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Messages - Rory

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31
General Discussion / Re: I moved into my college dorm room! Take a look!
« on: August 19, 2013, 02:01:24 PM »
Your lucky dude the dorms near the universities around my area look like mental hospital rooms from Terminator 2.

32
Creations / Re: Stat's Maps (ARCHIVING REQUESTS)
« on: August 17, 2013, 10:05:48 PM »
Whatever happened to the GMR city theme map, i remember you talking about doing something like that.

33
Suggestions / Re: Give outlands another try?
« on: August 09, 2013, 01:09:58 AM »
Well we can atleast have an outlands screenshot thread instead.

34
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 08, 2013, 09:29:07 PM »
It would just look cool on the map and would be a good feature, it doesn't have to tie in with realism.
Yes it does. I'm making this map with the best realism to a real functoning city as possible without Causing too much lag. Obviously I cant exactly get the area of the city to be right (map is only 0.5 miles by 0.5 miles) but everything else such as signage, how the traffic lights work, district classes, etc are being tuned for perfection.

Example, most traffic lights IRL have specific delays put in them. The flashing dont walk actually goes solid a few seconds before amber, amber lasts at least 3 seconds depending on the traffic volume and speed, and there is 1 second where all lights are red before one changes green.
What about surveillance systems in the police station or around the city?

35
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 08, 2013, 09:04:27 PM »
It would just look cool on the map and would be a good feature, it doesn't have to tie in with realism.

36
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 08, 2013, 12:26:39 PM »
If I enabled the map for power outages, I wouldn't be able to do my true day/night lighting. Hammer doesn't like to have too many toggle lights shining on the same face. As for floods, I'm not sure how I could do this.
Theres a map in workshop where a city can flood and you have to survive on the top of the buildings.

GM10_Floodinvasion
I know its possible but I don't know how to do it. Also keep in mind that having the water under the map will do a number to framerate due to you rendering expensive water 100% of the time. I had that problem on ineu when I forgot to get rid of my dev slab of water in the beta. It's fine in flood maps or the harbor rp maps because there's not a whole lot to render but not rockford.
That's alright, what about police barriers popping up from the roads (kinda like watch dogs). Or the surveillance?
Um idk. Elaborate.
I am sure he is meaning like the ones from ODST. Just barricades that come up from the ground for police use. Though there is no city in the US, or the wold for that matter, that has a fully integrated system like this for a whole city.
They have those in Washington D.C.

37
Mapping / Re: RP_Rockford Progress
« on: August 08, 2013, 02:24:44 AM »
Damn Statua the map looks sick looking forward to it.

38
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 07, 2013, 02:43:05 PM »
If I enabled the map for power outages, I wouldn't be able to do my true day/night lighting. Hammer doesn't like to have too many toggle lights shining on the same face. As for floods, I'm not sure how I could do this.
Theres a map in workshop where a city can flood and you have to survive on the top of the buildings.

GM10_Floodinvasion
I know its possible but I don't know how to do it. Also keep in mind that having the water under the map will do a number to framerate due to you rendering expensive water 100% of the time. I had that problem on ineu when I forgot to get rid of my dev slab of water in the beta. It's fine in flood maps or the harbor rp maps because there's not a whole lot to render but not rockford.
That's alright, what about police barriers popping up from the roads (kinda like watch dogs). Or the surveillance?

39
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 07, 2013, 12:26:01 PM »
If I enabled the map for power outages, I wouldn't be able to do my true day/night lighting. Hammer doesn't like to have too many toggle lights shining on the same face. As for floods, I'm not sure how I could do this.
Theres a map in workshop where a city can flood and you have to survive on the top of the buildings.

GM10_Floodinvasion

40
Suggestions / Re: OCRP2 New Map Suggestions
« on: August 06, 2013, 11:40:31 PM »
For weather control (if there is on this map), there should be something like a sea level control, or power outage control. This will make player interation with the realtime weather. So if theres a flood warning, everyone should be indoors and maybe up a floor. If theres a power outage, people need flashlights or at an area where there is light.

Another suggestion i had was activating Police barriers and surveillance around the city. Something that the mayor and other law enforcements can handle when in a situation.

41
Something for lite rp in OCRP, have a drug store with an npc that sells regulated drugs that can boost a stat and/or downgrade a stat. The money will go torwards tax percentage and given to the city. Bad drugs though can do the same, but they are not regulated and can only be grown or bought. The drug dealer can also sell drugs you can't make, along with seeds you can grow to obtain the different drugs, making it interactive for other players to buy and sell the drugs they don't have or can't buy. What i wanted to do was have all the drugs you can buy from an npc effective, but the drugs you must buy from players are way more effective than the ones you can buy from an npc.

So some combinations for npc drugs are stuff like: Aderal increases accuracy, decreases running speed by 25%.
Painkillers/Muscle relaxers increase Maxiumum health, decreases accuracy by 25%.
Alcohol grows more health but decreases a number of stats like player movement, accuracy by 25%.
Steroids increase damage by 20%, decrease accuracy by 10%.

Illegal drugs grown and sold from players: Marijuana increases health 50%, decreases weapon aim by 25%.
Cocain increases running speed by 35%, decreases damage by 15%.
PCP increases damage by 40%, decreases accuracy by 20%.

Each set of drugs will have a time limit depending on what they are. And again, the stronger illegal drugs are only bought from player to player, it's risky to trust players that deal from person to person, so player interaction is key to buying the best ones.

This is the stuff i can get off the top of my head, it might not be as good so if you guys can make the idea any better post below.

42
Suggestions / Re: Crime scene events.
« on: August 06, 2013, 06:46:54 PM »
I actually can't believe I never thought of doing something like this. It is possible to set up and I think it would be awesome to watch and see what happens. There would need to be clues riddled throughout the house/warehouse/whatever, and have evidence pointing in a certain direction (either to or away from a suspect). I am really interested in setting something like this up now, it's just too bad that OCRP hasn't seen a player count above 5 in ages. Maybe one day OCRP will regain some popularity and we'll be able to set this up.
I suggested a bounty system along with this idea on a perp server. Maybe people can get in on watching for wanted people and get money for it. I would love it if almost everyone got involved on idea's like this so maybe the DJ or the Mayor can report a wanted person on a broadcast. City could go on lockdown and police can do searches in buildings or roadblocks can be conducted to do ID checks and checking if they have seen a person. This server is lite but it's something for everyone to experience, this doesn't have to be Dark-rp lite.

43
Suggestions / Re: Crime scene events.
« on: August 06, 2013, 04:28:16 PM »
this is ocrp you are suggesting it for, do you really think something serious on something we want to go back to literp will work?
Atleast your not breaking a rule if you don't want to do it. Before in OCRP2 we kinda forced it on people since it was a "serious rp" server. Something like a crime scene event should be labelled as a crime scene event like when doing the 911 call. This will have people who want to get involved with that type of rp to rp the crime scene and possibly get better rpers.

44
Suggestions / Crime scene events.
« on: August 06, 2013, 01:53:31 PM »
This is more serious rp but I actually did this idea on an hl2rp server and got a lot of credit for it. An admin would use the prop menu in an apartment or a specific location and make a crime scene out of props and ragdolls and so on. When the cops show up to the scene from a 911 call or a warrent they will show up to a murder scene or an apartment full of evidence. There are many types of scenes you can make and that's why it's fun for everyone. The more creative and detailed you are with the scene the better it gets.

45
Suggestions / Re: Be able to choose where you want to spawn
« on: August 06, 2013, 01:41:49 PM »
Sounds like a good idea to me, bus stops are almost no use when you have a car so that could be a good use.

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