

Pistol ammo is $30 for 24 rounds, so let’s assume 3 boxes for a total of around $520. Gun dealers charge wildly different amounts of markup, but a decent estimate is around 100%, which means about $430 per gun. The cheapest automatic weapon in vanilla DarkRP is the Mac-10, which is $2150 per 10 guns. A player seeking to be violent must first earn money, slowly, through passive means, and they have to pay for the ability to do violence (in the most literal sense). These players having leeway under the cost of violence is not a count against the vanilla gun system – in fact, it is a intentional feature. Now, there are always people who don’t care about earning money, and just want to bully others with guns or just shoot the place up. In vanilla DarkRP, if you go out and murder random people, you will eventually lose your gun, and if that happens a few times you will have nothing in your pockets to kill with. The cost of violence is how much time and money investment a player needs to pay to be able to act violently. This very limited influx of money similarly limits the influx of weapons, whose existence is directly tied to money generation. In my primer, I emphasized the limited avenues in which you can generate money in vanilla DarkRP. However, there are several crucial differences between vanilla and modern DarkRP that invisibly worsen the situation. This system is very basic and easy to add to, and many modern DarkRP servers adopt the system without second thought. On the press of a key, one door becomes enabled and one is disabled, achieving the same effect as a map-based gun store. The tube on the right contains two fading doors. An example of a store converted to use in gun dealing. Pressing the button lowers the exterior grate while raising the internal one, ensuring the customer can’t hurt or scam you. Many maps contain stores that have a secure window, allowing gun dealers to safely trade gun for money but it’s also equally easy to build one with fading doors. They buy and lock the doors, buy and stash their shipments, then open the front door.

Anyone can move it using the Gravity Gun.Īs a result, when playing vanilla DarkRP, gun dealers need a store or some other secure building. When you interact with this box, one weapon will drop out of it. These shipments can be slowly taken out of, but anyone can interact with these physical boxes. All gun dealer weapons must be bought in shipments – that is to say, crates containing 10 guns – at a high price. Other than the police (who spawn with guns), and pistols (which everyone can buy), the Gun Dealer is the only job capable of buying weapons. Vanilla DarkRP has a simple but delicate weapon situation.

So, what’s the deal, and why was DarkRP setup this way? Malicious players can slaughter the whole server before the admin blinks an eye, and that ruins the fun for everyone. Unfortunately, guns are also a core source of much of the gamemode’s problems. It’s never not funny when somebody’s body ragdolls into the next wall and that oh-so-lovely suit beep plays. Firearms, and the ability to shoot the lights out of other players, is an integral part of every variant of DarkRP.
