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Protection from police tear gas not working

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OK, Getting somewhere.

Beanie - you really want a beanie, Mclovin? LOL. OK. I'll look at adding that in later. Dunno why it's not in already, tbh. The cops have a black one already. I can add a Sage, Khaki or Camo beanie. Or all four, really. They're not exactly a big deal.

Cop TG helmet. (this one: https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_H_CrewHelmetHeli_B.jpg) It *should* work, regardless of which side is actually wearing it. But I've not tested that. TBH, looking at the teargas scripts right now, I'm convinced they could be done better. They seem a little 'hungry' - in terms of where they run from, and how resident they are in the background continuously (even when there are no previously-fired TG cannisters to worry about. I may rewrite this all at a future date, in case it gives us some FPS back. We'll see (it wasn't in my plan, but now that I've spotted a 'bad thing', I've gotta add it, dammit).

Prices. LOL. Get real. I'm thinking AT LEAST a factor of ten times those, given the rate at which you lot generate cash out of drug-runs and civilian-robbing. Or every rebel will have them right off the bat, and then there is zero point in having TG whatsoever (because it would never be effective). Then it just becomes a frame-rate drag for absolutely zero play value, and would be removed completely. Re-read my posts on the 'provenance' of these items... they HAVE to be expensive, because they were stolen from NATO (or wherever). Perhaps I should just make them £1 and give them to the civs in Kavala at spawn-time, eh? LOL. Nice try... :)

 
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