Tranqs disable all medical items that have been used
#16
(05-31-2018, 01:46 AM)Grapefruit Wrote: Bumped.

+Support

Adds a different aspect to aggressive roleplay and a use for the tranq. I'm surprised why this hasn't been approved yet - nothing wrong can come out of it and adds a feature to something that would otherwise be pointless. And also helps to stop medkit spammers Smile

Just a bit worried about how this will effect government vs how it will effect criminals (Criminals can equip both a tranq + primary while SRU has to go only a tranq, meaning Criminals are very likely to use this while gov aren't). Also actual implementation of it may be hard. This may sound a bit odd as you may just think "Just check if they use a medikit and cancel it if they get tranqed?". We would for sure have to edit the core gamemode files and add the ability for medikits to be "cancelled" as a networked variable or something along those lines. If the files are spread out then it's pretty much almost impossible to change without a major rework, just the nature of working on the gamemode. I'm up for it though if you lot really want it c:
Pollux
Fearless Management
bork
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Messages In This Thread
Tranqs disable all medical items that have been used - by User 12049 - 04-22-2018, 03:27 PM
RE: Tranqs disable all medical items that have been used - by Pollux - 05-31-2018, 01:58 AM

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