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Better EMS 4.1b

(85 reviews)

7 Screenshots

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

 

 

User Feedback

Recommended Comments

PNWParksFan

Insiders Author

5 hours ago, Narobic said:

 

I actually went ahead and made my own ranger dispatch (still being tested)

  Reveal hidden contents

  <Station name="Chiliad Ranger Station" type="fire">
    <SpawnPoints>
      <Point name="BCRanger" x="-1509.66" y="4964.97" z="62.57" h="265.19" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>chiliad mountain state wilderness</Area>
      <Area>paleto forest</Area>
      <Area>mount chiliad</Area>
      <Area>paleto cove</Area>
      <Area>raton canyon</Area>
    </RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="park ranger" prep="a" audio="VEHICLE_PICKUP">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="50">s_m_y_ranger_01</Ped>
        <Ped chance="50">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
  </Station>
 

 

 

Edit:

This code ONLY works if I replace another station. If I keep it as its own separate station, Paleto Bay (without failure) takes priority. Why is this and how can I fix it?

The code will always choose the closest station by driving distance to wherever you are. Are you sure that if you add the custom station and go stand right next to it, it doesn't send a unit from there? The RestrictAreas bit just means they can only respond to those areas from that station, but it doesn't mean other stations can't respond to that area. 

6 hours ago, Narobic said:

A few suggestions:

1) You should have helicopters spawn from the Davis Hospital when you call for EMS on the beach. It's faster and makes more sense.

2) You should also have a feature where if land vehicle are unable to reach patients, a helicopter should come and rappel medics to tend patients. (Also if you're in the forest aka anywhere that the park ranger AI can spawn)

3) Park rangers spawn from the park ranger stations. This should take place of the firefighters much like the lifeguards

 

I absolutely LOVE the mod and hope to see these in future updates! HAPPY MODDING!

I will eventually add an air ambulance feature, that will be in a far future version though as it is a lot of work to make that feature work the way I want it to. I agree that the air ambulance makes more sense in some places. In the meantime, Wilderness Callouts by alexguirre has a basic air ambulance feature which you could use. 

I've been meaning to add a park ranger spawn point to the XML file but just haven't gotten around to it yet. As you observed, it's possible to add one yourself :) 

Narobic

Members

8 hours ago, PNWParksFan said:

The code will always choose the closest station by driving distance to wherever you are. Are you sure that if you add the custom station and go stand right next to it, it doesn't send a unit from there? The RestrictAreas bit just means they can only respond to those areas from that station, but it doesn't mean other stations can't respond to that area. 

I will eventually add an air ambulance feature, that will be in a far future version though as it is a lot of work to make that feature work the way I want it to. I agree that the air ambulance makes more sense in some places. In the meantime, Wilderness Callouts by alexguirre has a basic air ambulance feature which you could use. 

I've been meaning to add a park ranger spawn point to the XML file but just haven't gotten around to it yet. As you observed, it's possible to add one yourself :) 

I created the custom dispatch but yet paleto bay fire always overwrites the parkranger code? Is there something I'm doing wrong?

PNWParksFan

Insiders Author

5 hours ago, Narobic said:

I created the custom dispatch but yet paleto bay fire always overwrites the parkranger code? Is there something I'm doing wrong?

I'm guessing your zone definitions are incorrect. I just created these entries to support rangers, and tested it and it works fine. 

Spoiler

<Station name="Vinewood Hills Ranger Station" type="fire">
	<SpawnPoints>
      <Point name="driveway" x="373.1703" y="786.7166" z="186.2285" h="166.5325" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>Mirror Park</Area>
      <Area>Banham Canyon</Area>
      <Area>Gd. Senora Desert</Area>
	  <Area>Great Chaparral</Area>
	  <Area>Land Act Dam</Area>
	  <Area>Land Act Reservoir</Area>
	  <Area>Galilee</Area>
      <Area>Galileo Park</Area>
	  <Area>Galileo Observatory</Area>
    </RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="ranger medic" prep="a" audio="VEHICLE_SUV">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="60">s_m_y_ranger_01</Ped>
		<Ped chance="40">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="1" max="2" />
    </VehicleSet>
  </Station>
  <Station name="Raton Canyon Ranger Station" type="fire">
	<SpawnPoints>
      <Point name="station" x="-1493.245" y="4981.781" z="62.6114" h="172.5175" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>North Chumash</Area>
      <Area>Raton Canyon</Area>
	  <Area>CANNY</Area>
	  <Area>MTChil</Area>
	  <Area>CMSW</Area>
	  <Area>SANCHIA</Area>
	  <Area>LAct</Area>
	  <Area>Tatamo</Area>
	  <Area>CCreak</Area>
	  <Area>MTGordo</Area>
	  <Area>MTJose</Area>
	  <Area>PalFor</Area>
	  <Area>Lago</Area>
	  <Area>PalCov</Area>
    </RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="ranger medic" prep="a" audio="VEHICLE_SUV">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="60">s_m_y_ranger_01</Ped>
		<Ped chance="40">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="1" max="2" />
    </VehicleSet>
  </Station>

 

 

Narobic

Members

13 hours ago, PNWParksFan said:

I'm guessing your zone definitions are incorrect. I just created these entries to support rangers, and tested it and it works fine. 

  Hide contents


<Station name="Vinewood Hills Ranger Station" type="fire">
	<SpawnPoints>
      <Point name="driveway" x="373.1703" y="786.7166" z="186.2285" h="166.5325" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>Mirror Park</Area>
      <Area>Banham Canyon</Area>
      <Area>Gd. Senora Desert</Area>
	  <Area>Great Chaparral</Area>
	  <Area>Land Act Dam</Area>
	  <Area>Land Act Reservoir</Area>
	  <Area>Galilee</Area>
      <Area>Galileo Park</Area>
	  <Area>Galileo Observatory</Area>
    </RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="ranger medic" prep="a" audio="VEHICLE_SUV">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="60">s_m_y_ranger_01</Ped>
		<Ped chance="40">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="1" max="2" />
    </VehicleSet>
  </Station>
  <Station name="Raton Canyon Ranger Station" type="fire">
	<SpawnPoints>
      <Point name="station" x="-1493.245" y="4981.781" z="62.6114" h="172.5175" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>North Chumash</Area>
      <Area>Raton Canyon</Area>
	  <Area>CANNY</Area>
	  <Area>MTChil</Area>
	  <Area>CMSW</Area>
	  <Area>SANCHIA</Area>
	  <Area>LAct</Area>
	  <Area>Tatamo</Area>
	  <Area>CCreak</Area>
	  <Area>MTGordo</Area>
	  <Area>MTJose</Area>
	  <Area>PalFor</Area>
	  <Area>Lago</Area>
	  <Area>PalCov</Area>
    </RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="ranger medic" prep="a" audio="VEHICLE_SUV">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="60">s_m_y_ranger_01</Ped>
		<Ped chance="40">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="1" max="2" />
    </VehicleSet>
  </Station>

 

 

Yes! It worked! Thank you! Also, one last thing, could you provide me with the area code for Paleto Bay so that I can restrict their fire dispatch? Thanks!

PNWParksFan

Insiders Author

34 minutes ago, Narobic said:

Yes! It worked! Thank you! Also, one last thing, could you provide me with the area code for Paleto Bay so that I can restrict their fire dispatch? Thanks!

It should just be Paleto Bay. Note though that Paleto Bay fire station is the closest station to many areas of the map outside of Paleto Bay. I may consider adding a PreventAreas entry in the future so you could exclude a unit from responding to certain zones. 

Download this Excel file of world zone names to make your life easier: 

 

Narobic

Members

25 minutes ago, PNWParksFan said:

It should just be Paleto Bay. Note though that Paleto Bay fire station is the closest station to many areas of the map outside of Paleto Bay. I may consider adding a PreventAreas entry in the future so you could exclude a unit from responding to certain zones. 

Download this Excel file of world zone names to make your life easier: 

 

Thank you so much! 

Narobic

Members

(edited)

So I saw people talking about locations in between hospitals and firestations where units could be dispatched to save time. I made a few but not all of them are working. (These were made to work with vehicles I have so if something's not quite right just change it)

________

Working Locations (Tested and Secure)

 

San Chianski Ranger Station: (Park Ranger)

Spoiler

  <Station name="San Chianski Ranger Station" type="fire">
    <SpawnPoints>
      <Point name="SCRanger" x="3718.18" y="4536.11" z="21.49" h="171.77" />
    </SpawnPoints>
    <RestrictAreas>
       <Area>North Chumash</Area>
       <Area>Raton Canyon</Area>
      <Area>CANNY</Area>
      <Area>MTChil</Area>
      <Area>CMSW</Area>
      <Area>SANCHIA</Area>
      <Area>LAct</Area>
      <Area>Tatamo</Area>
      <Area>CCreak</Area>
      <Area>MTGordo</Area>
      <Area>MTJose</Area>
      <Area>PalFor</Area>
      <Area>Lago</Area>
      <Area>PalCov</Area>    
</RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="park ranger" prep="a" audio="VEHICLE_PICKUP" extra_1="true" extra_2="true" extra_3="true" extra_4="true" extra_5="true" extra_6="true" extra_10="true">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="50">s_m_y_ranger_01</Ped>
        <Ped chance="50">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
  </Station>
 

 

Two Hoots Falls: (Park Ranger)

Spoiler

  <Station name="Two Hoots Falls" type="fire">
    <SpawnPoints>
      <Point name="THFRanger" x="-1568.27" y="2094.18" z="70.56" h="13.42" />
    </SpawnPoints>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="park ranger" prep="a" audio="VEHICLE_PICKUP" extra_1="true" extra_2="true" extra_3="true" extra_4="true" extra_5="true" extra_6="true" extra_10="true">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="50">s_m_y_ranger_01</Ped>
        <Ped chance="50">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
  </Station>
 

 

Grapeseed Airfield: (Fire Station)

Spoiler

  <Station name="Grapeseed Airfield Fire Station" type="fire">
    <SpawnPoints>
      <Point name="GSAF" x="2110.29" y="4770.21" z="41.26" h="107.446" />
    </SpawnPoints>
    <PreventAreas>
       <Area>North Chumash</Area>
       <Area>Raton Canyon</Area>
      <Area>CANNY</Area>
      <Area>MTChil</Area>
      <Area>CMSW</Area>
      <Area>SANCHIA</Area>
      <Area>LAct</Area>
      <Area>Tatamo</Area>
      <Area>CCreak</Area>
      <Area>MTGordo</Area>
      <Area>MTJose</Area>
      <Area>PalFor</Area>
      <Area>Lago</Area>
      <Area>PalCov</Area>    
</PreventAreas>
    <VehicleSet chance="70">
      <Vehicles>
        <Vehicle prep="a" name="firetruck" audio="VEHICLE_FIRETRUCK">firetruk</Vehicle>
      </Vehicles>
      <Peds>
        <Ped>s_m_y_fireman_01</Ped>
      </Peds>
      <NumPeds min="4" max="4" />
    </VehicleSet>
    <VehicleSet chance="30">
      <Vehicles>
        <Vehicle livery="1" prep="a" name="fire marshal" audio="VEHICLE_UTILITY_TRUCK">fireute</Vehicle>
      </Vehicles>
      <Peds>
        <Ped comp_shirt="1" comp_accessories="1">s_m_y_fireman_01</Ped>
        <Ped comp_shirt="1" comp_accessories="1">s_m_y_fireman_01</Ped>
    </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
  </Station>

 

Land Act Dam: (Park Ranger)

Spoiler

  <Station name="The Land Act Dam" type="fire">
    <SpawnPoints>
        <Point name="LDRanger" x="1662.29" y="0.79" z="173.66" h="120.26" />
    </SpawnPoints>
    <RestrictAreas>
      <Area>LDam</Area>
      <Area>LAct</Area>
      <Area>Tatamo</Area>
</RestrictAreas>
    <VehicleSet>
      <Vehicles>
        <Vehicle name="park ranger" prep="a" audio="VEHICLE_PICKUP" extra_1="true" extra_2="true" extra_3="true" extra_4="true" extra_5="true" extra_6="true" extra_10="true">pranger</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="50">s_m_y_ranger_01</Ped>
        <Ped chance="50">s_f_y_ranger_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
  </Station>

 

 

Edit:

I found the issue with the Grapeseed Airfield. The X axis was '211' instead of '2110'

Edit 2:

The issue with the Land Act Dam was also a location issue. All 4 locations work.

Edited by Narobic

PNWParksFan

Insiders Author

(edited)

@Narobic

There is no PreventAreas. Vehicle entries need to be in a <VehicleSet>. Also if you edit your XML file and something doesn't work, check the RPH log, usually it'll log at least the location in the XML file which had the problem. 

Edited by PNWParksFan

Narobic

Members

7 minutes ago, PNWParksFan said:

@Narobic

There is no PreventAreas. Vehicle entries need to be in a <VehicleSet>. Also if you edit your XML file and something doesn't work, check the RPH log, usually it'll log at least the location in the XML file which had the problem. 

The PreventAreas was in case you added it in the future (like you mentioned above)

Narobic

Members

Ok. I'm gonna stop commenting after this because I'm cluttering your comments section. (Sorry)

I'm just nit picking the tiny things in this absolutely already amazing mod!

1) The 'Mount Josiah Medical Center' is actually called the 'Mount Zonah Medical Center'

2) All of the hospitals in the game are labeled "medical center" and not "hospital" on the buildings

3) Fort Zancudo Fire Station should dispatch an ambulance much like the LSIA station.

PNWParksFan

Insiders Author

4 hours ago, Narobic said:

Ok. I'm gonna stop commenting after this because I'm cluttering your comments section. (Sorry)

I'm just nit picking the tiny things in this absolutely already amazing mod!

1) The 'Mount Josiah Medical Center' is actually called the 'Mount Zonah Medical Center'

2) All of the hospitals in the game are labeled "medical center" and not "hospital" on the buildings

3) Fort Zancudo Fire Station should dispatch an ambulance much like the LSIA station.

Fortunately you are free to make any such adjustments in the XML file as you see fit :) 

PBeezie80

Members

When is there going to be an update for the latest ragehook  is what I want to know so the mod will work without crashing all the time???????????

MadMikeGamerXL1

Members

On 14/07/2016 at 4:34 AM, PNWParksFan said:

That's hilarious! I'll have to look into it, and if the player is in the driver's seat, kick them out. 

By the way, if that sort of thing happens to you, type ClearTasks into the RPH console (F4). 

Hey, just a quick question. I'm having problems with the game. Basically, everything starts up fine, and can play the game perfectly well being an officer, up until a completely random point, when my player stops moving. I'm unsure if it's the same issue as the other person was having with the fire truck, but it sounds kinda similar in the fact that it appears to completely take over control. In an effort to get myself unstuck, I tried setting a waypoint and using the teleport command. Previously (the other day) it worked, and I could walk properly. However, it had "unloaded" ALL of the plugins except the RAGE console, but this no longer responds when it happens (I type a command, hit ENTER and nothing happens). I was no longer an officer (Still had the officer model, but cops could still go after me). All of the peds paths screwed up, and I had a 5* wanted level, and the cops couldn't even find me?! They stood in place trying to locate me.

It appeared to only happen after police chases with "drug deals", from the mod 'Traffic Policer', where the suspects ditch the drugs out of the window. So I removed that mod hoping it fixed it. However today I'm still having the same problem (sort of). Today, I got stuck, and after teleporting, this time I was still stuck, and no matter what I did, I was stuck. Good news is the mods stayed loaded, but not much use when I can't move.

Any ideas? Or is anyone else experiencing this?

P.S. I can still navigate the menus, call backup, spawn vehicles, etc. I just can't move.

PNWParksFan

Insiders Author

6 hours ago, MadMikeGamerXL1 said:

Hey, just a quick question. I'm having problems with the game. Basically, everything starts up fine, and can play the game perfectly well being an officer, up until a completely random point, when my player stops moving. I'm unsure if it's the same issue as the other person was having with the fire truck, but it sounds kinda similar in the fact that it appears to completely take over control. In an effort to get myself unstuck, I tried setting a waypoint and using the teleport command. Previously (the other day) it worked, and I could walk properly. However, it had "unloaded" ALL of the plugins except the RAGE console, but this no longer responds when it happens (I type a command, hit ENTER and nothing happens). I was no longer an officer (Still had the officer model, but cops could still go after me). All of the peds paths screwed up, and I had a 5* wanted level, and the cops couldn't even find me?! They stood in place trying to locate me.

It appeared to only happen after police chases with "drug deals", from the mod 'Traffic Policer', where the suspects ditch the drugs out of the window. So I removed that mod hoping it fixed it. However today I'm still having the same problem (sort of). Today, I got stuck, and after teleporting, this time I was still stuck, and no matter what I did, I was stuck. Good news is the mods stayed loaded, but not much use when I can't move.

Any ideas? Or is anyone else experiencing this?

P.S. I can still navigate the menus, call backup, spawn vehicles, etc. I just can't move.

Without a log file, there is no hope of figuring out what the cause might be. 

MadMikeGamerXL1

Members

On 25/07/2016 at 6:02 AM, PNWParksFan said:

Without a log file, there is no hope of figuring out what the cause might be. 

My apologies, I'm not sure which one contains the problem (more than one probably does). I'd assume this one attached has the problem in there.

RagePluginHook_22072016_131904.log

Kilyin

Members

5 minutes ago, MadMikeGamerXL1 said:

My apologies, I'm not sure which one contains the problem (more than one probably does). I'd assume this one attached has the problem in there.

RagePluginHook_22072016_131904.log

Spoiler

[22/07/2016 02:59:51 PM.809] LSPD First Response: LSPDFR+ API: Plugin: Arrest Manager is increasing statistic: Prisoners picked up
[22/07/2016 02:59:51 PM.857] LSPD First Response: Adding suspect not arrested by player
[22/07/2016 02:59:52 PM.002] LSPD First Response: 
[22/07/2016 02:59:52 PM.002] LSPD First Response: ==============================
[22/07/2016 02:59:52 PM.003] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[22/07/2016 02:59:52 PM.003] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.003] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[22/07/2016 02:59:52 PM.004] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.004] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[22/07/2016 02:59:52 PM.004] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Ped is invalid.
[22/07/2016 02:59:52 PM.005] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.005] LSPD First Response: Inner exceptions:
[22/07/2016 02:59:52 PM.006] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.006] LSPD First Response: Stack trace:
[22/07/2016 02:59:52 PM.007] LSPD First Response: at Rage.Entity.get_Model()
[22/07/2016 02:59:52 PM.007] at ?????????????????????????????????????????.?????????????????????????????????????????(Ped ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Functions.cs:line 1241
[22/07/2016 02:59:52 PM.008] at LSPD_First_Response.Engine.Scripting.Entities.Persona.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\Persona.cs:line 193
[22/07/2016 02:59:52 PM.008] at LSPD_First_Response.Engine.Scripting.Entities.Persona..ctor(Ped ped) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\Persona.cs:line 69
[22/07/2016 02:59:52 PM.009] at ?????????????????????????????????????????..ctor(Ped ped) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPed.cs:line 90
[22/07/2016 02:59:52 PM.009] at }_T~83Fsa~MaT7\]O;V!\*j22%$.?????????????????????????????????????????(Ped ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPedCache.cs:line 31
[22/07/2016 02:59:52 PM.010] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\TaskCopChasePedTest.cs:line 331
[22/07/2016 02:59:52 PM.011] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\PedTask.cs:line 157
[22/07/2016 02:59:52 PM.011] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\PedTaskManager.cs:line 209
[22/07/2016 02:59:52 PM.012] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPed.cs:line 474
[22/07/2016 02:59:52 PM.012] at }_T~83Fsa~MaT7\]O;V!\*j22%$.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPedCache.cs:line 54
[22/07/2016 02:59:52 PM.012] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Main.cs:line 56
[22/07/2016 02:59:52 PM.012] at LSPD_First_Response.Mod.LSPDFR.MainLoop() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\LSPDFR.cs:line 607
[22/07/2016 02:59:52 PM.013] at Rage.GameFiber.Main()

Looks like LSPDFR crashed, probably from the AI police arresting and and attempting to transport if I had to take a guess.

When you were stuck, are you sure you weren't stuck in an animation you needed to backspace out of?

MadMikeGamerXL1

Members

1 minute ago, Kilyin said:
  Reveal hidden contents

[22/07/2016 02:59:51 PM.809] LSPD First Response: LSPDFR+ API: Plugin: Arrest Manager is increasing statistic: Prisoners picked up
[22/07/2016 02:59:51 PM.857] LSPD First Response: Adding suspect not arrested by player
[22/07/2016 02:59:52 PM.002] LSPD First Response: 
[22/07/2016 02:59:52 PM.002] LSPD First Response: ==============================
[22/07/2016 02:59:52 PM.003] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[22/07/2016 02:59:52 PM.003] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.003] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[22/07/2016 02:59:52 PM.004] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.004] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[22/07/2016 02:59:52 PM.004] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Ped is invalid.
[22/07/2016 02:59:52 PM.005] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.005] LSPD First Response: Inner exceptions:
[22/07/2016 02:59:52 PM.006] LSPD First Response: ------------------------------
[22/07/2016 02:59:52 PM.006] LSPD First Response: Stack trace:
[22/07/2016 02:59:52 PM.007] LSPD First Response: at Rage.Entity.get_Model()
[22/07/2016 02:59:52 PM.007] at ?????????????????????????????????????????.?????????????????????????????????????????(Ped ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Functions.cs:line 1241
[22/07/2016 02:59:52 PM.008] at LSPD_First_Response.Engine.Scripting.Entities.Persona.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\Persona.cs:line 193
[22/07/2016 02:59:52 PM.008] at LSPD_First_Response.Engine.Scripting.Entities.Persona..ctor(Ped ped) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\Persona.cs:line 69
[22/07/2016 02:59:52 PM.009] at ?????????????????????????????????????????..ctor(Ped ped) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPed.cs:line 90
[22/07/2016 02:59:52 PM.009] at }_T~83Fsa~MaT7\]O;V!\*j22%$.?????????????????????????????????????????(Ped ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPedCache.cs:line 31
[22/07/2016 02:59:52 PM.010] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\TaskCopChasePedTest.cs:line 331
[22/07/2016 02:59:52 PM.011] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\PedTask.cs:line 157
[22/07/2016 02:59:52 PM.011] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\PedTaskManager.cs:line 209
[22/07/2016 02:59:52 PM.012] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPed.cs:line 474
[22/07/2016 02:59:52 PM.012] at }_T~83Fsa~MaT7\]O;V!\*j22%$.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPedCache.cs:line 54
[22/07/2016 02:59:52 PM.012] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Main.cs:line 56
[22/07/2016 02:59:52 PM.012] at LSPD_First_Response.Mod.LSPDFR.MainLoop() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\LSPDFR.cs:line 607
[22/07/2016 02:59:52 PM.013] at Rage.GameFiber.Main()

Looks like LSPDFR crashed, probably from the AI police arresting and and attempting to transport if I had to take a guess.

When you were stuck, are you sure you weren't stuck in an animation you needed to backspace out of?

I don't think so no, it appeared to just stop, everything around me also stopped. When teleporting out, all of the plugins unloaded (except RAGE, but no console commands registered). The police officers could chase after me but had no idea where I was. Also, it makes sense when you mentioned about transport, because as far as I'm aware, both times it has happened was during, after, or sometime around calling for Prisoner Transport. 

If it was caused by the AI and transport, any idea how to fix it?

Thanks for the reply :smile:

PNWParksFan

Insiders Author

2 hours ago, MadMikeGamerXL1 said:

I don't think so no, it appeared to just stop, everything around me also stopped. When teleporting out, all of the plugins unloaded (except RAGE, but no console commands registered). The police officers could chase after me but had no idea where I was. Also, it makes sense when you mentioned about transport, because as far as I'm aware, both times it has happened was during, after, or sometime around calling for Prisoner Transport. 

If it was caused by the AI and transport, any idea how to fix it?

Thanks for the reply :smile:

As far as I can tell this has nothing to do with Better EMS. 

Kilyin

Members

(edited)

4 hours ago, MadMikeGamerXL1 said:

I don't think so no, it appeared to just stop, everything around me also stopped. When teleporting out, all of the plugins unloaded (except RAGE, but no console commands registered). The police officers could chase after me but had no idea where I was. Also, it makes sense when you mentioned about transport, because as far as I'm aware, both times it has happened was during, after, or sometime around calling for Prisoner Transport. 

If it was caused by the AI and transport, any idea how to fix it?

Thanks for the reply :smile:

As far as I know the AI arresting/transporting crash has been an issue since 0.3 came out. It seems to be somewhat random. I don't imagine it'll get fixed until the next LSPDFR update. I try to always make the arrest to prevent it from happening. Anyway, little bit off topic.

Edited by Kilyin

MadMikeGamerXL1

Members

20 hours ago, Kilyin said:

As far as I know the AI arresting/transporting crash has been an issue since 0.3 came out. It seems to be somewhat random. I don't imagine it'll get fixed until the next LSPDFR update. I try to always make the arrest to prevent it from happening. Anyway, little bit off topic.

Okay, I guess I'll just have to wait for the next update. Thanks :) 

Reddington

Members

@PNWParksFan

I can hardly wait for the next version! However, I am curious.  With the new version you said we'd be able to choose which units respond.  Will this also work with standalone cars?  I just installed an EMS car pack, and would love to have one of those respond along with the ambulance.

Kilyin

Members

7 minutes ago, Arariel said:

@PNWParksFan

I can hardly wait for the next version! However, I am curious.  With the new version you said we'd be able to choose which units respond.  Will this also work with standalone cars?  I just installed an EMS car pack, and would love to have one of those respond along with the ambulance.

you can already do this by editing EMSUnits.xml in plugins\LSPDFR\EMSMod

Reddington

Members

5 minutes ago, Kilyin said:

you can already do this by editing EMSUnits.xml in plugins\LSPDFR\EMSMod

I never looked in the betterems folder...assumed it was just stuff to help the mod. XD

Just edit this line, correct?

 <Vehicle prep="a" name="firetruck" audio="VEHICLE_FIRETRUCK">firetruk</Vehicle>

Am I able to add another line underneath it? if so, will it choose between them, or spawn them both?

Kilyin

Members

(edited)

7 minutes ago, Arariel said:

I never looked in the betterems folder...assumed it was just stuff to help the mod. XD

Just edit this line, correct?

 


 <Vehicle prep="a" name="firetruck" audio="VEHICLE_FIRETRUCK">firetruk</Vehicle>

 

Am I able to add another line underneath it? if so, will it choose between them, or spawn them both?

I believe so. I use this below to spawn thehurk's f350 with an LSFD skin and red sirens the majority of the time, instead of a firetruck.

<VehicleSet chance="40">
      <Vehicles>
        <Vehicle prep="a" name="firetruck" audio="VEHICLE_FIRETRUCK">firetruk</Vehicle>
      </Vehicles>
      <Peds>
        <Ped>s_m_y_fireman_01</Ped>
      </Peds>
      <NumPeds min="4" max="4" />
    </VehicleSet>
    <VehicleSet chance="60">
      <Vehicles>
        <Vehicle color="red" livery="2" prep="a" name="paramedic" audio="VEHICLE_SUV">f350</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="70">s_m_y_fireman_01</Ped>
        <Ped chance="30">s_m_m_paramedic_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
      
I'm pretty sure you can have multiple lines per VehicleSet as you mentioned, and only one of them will spawn - as long as you have all your tags and closing tags correct.

Edited by Kilyin

Reddington

Members

8 minutes ago, Kilyin said:

I believe so. I use this below to spawn thehurk's f350 with an LSFD skin and red sirens the majority of the time, instead of a firetruck.

<VehicleSet chance="40">
      <Vehicles>
        <Vehicle prep="a" name="firetruck" audio="VEHICLE_FIRETRUCK">firetruk</Vehicle>
      </Vehicles>
      <Peds>
        <Ped>s_m_y_fireman_01</Ped>
      </Peds>
      <NumPeds min="4" max="4" />
    </VehicleSet>
    <VehicleSet chance="60">
      <Vehicles>
        <Vehicle color="red" livery="2" prep="a" name="paramedic" audio="VEHICLE_SUV">f350</Vehicle>
      </Vehicles>
      <Peds>
        <Ped chance="70">s_m_y_fireman_01</Ped>
        <Ped chance="30">s_m_m_paramedic_01</Ped>
      </Peds>
      <NumPeds min="2" max="2" />
    </VehicleSet>
      
I'm pretty sure you can have multiple lines per VehicleSet as you mentioned, and only one of them will spawn - as long as you have all your tags and closing tags correct.

For the "audio=", does that have to be anything specific? or could I add in, say audio="VEHICLE_FIRECAR"?

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