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Better EMS brings a whole new level of medical response to LSPDFR. And given how often you crazy officers run people over, shoot them down, beat them up, and otherwise put their lives in danger... it's about time the medics in Los Santos picked up their game. 

Packed with features to give your casualties their best chance of survival, Better EMS has several key benefits:

  • Integration with popular mods including Arrest Manager, Patrol Toolkit, LSPDFR+, Police Smart Radio, PeterU Callouts, and more!
  • Realistic response units: A fire truck will dispatch from the nearest fire station, and an ambulance will dispatch from the nearest hospital.
  • Customize your backup units and spawn points. Life guards respond near the beach, park rangers respond in the mountains. Use any vehicle as a response unit. 
  • Dynamic dispatch audio based on the injuries detected. 
  • Revival probability is dynamically adjusted based on injury type, body part hurt, and how long it took for EMS to arrive. 
  • Custom revival probabilities - edit the survival chances for any combination of injury and body part!
  • Revived patients are taken to the ambulance and driven to the hospital, not just left to wander off!
  • If more people get hurt while EMS is on scene, they will quickly tend to the new casualties. 
  • Detailed incident report tells you the name and status of each patient. 
  • Developer API allows plugin creators to call for EMS, or for an ambulance to transport a single ped. 

 

Full instructions are included in the README file; please read it carefully! 

This mod requires LSPDFR 0.4.6 or later. There are no other external dependencies besides LSPDFR and the files included with the download. 

If you have crashes, bug reports, etc, please post in the forum thread and upload a copy of your RagePluginHook.log, your EMSUnits.xml file, and your INI file. No support can be provided for problems reported in reviews, or not providing the required files listed above

A big thank you to everybody who helped with the development of this mod! 

  • @fiskey111 for helping figure out CPR animations
  • @Albo1125, @alexguirre, and many others for their help with coding questions
  • @Darkmyre for particularly helpful beta testing and other help
  • @LtFlash and @Fiskey111 for advice on medical realism
  • All beta testers! Original release beta team members included: darkmyre, fireboy6117, bardo2014, requies, alexguirre, frosty19, aler360, vampyre, unison, mazednik, SoUThPHiLLY20, OfficerEight, McAwesome6934, Lawdy, TmBB101TheUniT, DroidRZRLover, ScottehBoyy, IndianaJoe, Steiger4044 , Code5x, luminouscarcass, Quakex64
  • And of course, the whole LSPDFR and RPH teams for the awesome platform this was built on!

 

SPECIAL THANK YOU to members of the Parks Benefactor Program who have supported my mod development! Their generous donations have helped to make continued updates to my modifications possible. Particular thanks to the Old Faithful donors who have supported me with noteworthy donations: AcePilot2k7, magiobiwan, Gallonman20, saman, Drixize, Neil H, 3-Poseidon, Mr Santos, FutureMedic96, Lestat1995, NickTragic, Swatteam911, Flynn40, h3killa, eboost, apearce91. You can join the Parks Benefactor Program by donating to support my mods, and to get early beta access to new modifications and updates to my existing modifications.

 

Please do not re-upload, reverse engineer, modify, redistribute, or in any other way violate the copyright of this modification. Additionally, you MAY NOT advertise commercial installation/troubleshooting/support services for Better EMS or other mods by PNWParksFan.


What's New in Version 4.1b

Released

New in 4.1b:

  • Fixed bug which would cause LSPDFR to hang indefinitely when RPH was configured to load LSPDFR immediately at startup

 

New in 4.1:

  • Added compatibility for new version of ParksTools.dll
  • Added INI option to enable/disable advanced parking task on arrival at scene
  • Fixed bug which caused Visual Studio to crash when using Better EMS API

 

Previous changelogs:
 

Spoiler

New in 2.1:

 

  • Now requires RPH 0.45+, compatible with any more recent version. 
  • If the player health is below 80% (configurable in INI), medics come over to the player, give them a health kit, clean their clothes, and armor and health will be set to 100%. 
  • Fixed ped spawning so components and texture selection works. Updated default XML file accordingly so firefighters spawn with helmet but without SCBA gear. 
  • Added responder ambient speech. 
  • Fixed various bugs which were causing responders to get stuck on scene. 
  • Fixed bug causing crash when coroner removes a body that EMS is in the middle of trying to fix. 
  • Some improvements to vehicle spawning and warping code. 
  • Added a ambient actions for responders who are on scene and finished dealing with patients - e.g. walking around, looking at any dead bodies, taking notes, playing with their phone, etc. 
  • Miscellaneous other changes. 

 

New in 2.0:

  • Ambulance-only mode, where you can dispatch just an ambulance by default. Comes with numerous options to automatically dispatch a firetruck/first responder in certain circumstances like MVAs, multiple injuries, or if the first responder is closer. Includes new keybindings to manually choose whether to dispatch just an ambulance, let the plugin decide based on your options, or dispatch both. If the first responder didn't dispatch but you change your mind, you can press the dispatch key again to manually add them to the response. 
  • Impatient mode, especially for all you YouTubers out there whose viewers apparently can't be bothered to wait a realistic amount of time for EMS to show up. Now, you can configure a maximum driving distance, and if the units spawn further away than that, they'll automatically be warped to a closer distance which you can also configure. 
  • Improved warping, now units will automatically warp on a street facing the correct direction, and they will appear almost exactly the driving distance away that you specify in the INI file. Woohoo!
  • Unbelievably better driving AI. Responders will now drive much faster on the freeway, will slow down on dirt roads, and will slow down near the scene. Their ability to avoid obstacles and drive sanely has been improved. 
  • Automatic speed zone around scene will slow down traffic to a configurable speed when they are near the scene you called EMS to. The speed zone is automatically created when you call EMS, and automatically removed when the last EMS unit departs. 
  • Improved tracking between EMS calls will ensure that if a ped gets checked by EMS and doesn't make it, that if you call EMS again to the same area, they will remain dead and will have their original time and cause of death. 
  • Park rangers added to the EMS response units XML file, by popular request! 
  • Lots of API additions for developers to use, check out the included documentation. 
  • Tons of internal improvements which will make Better EMS run smoother, faster, and more reliably. 
  • Improved dependency checking, to get rid of those annoying pop-ups every time RPH updates. 

 

New in 3.0:

 

  • Requires RPH 0.45+, recommended for use with RPH 0.51
  • Added configurable survival rates. Check survivability.csv in GTA V\Plugins\LSPDFR\EMSMod. Make sure to save and close this file before going on duty.
  • Improved detection of nearby dead peds.
  • Various API enhancements for plugin developer integration.
  • Added support for Police Smart Radio integration. You can call or cancel EMS response using Smart Radio, and Smart Radio also integrates with Better EMS to determine ped cause of death for its coroner feature.
  • Fixed bugs that occasionally caused some peds to not be treated or appear in the EMS report twice.
  • Fixed bug that caused medics to wait forever when using hospital pickup feature and player walks far away from the patient. 
  • Other miscellaneous bug fixes and internal improvements.

 

New in 4.0:

  • Added compatibility with new versions of LSPDFR and ParksTools.dll, and with Coastal Callouts
  • Added Better EMS menu (bound to | key by default)
  • Added option to disable automatic ambient fire/ambulance response
  • Other minor bug fixes

 

 

Modification by PNWParksFan
CPR animation help from Fiskey111
Coding advice from Albo1125, alexguirre, khorio, LukeD, stealth22, Darkmyre, and many others
Optional custom dispatch audio: coastiestevie

Beta testers:
darkmyre
firebog6117
bardo2014
requies
alexguirre
frosty19
aler360
vampyre
unison
mazednik
SoUThPHiLLY20
OfficerEight
McAwesome6934
Lawdy
TmBB101TheUniT
DroidRZRLover
ScottehBoyy
IndianaJoe
Steiger4044
Code5x
luminouscarcass
Quakex64

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    Recommended Comments



    I'm really tired and need to go to bed :p But it sounds really good! I can't wait to try it out. Thanks for the mod! The responding from a station sounds awesome!!

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    Awesome! Simply awesome! I never felt the desire to have things related to ambulances, but this makes me want to call them for every situation now :D

    I have a few suggestion if you don't mind. I guess some of them can most likely not be done easily, but oh well :)

    • It would be sweet to choose which of the ambulance and firedepartment you want. For now, it dispatches both, but sometimes you just need ambulance (maybe it's the "law" in the US to send both, I don't know)
    • Sometimes I want to call an ambulance just so that they check the ped, even if he's not lying down half dead. For instance, at the end of the kidnapping call. It would be nice if they would check a particular ped (I guess this one is tricky to do as you need to figure out a way to point a ped... Maybe like the towtruck system?)
    • When they arrive on scene, make them go out of the car/truck even if there's no injury. Like maybe get them walk to me (the officer who called) and then make them leave the scene. So then from that on we can roleplay a bit more :)

    Really looking forward to future versions :)

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    The most important factor for me will be whether the EMS driving has now improved?

    We all know and hate how default LSPDFR Ambulance drivers are stupid and will routinely get stuck or crash into things at high speed.

    If they drive slower at the scene, and maybe manouvre more carefully. Then this Plugin will have done everything I needed it to do <3

    That said, I love the sound of the joint Fire,EMS response. That Lifeguards can respond on the beach. And that they actually do CPR instead of just staring at the body.

    I think it just needs an Air Ambulance option like in Wilderness Callouts now to finish it off. So you're not waiting ages for an ambulance in the middle of nowhere! (ie, Raton Canyon).

    Can't wait to try this out.

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    Suggestion, the ;: key is ambulance (EMS) only and "' key is fire truck (fire fighting) only and L is both. Also at the end i think a report should pop up like Brish policing script court cases and something like that

    Maybe even get the to park behind you so they are not blocking traffic

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    Quick question, How does EMS respond to revived Suspects? Are they taken to the hospital? Are they with an officer? Or what happens if we stop the suspect after revival, will this bug the EMS out?

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    6 hours ago, liberto said:

    Awesome! Simply awesome! I never felt the desire to have things related to ambulances, but this makes me want to call them for every situation now :D

    I have a few suggestion if you don't mind. I guess some of them can most likely not be done easily, but oh well :)

    • It would be sweet to choose which of the ambulance and firedepartment you want. For now, it dispatches both, but sometimes you just need ambulance (maybe it's the "law" in the US to send both, I don't know)
    • Sometimes I want to call an ambulance just so that they check the ped, even if he's not lying down half dead. For instance, at the end of the kidnapping call. It would be nice if they would check a particular ped (I guess this one is tricky to do as you need to figure out a way to point a ped... Maybe like the towtruck system?)
    • When they arrive on scene, make them go out of the car/truck even if there's no injury. Like maybe get them walk to me (the officer who called) and then make them leave the scene. So then from that on we can roleplay a bit more :)

    Really looking forward to future versions :)

    I am planning to work on giving the option of whether to send the fire department. It isn't the "law" in the US, but it's very common for the fire department and ambulance to respond. 

    As to your second point, I'm working with albo to integrate this plugin with arrest manager, so that you can take a ped you've arrested, or one you've "grabbed" (like the taxi feature it has now) and send them with EMS instead of taking them to jail. 

    And, I am also planning to add more interaction and dynamic behaviors on scene. Wanted to get the mod out for you all to enjoy, but I am going to give them animations, have multiple medics stand by one body if they have nothing else to do, etc. 

    4 hours ago, Hyfrith said:

    The most important factor for me will be whether the EMS driving has now improved?

    We all know and hate how default LSPDFR Ambulance drivers are stupid and will routinely get stuck or crash into things at high speed.

    If they drive slower at the scene, and maybe manouvre more carefully. Then this Plugin will have done everything I needed it to do <3

    That said, I love the sound of the joint Fire,EMS response. That Lifeguards can respond on the beach. And that they actually do CPR instead of just staring at the body.

    I think it just needs an Air Ambulance option like in Wilderness Callouts now to finish it off. So you're not waiting ages for an ambulance in the middle of nowhere! (ie, Raton Canyon).

    Can't wait to try this out.

    The GTA V driving AI is what it is. However, to avoid the issue you talk about where the AI slam into everybody at the scene, I have set it up so that when they get close to the scene (you can change in the INI file how close), they will slow way down (you can configure the speeds in the INI file as well). It works pretty well - they might occasionally bump into a car, but shouldn't be mowing down people. I would like to add air ambulance functionality eventually, but that's a whole additional complicated thing to do well, and Wilderness Callouts does already offer it. 

    3 hours ago, 72will said:

    Suggestion, the ;: key is ambulance (EMS) only and "' key is fire truck (fire fighting) only and L is both. Also at the end i think a report should pop up like Brish policing script court cases and something like that

    Maybe even get the to park behind you so they are not blocking traffic

    I have plans to eventually give more granular control over what units respond. A report does show up at the end, you can see it in one of the screenshots. 

    7 minutes ago, aykyle said:

    Quick question, How does EMS respond to revived Suspects? Are they taken to the hospital? Are they with an officer? Or what happens if we stop the suspect after revival, will this bug the EMS out?

    Revived suspects are taken to the hospital like any other patient. I am planning to eventually add a feature to request a police escort for suspects taken to the hospital. 

    @Alex_Ashfold it seems a bit unfair to give a lower review rating for lacking a feature you want, if all the features it's advertised as coming with work as expected. Feature suggestions aren't really a "review". That said, I am considering adding some functionality to let you start helping injured peds before EMS gets there, which would boost their probability of survival. I'll also eventually be making it so if a ped is clearly beyond saving, they won't try CPR, and if a ped has light injuries (like hurt on the arm from a car crash) they might be revived without requiring CPR. Definitely plenty of room for improvements to make it more realistic, but I hope you enjoy what's available now. 

    Edited by PNWParksFan
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    1 hour ago, PNWParksFan said:

    I am planning to work on giving the option of whether to send the fire department. It isn't the "law" in the US, but it's very common for the fire department and ambulance to respond. 

    As to your second point, I'm working with albo to integrate this plugin with arrest manager, so that you can take a ped you've arrested, or one you've "grabbed" (like the taxi feature it has now) and send them with EMS instead of taking them to jail. 

    And, I am also planning to add more interaction and dynamic behaviors on scene. Wanted to get the mod out for you all to enjoy, but I am going to give them animations, have multiple medics stand by one body if they have nothing else to do, etc. 

    The GTA V driving AI is what it is. However, to avoid the issue you talk about where the AI slam into everybody at the scene, I have set it up so that when they get close to the scene (you can change in the INI file how close), they will slow way down (you can configure the speeds in the INI file as well). It works pretty well - they might occasionally bump into a car, but shouldn't be mowing down people. I would like to add air ambulance functionality eventually, but that's a whole additional complicated thing to do well, and Wilderness Callouts does already offer it. 

    I have plans to eventually give more granular control over what units respond. A report does show up at the end, you can see it in one of the screenshots. 

    Revived suspects are taken to the hospital like any other patient. I am planning to eventually add a feature to request a police escort for suspects taken to the hospital. 

    @Alex_Ashfold it seems a bit unfair to give a lower review rating for lacking a feature you want, if all the features it's advertised as coming with work as expected. Feature suggestions aren't really a "review". That said, I am considering adding some functionality to let you start helping injured peds before EMS gets there, which would boost their probability of survival. I'll also eventually be making it so if a ped is clearly beyond saving, they won't try CPR, and if a ped has light injuries (like hurt on the arm from a car crash) they might be revived without requiring CPR. Definitely plenty of room for improvements to make it more realistic, but I hope you enjoy what's available now. 

    If you could add the air ambulance, it would be great to choose which livery it uses as in the newsheli pursuit mod by albo.

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    2 hours ago, PNWParksFan said:

    I am planning to work on giving the option of whether to send the fire department. It isn't the "law" in the US, but it's very common for the fire department and ambulance to respond. 

    As to your second point, I'm working with albo to integrate this plugin with arrest manager, so that you can take a ped you've arrested, or one you've "grabbed" (like the taxi feature it has now) and send them with EMS instead of taking them to jail. 

    And, I am also planning to add more interaction and dynamic behaviors on scene. Wanted to get the mod out for you all to enjoy, but I am going to give them animations, have multiple medics stand by one body if they have nothing else to do, etc. 

    The GTA V driving AI is what it is. However, to avoid the issue you talk about where the AI slam into everybody at the scene, I have set it up so that when they get close to the scene (you can change in the INI file how close), they will slow way down (you can configure the speeds in the INI file as well). It works pretty well - they might occasionally bump into a car, but shouldn't be mowing down people. I would like to add air ambulance functionality eventually, but that's a whole additional complicated thing to do well, and Wilderness Callouts does already offer it. 

    I have plans to eventually give more granular control over what units respond. A report does show up at the end, you can see it in one of the screenshots. 

    Revived suspects are taken to the hospital like any other patient. I am planning to eventually add a feature to request a police escort for suspects taken to the hospital. 

    @Alex_Ashfold it seems a bit unfair to give a lower review rating for lacking a feature you want, if all the features it's advertised as coming with work as expected. Feature suggestions aren't really a "review". That said, I am considering adding some functionality to let you start helping injured peds before EMS gets there, which would boost their probability of survival. I'll also eventually be making it so if a ped is clearly beyond saving, they won't try CPR, and if a ped has light injuries (like hurt on the arm from a car crash) they might be revived without requiring CPR. Definitely plenty of room for improvements to make it more realistic, but I hope you enjoy what's available now. 

     

    Not one of those little pop up reports on the side of your screen, something like 

    courtsystem7.png.33507ea035c2f4b9e93670e036d0456a.png

    *original photo from albo's British policing script court system

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    10 hours ago, PNWParksFan said:

    I am planning to work on giving the option of whether to send the fire department. It isn't the "law" in the US, but it's very common for the fire department and ambulance to respond. 

    As to your second point, I'm working with albo to integrate this plugin with arrest manager, so that you can take a ped you've arrested, or one you've "grabbed" (like the taxi feature it has now) and send them with EMS instead of taking them to jail. 

    And, I am also planning to add more interaction and dynamic behaviors on scene. Wanted to get the mod out for you all to enjoy, but I am going to give them animations, have multiple medics stand by one body if they have nothing else to do, etc. 

    The GTA V driving AI is what it is. However, to avoid the issue you talk about where the AI slam into everybody at the scene, I have set it up so that when they get close to the scene (you can change in the INI file how close), they will slow way down (you can configure the speeds in the INI file as well). It works pretty well - they might occasionally bump into a car, but shouldn't be mowing down people. I would like to add air ambulance functionality eventually, but that's a whole additional complicated thing to do well, and Wilderness Callouts does already offer it. 

    I have plans to eventually give more granular control over what units respond. A report does show up at the end, you can see it in one of the screenshots. 

    Revived suspects are taken to the hospital like any other patient. I am planning to eventually add a feature to request a police escort for suspects taken to the hospital. 

    @Alex_Ashfold it seems a bit unfair to give a lower review rating for lacking a feature you want, if all the features it's advertised as coming with work as expected. Feature suggestions aren't really a "review". That said, I am considering adding some functionality to let you start helping injured peds before EMS gets there, which would boost their probability of survival. I'll also eventually be making it so if a ped is clearly beyond saving, they won't try CPR, and if a ped has light injuries (like hurt on the arm from a car crash) they might be revived without requiring CPR. Definitely plenty of room for improvements to make it more realistic, but I hope you enjoy what's available now. 

    Hum for me it still shows I have put 0 stars even though It put 5 stars. I don't hoe it an be fix, your mod absolutely do not deserve 0 stars.

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    I can't put props (hats and helmets) onto Paramedic and Firefighters through the XML file... Why? I added a "prop_head="1"" behind <ped> alreadly.

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    1 hour ago, Lou9896 said:

    Great mod but as soon as the vehicles get close my game crashes.

    Please follow the instructions provided above in the file details for getting support. 

    10 hours ago, Reffie1997 said:

    I can't put props (hats and helmets) onto Paramedic and Firefighters through the XML file... Why? I added a "prop_head="1"" behind <ped> alreadly.

    I will look into this and let you know. Can you upload your XML file? 

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    14 hours ago, PNWParksFan said:

    Please follow the instructions provided above in the file details for getting support. 

    I will look into this and let you know. Can you upload your XML file? 

     
     
     

     

    EMSUnits.xml

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    A great mod, no doubt. But one thing would be great. A additional file where one is able to assign addon cars to the pool of possible cars responding.

     

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    16 minutes ago, Scoobz187 said:

    A great mod, no doubt. But one thing would be great. A additional file where one is able to assign addon cars to the pool of possible cars responding.

     

    You can do this in the XML file. 

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    FYI, RPH 0.40 was just released so the mod is throwing dependency out of date. I had an LSPDFR crash just now but nothing was logged, this is the only plugin I have that's not passing checks so just FYI at the moment.

    If I get more information on the crash I'll post it.

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    The version check just checks to see if the dependencies have the version expected. As far as I know, RPH 0.40 is backwards compatible with 0.39, so it should work fine. I'll upload an updated version in the next couple days, but if you had a crash I doubt it's BetterEMS. Feel free to upload an RPH log file though if you think it might be related. 

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    Is it normal when I get EMS dispatched I get a firetruck every time. Is this how it is done in LA County? I live in NJ and I am a EMT and when I get dispatched for a medical call, we do not get a fire truck unless we request it. However with that being said, we do get called out for structure fires with the Fire Department.

    Would it be a possibility to get a button just for EMS? Then a button for just a fire truck? Then another button for both EMS and Fire at the same time?

     

    AWESOME AWESOME PLUG-IN, NO CRASHES FOR ME AND VERY VERY STABLE!!

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    5 minutes ago, Mike Fazio said:

    Is it normal when I get EMS dispatched I get a firetruck every time. Is this how it is done in LA County? I live in NJ and I am a EMT and when I get dispatched for a medical call, we do not get a fire truck unless we request it. However with that being said, we do get called out for structure fires with the Fire Department.

    Would it be a possibility to get a button just for EMS? Then a button for just a fire truck? Then another button for both EMS and Fire at the same time?

     

    AWESOME AWESOME PLUG-IN, NO CRASHES FOR ME AND VERY VERY STABLE!!

    I'm not from CA, although my understanding is that in the LA area it is pretty typical for a fire truck to get dispatched to most medical calls. Where I am in the pacific northwest, we pretty much always see a fire department unit responding first. 

    I've heard from numerous people that they find the fire response unrealistic for their area, so I'll be working on an update to give an option for separate responses. In the meantime, you could edit your XML file to make it more realistic by changing it from a fire truck to something like an EMS flycar - if you don't have an appropriate add-on car, you could use a white FBI2 SUV with the paramedic peds. 

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    1 hour ago, PNWParksFan said:

    The version check just checks to see if the dependencies have the version expected. As far as I know, RPH 0.40 is backwards compatible with 0.39, so it should work fine. I'll upload an updated version in the next couple days, but if you had a crash I doubt it's BetterEMS. Feel free to upload an RPH log file though if you think it might be related. 

    Roger that. I haven't had a crash since and called EMS twice, must have been a freak crash since I haven't changed anything.

    On another note I had a weird situation where an ped became aggressive again and started attacking me while EMS was still working on him and he was invincible! I wasn't recording unfortunately. :(

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    8 minutes ago, Vampyre said:

    On another note I had a weird situation where an ped became aggressive again and started attacking me while EMS was still working on him and he was invincible! I wasn't recording unfortunately. :(

    Was it during an active callout which might have its own ped AI? The peds are set invincible while being treated, but they shouldn't ever attack. Something would've had to have messed with its tasks and cleared out the animation task. If you can figure out what callout might have been running I can try to work with the developer to ensure compatibility. I have it set to suppress the LSPDFR API from messing with "dead" cops when a pursuit is still active, but I don't think I can do the same for suspects. 

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