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Odinn last won the day on June 7 2025
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Date and time (provide timezone): 25/FEB/2026 Game Edition (Legacy/Enhanced/both): Probably Both Character name: James Boots Does this issue appear again after a full game restart?: yes How many times did this issue appear for you?: Atleast once, but easy to replicate. Issue/bug you are reporting: Two bugs for this report, the first bug powers the second bug. First, the Binoculars bug, where you use /panim binoculars and use them normally, but sometimes if you speak on the radio whilst using them, you can not click out of them. Two, Vehicle turns into a beyblade and can spin around whilst stationary. Expected behavior: To be able to click out of the binoculars, and to not be a beyblade. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate: Force the Binoculars bug to happen, easiest by entering the binoculars and enter the panim command again. You will not be able to click out of the binoculars. Then get into a vehicle, and try to look around. The vehicle will now rotate with barely moving forward. Vehicle license plate number*: N/A Applicable on probably every vehicle, including aircraft and tanks.
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Even if you clean them, they will still turn to scrap over time.
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Oh I agree, id rather then script to stay, but with the use of either the climate controlled safes, or dehumidifiers just like in real life. It would make sense for our guns to naturally decay, due to the environment we are in. Hot, humid and salty. I agree on stashes slimming down as well, primarily for the ones that constantly have 50+ guns in them at a given time. I think having climate controlled safes would be the best option for this, to make it even better, have the cartel do a limited supply run of them, for 10-20k a pop, and put a hard per faction limit on them. say like 20-30 per faction. that way each player in that faction can have one gun locker or safe, that will be fine, so they can store their more valued items in it.
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So, i like some other people aren't fans of the current state of the weapon decay script. Originally, when the script was "bugged" and guns didn't decay while sitting unused i thought it was perfect. But currently, with Legals being able to register 10 firearms at a time, and being able to acquire Pump shotguns, legals are also affected by this change, and not only criminals. In ECRP, for the criminals, firearms are a form of currency by certain factions, being traded for either service, other illicit items or even as gifts of gratitude. The firearm decay script is reducing some avenues of roleplay, for example, my Criminal character has weapons hes ready to sell or trade off as time passes, but now, it's either use em or lose em. in my personal opinion, with weapons decaying while being stored, is promoting PvP. Becouse now if you acquire a gun, you have to use it, especially if you don't have VIP. so becouse of this, I would like to put fourth 3 potential changes. 1. Introduce dehumidifiers purchasable at gas stations for ~$40,000 this item will have a range, similar to the old ventilators used for interior cooking, and will filter out the sodium in the ocean air to prevent guns from rusting this could then completely negate the decay from idle guns. 2. Introduce black market climate controlled safes. ~$10,000 this black market safe could be sold to other criminal factions and also legal citizens with little to no risk (Depending on how IC law makers deem it) this would store firearms in a environment that would prevent weapon decay whilst being stored inside of it. 3. Completely scrap the decay of idle weapons in general. I know, probably the easiest of the group to bring forward, but from my personal perspective the decay system is a huge negative, especially to those with "small stashes" who intentionally kept the number low due to not pvping much.
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a couple of ideas I have. Bring back the car heists, but this time, instead of having a car abandoned in a lot, maybe have a few staff members near it to introduce the stealth mechanic. Money truck jobs, every now and then text a random criminal faction regarding a planned money transport, and have the driver take a route, with a lunch break allowing players to choose between stealth or brute force. (payout around 50k-100k) Random little side jobs such as delivering a HVT, obtaining information or providing armed security for a meeting.
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Here's my take on everything. If LEO can have access to something, so should the criminals. For example, once Pump Mk2s got yoinked from the imports list, LEO still had access to it, HOWEVER As far as i am aware, the Pump Mk2 was reintroduced as a random special drop item, thus making it available again, in a very very limited quantity. If LEO can wear 150 AP, then criminals should also have the ability to own 150 AP. Same goes for the combatMG Mk2. I have personally seen recently, a SED Operator actively patrolling with a MGMk2 on his back. If LEO hate it so much, then just don't use it. from what I have been told, is the MGMK2 is not importable any more, if someone else knows otherwise, please inform me. As for the removal of all MK2 firearms. I strongly disagree with this. namely for this reason: Criminal factions receive "Extra" Pistols at Tier 3. removing MK2 pistols, is only going to shorten the list of weapon availability, and could potentially affect the factions lore. A faction that want's to remain quiet isn't going to want a revolver or a .50. They would want smaller more concealable guns to remain accurate with the lore they have already established and laid out. If they remove the Tier 3 reward, or you have a much much more limited selection of guns, then what's the point of Tier 3 existing entirely? Mk2 weapons aren't all end game guns. For example, I mainly run around with a PistolMk2. Offers quick shots, does less damage then a 50. When I was in SD I used the same exact thing, albeit with the hollow-point rounds in SD. There's balances in these things, despite some people ignoring the balances. Now, onto the helicopter. I have seen someone mention the HSW mods and vehicles being too fast. Isnt that the point? You make more money to get a faster car? PD and SD both have high speed units. Its a gamble every time you run. a helicopter shouldn't be deployed for every little pursuit. Sure, if its responding to a bank robbery or a homicide evasion, then its a different story. You are chasing someone who either just murdered someone, or just robbed a bank, that makes sense to me. But actively having Air on stand-by, sitting on top of Maze Bank for a pursuit shouldn't be happening. We are all here for two reasons. 1. To roleplay, and 2. Have some fun.
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Odinn started following Make GPS’s a locked item in faction vehicles , Vehicle Beyblade Bug , Weapon Decay Script Tweaks and 2 others
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You'd be surprised. The tracker's are usually just OBD2 plugs, using an extension splitter lead off the main port, typically hidden under the dash near the steering column. Takes all of 10 seconds to unplug it if you know what you're doing.
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Its removable becouse its the IC tracker. I've had to remove them for Crim RP, Such as when I stole a DOC kamacho to conduct Sophia Falcones prisonbreak. There has to be a way to scriptly remove the tracking feature, and that's done with the GPS item. There's no reason to remove a feature, that works as intended.