@ Barton and/or anyone else who's interested:
I have a few mission ideas here, but since I don't know a lot about scripting, any input or help would be appreciated. So if anyone can point out what's impossible, or just point me in the right direction, great. Or if anyone wants to help code, even better.
Since I'm doing a police station and hospital, I'd obviously like to make some jobs related to them. For starters, there's going to be one of those caged-in evidence/weapons rooms in the precinct, with an initially closed door, and an officer manning the desk beind the fence. For players to have access to the room (thereby gaining access to mp5, spas12, sniper rifle, etc.. pickups), they would have to complete a number of missions for the officer. So far, the mission ideas I have are as follows:
1- The first time you meet the officer (or, step on the pink circle), he would say something like "Hey, you're not a cop, get out of here". At this point a map blip and 'tutorial' text would pop up indicating for the player to go get a cop outfit from the locker room. Subsequent visits to the officer would require a uniform, but naturally without the tutorial-ish bit.
2- After getting the uniform and returning, the first mission could begin. I'm thinking something along the lines of traffic cop duties in the beginning. Depending on the complexity (or possibilty) of coding, perhaps have the player drive around in a squad car looking for other scripted cars which are breaking the law. Maybe have a handful of them speeding around the map? Then, when the player finds one, have it so when the sirens are on, the cars pull over and stop. After which the player gets out, walks up to the car (pink circle?) and gives them a speeding ticket. No blips or anything for this, perhaps just make it so they have to ticket 5 people out of 10 or so driving around.
If that won't work, maybe just have the player find and stop an illegal street race in the standard blow-up-the-cars vigilante style? Or both, if possible.
3- After completing one or more traffic cop missions, the player could be assigned to water-patrol. Before the player can do these (or maybe any cop missions?), I was thinking that the 'Fisherman mission' *must* be completed. Then we can have the desk-officer tell the player to go investigate the mysterious boat rampage- which the cop doesn't know the player caused. Methinks this would be a funny touch, and would add a bit of continuity. Then, since the player caused the ruckus to begin with, and still hates the other fishermen, we could have him go around in a police boat and sink all the 'suspect' Reefers.
And since this wouldn't be a very, erm, legitimate cop mission, and possibly too easy against unarmed boats, there could be a time limit. This could be explained via text that the player must sink the enemy fishing boats before the other police catch on. It might also server well to make the police ignore the player during this, and other cop missions since he'd be technically on 'their' side.
Some other police boat missions could be thrown in afterwards as well, like stopping drug smugglers or something.
4- Next up, some police heli missions would be fun. For these I'm thinking the player could respond to 'crimes in progress', and fulfill the role of following the fleeing suspect until ground units arrive. Methinks this could be done by spawning a car or ped who is set to run about aimlessly which the player would have to hover over for a certain ammount of time 'til backup gets there. It could be made so AI cars are sent to the players x/y coord after the time goes by, and use a sphere check around the suspect to find if the player has led the cops properly, right? Then I suppose it would just be a matter of having a cop get out and kill the suspect to wrap up the mission. Oh, and to make things difficult, it might be fun if the mission would fail if the player killed the suspect.
A couple of variations on this would be good. And would it be possible to script in some of those rope-jumping swat guys in the heli with the player? If so that would be awesome if the player could drop them on a criminal during one of the missions.
5- Last but not least, we have the swat missions. The concept is simple enough: The aforementioned desk officer tells the player he's been 'promoted' to the swat team. From here, we could have a swat ped skin delivered to the locker room as a clothes pickup. Once geared-up, the player could go grab a swat van from the garage (with more swat inside?), which would in turn start a mission. One idea for these would be to stop an armored-car robbery- basically, set up an armored car somewhere with a driver inside, and a couple of security guards outside engaged in a shootout with a few thugs. Simply kill the thugs to pass, or perhaps have one drive away after the rest die for a bit of a chase. This, and other such swat-ish missions would probably be rather easy to set up, and could prove fun.
Then after all the cop missions are finished, the gate to the weapons lockup would open so that players can get their hands on high powered guns whenever they like. I'd also like to have it so all the player's weapons are delivered to the evidence room after being busted, but I don't know if that's even possible...