Infinity_ Posted May 28 Share Posted May 28 (edited) Train Robbery I've been working on this train robbery for quite a while and it is time to bring it to the communities attention to hear what you guys have to say about it and how many agree whether it should be added or not. Mechanics: - The train is permitted to be driven by both sides. Preferably, it should be driven by criminals in order to communicate with the crackers to disable safes as it reaches certain meters in order to be able to disable safes. - The train is hijackable by any side. - The train is maximized to only go 50-60 km/h. Going over it would return it back to the maximum. - In order for the train's safes to be disabled, the train must be in motion. - Anyone who disables the safes will be rewarded with a small amount of cash. - The train is disabled from going anti-clockwise. - The train is disabled from receiving any type of damage. - To bring the train to a stop, you must use a vehicle to directly hit it from the front or leaving a vehicle in the middle of the train tracks. - This activity will restart every 30 minutes. - X amount of cops are required to start. - X amount of criminals are required to start. - The 15 minute timer will begin as soon as an official gang member is in control of the train. How can either side win or lose? Police side: - In order to be successful, you must defend the train for 15 minutes. During the 15-minute timer, if any safe is still left to be cracked it would result in police side taking the victory. - You may prevent it as a cop to reach the kilometers required in order to prevent certain safes from being disabled. Maintaining the train from motion is key to success. Criminal side: - You must crack all 3 safes in under 20 minutes. - Each safe has a distance you must require to travel in order to start disabling it. Maintaining the train in motion is key to success as well as disabling all safes. For either side, in order to receive the reward, you must be within 100 meters of the train's location in order to receive your reward. All of these mechanics are subject-to-change should the idea/suggestion move forward. There are 3 safes. Safe 1 | Requires 5000 meters traveled | $25,000 Safe 2 | Requires 10000 meters traveled | $50,000 Safe 3 | Requires 15000 meters traveled | $75,000 Currently, upon the safes being disabled, the cracker receives the reward. This can be changed into allowing every criminal to pick up the bag from the train and delivering it to the warehouse and should they reach without being killed or arrested, they will receive the reward. The whole concept can be changed around to the SAES Development Team's liking. This was built on my own preference & some of NanoBob's ideas since he suggested a few things on how the activity should work like train having to be in motion at all times to disable safes, being able to bring the train to a stop, etc. Share your ideas and thoughts but most importantly, cast your vote so we can get SAES HQ's attention and perhaps have this pushed to the server. The resource itself is prepared for testing and is complete. Credits to @jordskjelv - he was the one who suggested this idea to begin with. Videos soon. Edited May 28 by Infinity_ 10 1 2 Link to comment Share on other sites More sharing options...
jordskjelv Posted May 28 Share Posted May 28 set more money income 😭 Link to comment Share on other sites More sharing options...
BasedGod Posted June 5 Share Posted June 5 I think we get this mission in the Year 2030. But nice Idea. Link to comment Share on other sites More sharing options...
Infinity_ Posted October 1 Author Share Posted October 1 @jordskjelv - Sorry to inform, after a while working on the code, I tested it out with @Wegz & @Phrost - there seems to be a sync-issue and will be unable to be implemented anytime soon unless MTA decides to fix train-sync with upcoming updates, we'll have to see. Link to comment Share on other sites More sharing options...
jordskjelv Posted October 3 Share Posted October 3 (edited) On 01/10/2024 at 23:52, Infinity_ said: @jordskjelv - Sorry to inform, after a while working on the code, I tested it out with @Wegz & @Phrost - there seems to be a sync-issue and will be unable to be implemented anytime soon unless MTA decides to fix train-sync with upcoming updates, we'll have to see. i ve known it might be going that way so i suggested moving map objects instead of vehicles, because vehicles' collision sometimes doest wotk properly even in single player could try to make moving object through coordinates, with rotation, add train as simple DFF, TXD, COL object instead of vehicle, add train sound effect to it end ofc begin with lower speed for a test following script is part of GTA SA train path script: it could be copied from, there 2, 9, 0, 9627.78, -8209.62, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 2, 0, 10042.7, -8481.64, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 3, 0, 9936.29, -8481.64, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 4, 0, 9787.13, -8481.64, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 5, 0, 9727.14, -8469.9, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 6, 0, 9674.99, -8433.92, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 7, 0, 9640.04, -8382.8, 242.98, 0, 1, 1, 1, 0, 1, 0 2, 0, 0, 9627, -8322.3, 242.98, 0, 1, 1, 1, 0, 1, 0 1, 1, 0, 10140.6, -8483.88, 242.98, 0, 1, 1, 1, 0, 1, 0 1, -1, 0, 9627.45, -8124.23, 242.98, 0, 1, 1, 1, 0, 1, 0 Edited October 3 by jordskjelv 1 Link to comment Share on other sites More sharing options...
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