Increased Taser effect and /drag command.

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Increased Taser effect and /drag command.

Post by Simon Bourne on Sun Sep 11, 2011 12:01 am

Well people refuses to RP the taser effect most of the times, so:

*Increase the taser effect to maybe 10 minutes.
*Add a /drag or /offerdrag command to drag tased suspects and/or heavily wounded people.

This will help in these ways:

*Dragging dead people outside interiors.
*Showing people the effects of the taser, instead of tasing them for 15 seconds and then they run off.
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Re: Increased Taser effect and /drag command.

Post by Kevin Alymer on Sun Sep 11, 2011 12:10 am

Or it can work like a real taser. /stop to stop tasing someone and then the normal effect goes. Now if you hold it the player's hp keeps going down.

There are tasers as shotguns that shoot and tase rather than shoot hold, tase, but cops use normal tasers.
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Re: Increased Taser effect and /drag command.

Post by Nero on Sun Sep 11, 2011 12:10 pm

Kevin wrote:Or it can work like a real taser. /stop to stop tasing someone and then the normal effect goes. Now if you hold it the player's hp keeps going down.


There's gonna be some cookin'...

Taser effect = 10 minutes... TOO much.

Kevin's idea would be the same as the current one... They'd get fried, do some /crack and run off again >.>
/drag... Would be cool, and some /cuffs would be cool, but that's an other idea...

I suggest you put it like:
*gets tased*
*/crack for 30 seconds*
*gets HP drained quite low, so he has to RP pain/taser-burn*
*auto-anim: /walk (number, a slow walk) when attempting to walk*

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Re: Increased Taser effect and /drag command.

Post by Kevin Alymer on Sun Sep 11, 2011 6:04 pm

You didn't get me, you hold the taser until you approach to drag, then when you release the taser it continues for normal. Like a taser IRL.
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