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Sky

Retired Staff
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  1. Aloe Vera liked a post in a topic by Sky in Server Player Slots   
    From what I understand, gradually going past 120 will create a noticeable increase in desync lag and frame drops for many people. I understand very little btw
  2. Sky liked a post in a topic by Azeh in Changelog - mid/late March   
    This patch contains the January, February, March and April Donation goal development list, as well as additional fixes and additions.
    Limited Time Offerings:
    Due to the lengthy amount of time this has taken to get released, the rewards will be active for more than 30 days. The rewards will be removed probably late May. We will update you when the time gets closer. Seasonal Donation Goal Rewards Increased sell prices of Processed Cocaine and Cut Diamonds by 30%. Increased duration of RedGull effect to 6 minutes. Increased the carry weight of a Carryall backpack to 120 from 96. Added:
    Permanent house keys. Can only be given/revoked by the house owner. Both players need to be nearby the house when giving the keys out Will show these owners when cops search houses. Cops can now search houses if the owner is offline and the house is being used by a permanent key holder Max of 10 additional key holders per building. Virtual and Physical Storage to Garages. The maximum storage is 250 physical and 325 virtual. Tractor Farming for drug, apple, and peach fields. Tractors will auto gather items at a 3x speed when driven inside an these areas. Tractor storage has been increased to 150. Added Titles Accessed via the y-menu. Can only have 1 title active at a time. There is a settings option to toggle on/off titles from displaying. More titles to come once we get some more data tracking going on. Added vehicle mod shop to vehicle garages Vehicle must be in your garage to modify it. Custom plates should not be of offensive nature, you may be held liable for the things you put on your plate just like you do in sidechat. More customization options and values to come soon. This is a starting trial run for the stuff to see how it pans out. Re-added virtual loot to rebel air drop. Redeployment Menu for APD and AFD. Go to any HQ to redeploy to a new one. Same rules apply as if you were soft logging. Added subscriber vehicle skins to Undercover. Added a "Let me out!" option for APD at the prison. Cannot be used while a prison break is active. Will teleport you to a different spot than the one civilians get teleported to. Medical supply crates. Act as a mobile medical shop for all factions with increased buy prices. Can be purchased by AEMT+ at any AFD airshop. Can be brought into fights via sling-loading and cargo loading. Can be destroyed by any faction to prevent infinite use. Impound option for AEMT+ (similar to the APD one, no seizing). Red/white smokes to AEMT+. Medical supply airdrops. Called in via AFD actions. Added a hint style notification for who restrained you. 4 new animations, usable with the !e command (e.g !e Hi). "Hi" - Gives a Wave. "NuhUh" - Waggles Finger like a teenager in a movie. "Nod" - A Nod. "Stop" - Holds hand out (Same as hi just a bit lower). Animations on key binds for Advanced RP'ers. Certain Animations/Emotes can now be bound via custom controls. We hope to see these used to enhance role-play. All the below require a gun in hand to work. All below emotes can be done while moving/running without slowing you down. Custom 16 - Cease Fire (Subscriber Only). Custom 17 - Nod Yes (Public). Custom 18 - Nod No (Public). Custom 19 - Point (Public). Custom 20 - Halt/Stop (Public). Note: Toggle Lethal's (APD Only) has been moved to custom control 7. Re-added slingloaded cargo safety parachute with Airborne talent. Talent needed for civilians, APD and AFD get this automatically. Increased height to 100m to activate parachute. Added personal parachutes to APD/AFD helicopters. Re-added the use of Processed Cocaine and its effects. Cop: finding cash with traces of narcotics will give prestige. Changed/Tweaked:
    Client performance improvements. LTs/Paramedics will now only open and close doors instead of unlock and lock them. Heavily reduced radiation screen effect with gas masks equipped. Limited the amount of parachutes inside the Hummingbird to 4 to allow them to be swapped with backpacks. Prevented the Rebel Airdrop from being moved around with vehicles. Updated APD Hunter skin credit to @bbgreg17 Changed AFD emergency lights to red and white. Changed AFD map markers to be the same as civilian/cop. The respawn button will now enable if the responding medic dies enroute. Picking up illegal items (such as bank money) while on cop will put them into a nearby police car where they will have to be seized at an HQ. Gang houses should appear faster after restart for most people. Fixed:
    Fixed some spelling mistakes. Fixed vehicles with gold bars being sling-loadable. Fixed being able to do certain actions while downed. Fixed Rebel virtual shop purchase cut being sent to Drug instead of Arms Cartel. Fixed group members being able to un-restrain you without a gun in hand. Fixed some cool down issues with certain scripts. Fixed instances of being being able to cook crank right up against a building. Fixed being able to rob the Federal Reserve without triggering the robbery. Fixed a few item dupe methods. Fixed instances of Error: No Unit occurring. Fixed instances where place-able cartel objects would ban you. Fixed virtual items sometimes taking a long time to be cleaned up. Fixed searching of drugrunner planes. Fixed a script error with medics and weapons. Fixed rare bug that could switch your side. Fixed scotch not aging if joining too close to server restart. Fixed boats being spawned under water in some locations when pulled from garages. Fixed a notification not being displayed when bloodbagged by someone else. Fixed a pricing issue with loadout equipping. Removed:
      Hotfix #1:
    Fixed titles not appearing correctly. Fixed permanent house keys. I hope. Fixed Ifrit smokes. Fixed updating of health on the HUD. Fixed vehicle skin modding allowing you to choose skins you aren't meant to use. Fixed placement of the "Mod vehicle" button for some people. Fixed gather cap of Tempests if upgraded. Fixed other players not being able to hear vehicle horns. Hotfix #2:
    Fixed action for medic supply crates not showing if you logged in after the crate was dropped Fixed inability to remove house keys from people Fixed civilian restraints Fixed vehicle mods not being set after server restart Fixed ability to set the same title as you already have set House keys now give garage access (if it's a garage/shed) House keys can now unlock doors The house owner can now list key holders through the house menu Fixed tractor gathering cap Custom vehicle horns are now played by clicking LMB rather than holding it
  3. Niklaus liked a post in a topic by Sky in What are you experiencing?   
    School is completely virtual now, which is rather difficult for med. At least I have more time to play video games, but that also means I have more time to work in the ambulance, so I probably have the virus without even realizing ¯\_(ツ)_/¯. 
  4. BlackShot liked a post in a topic by Sky in What are you experiencing?   
    School is completely virtual now, which is rather difficult for med. At least I have more time to play video games, but that also means I have more time to work in the ambulance, so I probably have the virus without even realizing ¯\_(ツ)_/¯. 
  5. Sky liked a post in a topic by Steve in What are you experiencing?   
    My leg doesn't bend enough for me to do shit anyways, so I'm still at home losing my mind either way.
  6. they took the name eazy liked a post in a topic by Sky in What are you experiencing?   
    School is completely virtual now, which is rather difficult for med. At least I have more time to play video games, but that also means I have more time to work in the ambulance, so I probably have the virus without even realizing ¯\_(ツ)_/¯. 
  7. Mitch (IFRIT) liked a post in a topic by Sky in What are you experiencing?   
    School is completely virtual now, which is rather difficult for med. At least I have more time to play video games, but that also means I have more time to work in the ambulance, so I probably have the virus without even realizing ¯\_(ツ)_/¯. 
  8. Sky liked a post in a topic by Mitch (IFRIT) in What are you experiencing?   
    Hey all,
    Since all of us in some capacity are going through some changes due to the global crisis. I'm curious to hear what you are going though due to it. Some people are under mandatory lock down etc.
    Post below! But please, keep personal information that can identify you out of it, for your protection. 
     
    Mitch
  9. Donald liked a post in a topic by Sky in What Happens Past Midnight: APD   
    @bbgreg17 settle down pal my pc froze with fear from the swarm 
     
  10. Sky liked a post in a topic by minmax in What Happens Past Midnight: APD   
    This is how the APD envisioned @YuSheng and his goons.

    What YuSheng failed to realize is that it was all an elaborate metaphor.
  11. huyujia333 liked a post in a topic by Sky in AFD Promotion Process   
    Promotion Process
     
    EMR - (Emergency Medical Responder)
    In order to be whitelisted as an EMR, applicants must first submit an application here with the required format. Once the application is accepted, they are required to go in teamspeak for an interview with a Paramedic to be whitelisted.  EMT - (Emergency Medical Technician)
    EMRs have a training period to go through prior to being accepted as an EMT. In order to be promoted from EMR to EMT, they must be an EMR for at least 72 hours (3 days), have a total playtime of at least 8 hours (480 minutes), AND pass the EMT Exam. The exam will be based on Official AFD Policy and will be conducted by a Paramedic or higher. AEMT - (Advanced Emergency Medical Technician)
    To be promoted to AEMT, an EMT must remain active, provide enjoyable roleplay, uphold AFD values, and be able to lead when required. Applications are required. Promotions to AEMT will be offered as seen fit during the first week of the month. Applicants will be voted on by the Active Paramedics. If you are looking to apply for the position click here. Paramedic
    To be promoted to Paramedic, an AEMT must remain active, prove him or herself able to uphold the standards of the AFD, promote enjoyable roleplay, and be able to maintain a level head. Paramedics are expected to lead when necessary. Paramedics are the core of the AFD staff and will assist the Chiefs in administrating the faction. If you are looking to apply for the position click here.  
    Inactivity
    EMTs who do not play medic for 60 days will be subject to demotion. Inactive EMTs who decide to return within 5 months of being removed for inactivity can retake the EMR interview and the EMT test on the same day to get reinstated to EMT.
  12. Invincible liked a post in a topic by Sky in What Happens Past Midnight: APD   
    @bbgreg17 settle down pal my pc froze with fear from the swarm 
     
  13. Fried Rice liked a post in a topic by Sky in What Happens Past Midnight: APD   
    @bbgreg17 settle down pal my pc froze with fear from the swarm 
     
  14. Sky liked a post in a topic by Max Shorefield in What Happens Past Midnight: APD   
    This is the video they will show when they are deciding if I get LT or not
  15. Sky liked a post in a topic by Clint Beastwood in Staff Updates   
  16. Mada liked a post in a topic by Sky in We had some numbers an more importantly fun   
    Was nice to see you guys fight the fed and bank, keep that shit up 
  17. Defragments liked a post in a topic by Sky in We had some numbers an more importantly fun   
    Was nice to see you guys fight the fed and bank, keep that shit up 
  18. MoLu. liked a post in a topic by Sky in AFD Promotion Process   
    Promotion Process
     
    EMR - (Emergency Medical Responder)
    In order to be whitelisted as an EMR, applicants must first submit an application here with the required format. Once the application is accepted, they are required to go in teamspeak for an interview with a Paramedic to be whitelisted.  EMT - (Emergency Medical Technician)
    EMRs have a training period to go through prior to being accepted as an EMT. In order to be promoted from EMR to EMT, they must be an EMR for at least 72 hours (3 days), have a total playtime of at least 8 hours (480 minutes), AND pass the EMT Exam. The exam will be based on Official AFD Policy and will be conducted by a Paramedic or higher. AEMT - (Advanced Emergency Medical Technician)
    To be promoted to AEMT, an EMT must remain active, provide enjoyable roleplay, uphold AFD values, and be able to lead when required. Applications are required. Promotions to AEMT will be offered as seen fit during the first week of the month. Applicants will be voted on by the Active Paramedics. If you are looking to apply for the position click here. Paramedic
    To be promoted to Paramedic, an AEMT must remain active, prove him or herself able to uphold the standards of the AFD, promote enjoyable roleplay, and be able to maintain a level head. Paramedics are expected to lead when necessary. Paramedics are the core of the AFD staff and will assist the Chiefs in administrating the faction. If you are looking to apply for the position click here.  
    Inactivity
    EMTs who do not play medic for 60 days will be subject to demotion. Inactive EMTs who decide to return within 5 months of being removed for inactivity can retake the EMR interview and the EMT test on the same day to get reinstated to EMT.
  19. DAK liked a post in a topic by Sky in Medics At Federal Events   
    Even with a max of 4 medics at federal events, I've noticed the majority of both rebels and cops prefer that the medics be absent from the battles. Medics disrupted the flow of the fights and were more of a nuisance rather than a help for either side. There's been a noticable difference with the fights now that medics (have generally been) absent from the fight, so Ima keep it in place to accommodate the preference of the two factions that contain the majority of players rather than just let the few have an extra opportunity to make money. 
  20. Bandit liked a post in a topic by Sky in Medics At Federal Events   
    Tell em to fuck off  ¯\_(ツ)_/¯
  21. Bandit liked a post in a topic by Sky in Medics At Federal Events   
    Even with a max of 4 medics at federal events, I've noticed the majority of both rebels and cops prefer that the medics be absent from the battles. Medics disrupted the flow of the fights and were more of a nuisance rather than a help for either side. There's been a noticable difference with the fights now that medics (have generally been) absent from the fight, so Ima keep it in place to accommodate the preference of the two factions that contain the majority of players rather than just let the few have an extra opportunity to make money. 
  22. Good Lub liked a post in a topic by Sky in Medics At Federal Events   
    Even with a max of 4 medics at federal events, I've noticed the majority of both rebels and cops prefer that the medics be absent from the battles. Medics disrupted the flow of the fights and were more of a nuisance rather than a help for either side. There's been a noticable difference with the fights now that medics (have generally been) absent from the fight, so Ima keep it in place to accommodate the preference of the two factions that contain the majority of players rather than just let the few have an extra opportunity to make money. 
  23. Abidi liked a post in a topic by Sky in Medics At Federal Events   
    Even with a max of 4 medics at federal events, I've noticed the majority of both rebels and cops prefer that the medics be absent from the battles. Medics disrupted the flow of the fights and were more of a nuisance rather than a help for either side. There's been a noticable difference with the fights now that medics (have generally been) absent from the fight, so Ima keep it in place to accommodate the preference of the two factions that contain the majority of players rather than just let the few have an extra opportunity to make money. 
  24. Evaluable liked a post in a topic by Sky in Medics At Federal Events   
    Even with a max of 4 medics at federal events, I've noticed the majority of both rebels and cops prefer that the medics be absent from the battles. Medics disrupted the flow of the fights and were more of a nuisance rather than a help for either side. There's been a noticable difference with the fights now that medics (have generally been) absent from the fight, so Ima keep it in place to accommodate the preference of the two factions that contain the majority of players rather than just let the few have an extra opportunity to make money. 
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