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CityRP Spikestrip Rapid Removal - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Feedback (https://limelightgaming.net/forums/forum-612.html) +--- Forum: Suggestions (https://limelightgaming.net/forums/forum-239.html) +---- Forum: Staff Review (https://limelightgaming.net/forums/forum-240.html) +----- Forum: Approved Suggestions (https://limelightgaming.net/forums/forum-499.html) +----- Thread: CityRP Spikestrip Rapid Removal (/thread-19453.html) Pages:
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Spikestrip Rapid Removal - ForceGhost - Jan 26, 2018 Suggestion for <in-game/forum/teamspeak etc.> In-game In detail, explain your suggestion: My suggestion is to simply allow a small window (5-10 seconds?) in which if E was pressed after a spikestrip deployment it will instantly pick it up allowing removal of the device to prevent unintended vehicles (IE. The pursuing vehicles) being spiked. Why should this be implemented? Realism, with a real life Stinger a cord would be attached allowing the strip to be quickly removed from the road. I'm also fairly sure that pursuing officers as well as members of the public not involved hate it when they run over spikes because of the lack of visibility and the delay in having them removed from the roadside. 2:24 on the video for an example RE: Spikestrip Rapid Removal - Dick - Jan 26, 2018 Pressing Undo should remove the Spike Strip from the found. +Support RE: Spikestrip Rapid Removal - Wesley Lawrence - Jan 26, 2018 Not even 5-10 seconds. It should be 2-5 seconds max. Usually there's a string or some type of system in place that allows for the user to remove it quickly in case of closely pursuing police vehicles. +support RE: Spikestrip Rapid Removal - Monkey - Jan 27, 2018 +support RE: Spikestrip Rapid Removal - T-Bone - Jan 27, 2018 +support RE: Spikestrip Rapid Removal - Soviethooves - Jan 27, 2018 -Support just add the vcmod spikestrip RE: Spikestrip Rapid Removal - Jen - Jan 28, 2018 +Support RE: Spikestrip Rapid Removal - Jokhah - Jan 28, 2018 +support. RE: Spikestrip Rapid Removal - Doctor Internet - Jan 28, 2018 (Jan 27, 2018, 10:28 PM)Gungranny Wrote: -Support just add the vcmod spikestrip That requires VCMod damage to be enabled. That requires a number of changes to the core of how vehicles work. That's not happening soon. RE: Spikestrip Rapid Removal - Soviethooves - Jan 28, 2018 (Jan 28, 2018, 01:32 PM)Doctor Internet Wrote:(Jan 27, 2018, 10:28 PM)Gungranny Wrote: -Support just add the vcmod spikestrip Which is what I would rather see. RE: Spikestrip Rapid Removal - Ozzie - Jan 28, 2018 +Support Spikestrip Rapid Removal - Doctor Internet - Jan 29, 2018 Pushing for Staff Review. #type:[review] RE: Spikestrip Rapid Removal - Bunny_ - Jan 29, 2018 To be fair, if that is going to be added you need to forbid the instant use of Medkits during gunfights. RE: Spikestrip Rapid Removal - Doctor Internet - Jan 29, 2018 (Jan 29, 2018, 04:30 PM)Luvbread Wrote: To be fair, if that is going to be added you need to forbid the instant use of Medkits during gunfights. Wrong thread? RE: Spikestrip Rapid Removal - Bunny_ - Jan 29, 2018 (Jan 29, 2018, 04:31 PM)Doctor Internet Wrote:(Jan 29, 2018, 04:30 PM)Luvbread Wrote: To be fair, if that is going to be added you need to forbid the instant use of Medkits during gunfights. Not at all. I just think that items, that function as passive items atleast, should not necessarily be timer'ed, whole active items aren't aswell, atleast as of right now. It's just a time buffer, in my opinion, not really needed. |