So the title says it all, because I see that /q to avoid your securicar being hijacked is warnable, why is /q to avoid arrest not?
Because they come back with double the stars or whatever. Securicar drivers who /q dont get anything, not even failed mission charge.
:like:
Quote from: TheSandman on August 25, 2013, 11:31
Because they come back with double the stars or whatever. Securicar drivers who /q dont get anything, not even failed mission charge.
Well I just don't see that as a reasonable offence, especially when you're chasing them for 20 minutes, finally get a lag ram or catch them off guard and they /q, they don't care about the added stars, I'm just saying either increase the cost, or make it warnable, or even so an admin can jail them. Even though that's not as satisfying for the cop
Quote from: SpazzBucket. on August 25, 2013, 11:35
Quote from: TheSandman on August 25, 2013, 11:31
Because they come back with double the stars or whatever. Securicar drivers who /q dont get anything, not even failed mission charge.
Well I just don't see that as a reasonable offence, especially when you're chasing them for 20 minutes, finally get a lag ram or catch them off guard and they /q, they don't care about the added stars, I'm just saying either increase the cost, or make it warnable, or even so an admin can jail them. Even though that's not as satisfying for the cop
this. if an admin sees someone who just /q to evade arrest he should be allowed to jail such ... player
While having 6 stars whats going to double?
+1 :like:
Why a warning system? I would rather see something like, the nearest cop (within a distance obviously, like /fine'ing distance) when someone /q's while wanted, automatically gets the arrest + payment.
We wont gain anything from jailing them, id rather the cop get it (http://www.forum.convoytrucking.net/Smileys/aaron/thumb_up.png)
Quote from: TheSandman on August 25, 2013, 14:56
Why a warning system? I would rather see something like, the nearest cop (within a distance obviously, like /fine'ing distance) when someone /q's while wanted, automatically gets the arrest + payment.
We wont gain anything from jailing them, id rather the cop get it (http://www.forum.convoytrucking.net/Smileys/aaron/thumb_up.png)
This or wanted players that have near cops can't /q. Same as when you have fine, if you have cop near you can't /kill.
Quote from: brane on August 25, 2013, 15:26
Quote from: TheSandman on August 25, 2013, 14:56
Why a warning system? I would rather see something like, the nearest cop (within a distance obviously, like /fine'ing distance) when someone /q's while wanted, automatically gets the arrest + payment.
We wont gain anything from jailing them, id rather the cop get it (http://www.forum.convoytrucking.net/Smileys/aaron/thumb_up.png)
This or wanted players that have near cops can't /q. Same as when you have fine, if you have cop near you can't /kill.
/q is a SAMP command, not a server side command, it cant be controlled by the gamemode.
Quote from: TheSandman on August 25, 2013, 14:56
Why a warning system? I would rather see something like, the nearest cop (within a distance obviously, like /fine'ing distance) when someone /q's while wanted, automatically gets the arrest + payment.
We wont gain anything from jailing them, id rather the cop get it (http://www.forum.convoytrucking.net/Smileys/aaron/thumb_up.png)
This is way better :like:
/q is built in. There's no way of blocking it. Except
public OnPlayerDisconnect(playerid,reason)
{
BanEx(playerid,"One does not simply leave Convoy Trucking.");
return 1;
}
Serious note.
The only way i see this countering, is to add wanted stars for the person wanted (Which is already in) and for the theif /q to avoid theft. Add wanted stars to them. Or do a foreach loop as they quit. Get the closest player if the player is theif and they've attempted to steal the securi, log it, send it to admins that X has avoided theft of securicar. Let the admin act accordingly. Rewarding the cop/theif will lead to farming, say, a theif joins just to ram a securicar (his friend) then his friend leaves. Thus granting him points + money. I already have a plan to counter the securicar farming >:D
Quote from: TheSandman on August 25, 2013, 14:56
Why a warning system? I would rather see something like, the nearest cop (within a distance obviously, like /fine'ing distance) when someone /q's while wanted, automatically gets the arrest + payment.
We wont gain anything from jailing them, id rather the cop get it (http://www.forum.convoytrucking.net/Smileys/aaron/thumb_up.png)
Yes this is the kind of thing I'm getting at, because if he /q to avoid arrest, there won't be some random cop getting a free arrest. And like Dobby said how it can be farmed, it can become reportable under farming, where both players will be banned