Hard-Coded Combat Holstering

What does this suggestion add:
A variable should be assigned to each player that marks the last time the player has attacked with a weapon (shooting a gun, swinging a knife). Every time the player attacks, this last attack time should be updated to the current time. Whenever a player tries to /holster a non-permanent weapon (guns, knives, or special melees), the server should check if at least 30 seconds has elapsed between the last attack time and the current time; if not, the player will fail to holster the item. This countdown is negotiable, but I propose 30 seconds as its a reasonable amount of time to leave a combat situation.

Has something similar been suggested before? If so, why is your suggestion different?:
No

Possible Positives of the suggestion:
  • Risk-to-reward of weapons is better balanced (i.e. the choice to assassinate somebody with a freedom, with the risk of actually losing it)
  • Cheap implementation (there are already dispenser cooldown variables per-item, per-person)
Possible Negatives of the suggestion:
  • Development time
  • Slight annoyances if you accidentally swing your knife while trying to show it off during a trade Wouldn't affect the trade-ability of the knife
Based on the Positives & Negatives, why should this suggestion be accepted:
Would save a lot of time and frustration spent in sit rooms versus what it would take in development resources.
 
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I'm having trouble understanding what the final effect of this is. What exactly will this do depending on the cooldown?

You say
A variable should be assigned to each player that marks the last time the player has attacked with a weapon (shooting a gun, swinging a knife).
[...]
Whenever a player tries to holster a non-permanent weapon (guns, knives, or special melees), the server should check if at least 30 seconds has elapsed between the last attack time and the current time.
This feels open-ended? What should it be doing with the check...? Is this just something to be logged for staff to review in a sit? Or something that actually mechanically prevents/allows an action?
 
I'm having trouble understanding what the final effect of this is. What exactly will this do depending on the cooldown?

You say

This feels open-ended? What should it be doing with the check...? Is this just something to be logged for staff to review in a sit? Or something that actually mechanically prevents/allows an action?
I meant to finish this sentence but I forgot to clarify, sorry about that.
 
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I meant to finish this sentence but I forgot to clarify, sorry about that.
Ah, I see

Okay, now I understand the premise, I'm going to raise something I suggested in the past:
The actual what of what it was trying to do is different, but the fundamental premise is similar - Enforcing certain combat rules with specific mechanics.

I can see this being denied for the same reason - Plus I see certain issues with this, like what if you're put under FearRP, you can't comply with putting your gun away because it hasn't been 30 seconds, that sort of thing. Too much hassle for too little benefit and too many issues.
+/- Neutral +Support
Didn't fully realise what the suggestion meant by holstering.
 
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Equip your keys. You aren't entitled to keeping whatever you take out of your pockets, through death or otherwise; that was the premise of the suggestion.
Huh? This would count as holstering, as you switch from your gun to any other SWEP. ...Does holster mean something different on US?
OH, HOLSTER AS IN THE INVENTORY. I feel like that needs a little clarifying.
 
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Kaiser Walker

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May 10, 2025
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+ support
Makes sense to me, I think it's weird people are able to shoot with a freedom then instantly holster it to avoid having to buy it again. Some risk reward for freedoms is needed anyway.