but they can be /cuff'd.
It'd be awesome for situations like this:
A small gang fight in front of Unity. Two cops plan their attack. One moves in to start /tazing, while the other hangs off to the side to tranquilize any runners. And it'd be funny, somebody running away from the cops and they immediately fall into /crack.
But obviously like anything it can be abused.
Tranquilizer guns, it's like tazer but it works long distance and is significantly shorter, 1 or 2 minutes tops.
Not sure if it's even possible, but basically it has the rifle skin, and instead of inflicting damage it just incapacitates whoever is shot, like tazer it's only temporary and this one puts them in /crack. Maybe when they're tranquilized they can't be /detain'd (who'd wanna carry a person all the way to the car?) but they can be /cuff'd.
It'd be awesome for situations like this:
A small gang fight in front of Unity. Two cops plan their attack. One moves in to start /tazing, while the other hangs off to the side to tranquilize any runners. And it'd be funny, somebody running away from the cops and they immediately fall into /crack.
But obviously like anything it can be abused.
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Re: +2 addition to LSPD toolkit
I have this idea, Phaser Guns. You can set it to stun or kill. Also transporters, and warp drives.
Always remember the 3 B's of law enforcement:
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
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Re:
And when the Los Santos Animal Control get's coded in, they'll be useful. Until then, no.Gentle_Man wrote:Tranquilizer guns are used irl, generally not on humans because it's a lot easier to estimate the weight of different animals based on their general age, but they're used irl.Keegan_Russo wrote:I have this idea, Phaser Guns. You can set it to stun or kill. Also transporters, and warp drives.
Always remember the 3 B's of law enforcement:
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
1. Be professional
2. Be polite
3. Be ready to kill everyone you meet.
Re: Re:
Keegan_Russo wrote:
And when the Los Santos Animal Control get's coded in, they'll be useful. Until then, no.
With all the flying and deadly animals this game has that faction should be coded in ASAP.
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Re:
He just spawns road blocks anyways lawl....then de-spawns it once you smash into it hard. But still a good idea.Peck Rockhard wrote:I don't think Taj likes that idea
Casey 'KC' Calvert
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