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[WIP] Agency Dispatch Framework

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Logo2.thumb.png.ab588f8b94ee9d88cf45a5577410917d.png

 

Description:

 

Today, We at Blue Light Software are showcasing a mod that we have been working on over a year now. We wanted to enhance the realism and immersion in our games by creating a mod that takes LSPDFR to the next level. Real police officers these days are able to dispatch themselves to routine calls and have a lot of liberty on how productive they chose to be each day, with the exception of emergencies of course! With the Agency Dispatch Framework mod installed, you will also have the liberty to choose how productive you want to be while on your shift. With new the built in virtual AI simulation system, each agency will have its own roster of AI units that will handle calls just like you. No longer are you a “One man show” in your department. As a player, you will have an array of AI units to assist you in handling your calls, as well as running calls of their own in the background to lighten the workload. If you call for back up, an AI officer unit will come to assist you if they are not too busy doing something more important. If your department is bogged down on calls and does not have the resources to provide backup where needed, then a county sheriff or state patrolman will come to the rescue and assist with your department's calls.

 

Another important feature of Agency Dispatch Framework is enforcing jurisdiction limits of each agency. Something that bugs us about the vanilla callout system, is that callout locations do not consider jurisdiction limits of the department you are "working for" in game. We understand that when outside of your jurisdiction, officers are still considered “peace officers” and can enforce the law, but these are edge cases at best. In this mod, every callout spawned from the new dispatch system will be within your departments jurisdiction (as defined in the "LSPDFR/data/regions.xml" and "LSPDFR/data/backup.xml"). Same applies for callout types (Highway patrol is more likely to be dispatched to a traffic accident than a domestic violence or homicide case for example). Local agencies will have primary jurisdictions within their zones, which a backing county agency only jumping in to assist if necessary.

 

I will continuously update this post as progress continues. Please let me know if you have any feedback, suggestions or requests!

 

Features:

  • New Dispatch script that runs along side of LSPDFR's callout manager: Complete/On Going
    • Simulates a real call center with multiple calls coming in every hour (depending on crime levels): Complete
    • Calls will be dispatched to locations within the departments jurisdiction always, just like in real life: Complete
    • Support for EMS and Fire dispatching: WIP
  • Virtual AI Simulation Mode:  WIP
    • Virtual AI police units will be spawned when going on duty to fill the departments roster, and help fight crime with the player: Complete
    • The number of virtual AI police units created scales based on number of zones in the agencies jurisdiction, the staff level defined in the Agency.xml file, and the overall crime level in those zones: Complete
    • AI officer units will have persistent models and variations once they are created. Being assisted by the same officer unit multiple times in a shift will result in the same Ped variation and vehicle variation every single time to improve immersion:  Complete
    • Customizable staffing levels for departments:
      • Lower staffed departments will be busier running calls versus higher staffed departments, and will have less AI units to provide the player assistance: Complete
    • AI officer's status can be seen in the CAD. When an AI officer is on a call, or a traffic stop you will be able to observe the changes in status: WIP
    • Simulated AI calls and traffic stops have a chance to go south and turn violent, requiring emergency back up: WIP
  • Shift Rotations: Complete 
    • When going on duty, you will be asked to choose one of three 10 hour shits: Complete
      • Day shift hours are 6am - 4pm
      • Swing shift hours are 3pm - 1am
      • Night shift hours are 9pm - 7am
    • Shift hours are based on common hours shared by many departments, offering increased coverage from 9pm -1am, as these are the highest crime times: Complete
    • AI units will also participate in shift rotations: Complete
    • When choosing a shift rotation, the player will also have the option to set the desired weather for the beginning of their shift, the in game timescale, and whether to fast forward the in game clock to the beginning of their shift, and begin the shift immediately: WIP
  • Computer Aided Dispatch System (CAD): WIP
    • A built in CAD using RageNativeUI (think similar to Compulite) allowing the player to view the Call queue and dispatch themselves to calls, just like in real life: WIP
    • Integration with Computer+ for those who prefer a CAD that is more computer like: WIP
  • 20 high quality callouts with multiple scenarios for each one: WIP
    • Over 1000+ hand picked locations across the map for callouts to use, each with multiple spawn points for different entity types (peds, vehicles): WIP
    • With so many locations and multiple scenarios for each callout, no call will ever be like the last: WIP
    • Agency type specific callouts (Highway patrol will be less likely to be dispatched to a domestic violence call): Complete
    • Callout probability changes between morning, afternoon and night time game hours, as well as the weather: Complete
    • Support for custom vehicles: Complete/On Going
  • Customizable crime levels for each zone: Complete
    • Crime levels will also be affected by the current weather: Complete
  • Support for custom police departments and jurisdictions: Complete
  • Support for custom police vehicles (addon) : Complete
  • Public API that other Callout Mods can use to add their callouts to Dispatch: Complete/On Going
  • Customizable conversations for all Callouts with support for text replacements, and condition statements (text only show is [some condition == true]: Complete/WIP
  • Randomness: This mod thrives on providing a unique experience each time it is used. Every callout, location, vehicle and dialog sequence will be randomized to keep things as fresh as possible for the player, so you never get bored: Complete

 

Overall Progress:

  • As of 08/30/21, the mod is currently about 66% complete.
  • Beta should be out around 12/21/2021 or so.

 

Required Mods:

  • TrafficPolicer audio files by Albo (.dll file is not needed)
  • StopThePed

 

Mods recommended for optimal use:

  • Jurisdictions+
  • UltimateBackup
  • Computer+

 

Source Code: https://github.com/Blue-Light-Software/AgencyDispatchFramework

 

Edited by Brexin212
Updated description

  • Replies 92
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  • Brexin212
    Brexin212

    Hey guys! I have some exciting news (at least to me). This weekend I decided that it would be much quicker and more simple if I added a feature into the mod where you can add locations directly as you

  • As of right now, no there are no updates 😞 . Just have not had much time these last few months, but hoping to get back into things soon.

  • Brexin212
    Brexin212

    Looking For Assistance   While development has been steady on this project over the last 18 months, and even picked up momentum in the last month or so, I am opening the door for other devel

Posted Images

  • Author

Small Update. Here is a screenshot of the call list in the Computer Aided Dispatch system. From this list, the player can double click a call view more information about it, and dispatch themselves if they want to take the call (still a work in progress). This only applies to lower priority calls, as the Dispatch feature will automatically dispatch the closest officers to higher priority calls (this may or may not be the player).

 

Screenshot:

Screenshot_20.jpg

Edited by Brexin212
Updated description

  • Author
17 hours ago, SuperPyroManiac said:

This sounds awesome, can't wait to see!

 

Thanks man!

 

Another update: Worked on self dispatching today. If a call is dispatched to an AI unit, the player can intercept and take over the call out as long as the AI officer has not made it on scene yet. If the AI officer is on scene, the player can still dispatch to the call, but will only be able to provide back up and not actually run the call out.

 

 

Screenshot_16.jpg

Edited by Brexin212

  • Author
4 hours ago, SuperPyroManiac said:

So you plan to have AI on scenes for callouts where you show up as a secondary? That's pretty awesome. Maybe i'll be able make some new callouts that can hook into your plugin if it has an API of a sort.

 

Exactly, yep. The AI will run calls (callouts) in the background (requires the callout class to have special method). The actual scene is not rendered unless the player comes into viewing site of the callout location however, to save CPU for other things that matter more. Of course, this feature is only enabled if "EnableFullSimulation" is also true in the .ini file. If false however, then callouts are only simulated in memory using random timers, so showing up on scene will not yield a scene, thus minimizing CPU impact of the mod.

 

There is an API, yep! I don't want to get into the technical details yet, because things can change... But other callout packs will easily be able to add their callouts into Dispatch. Their is also methods where other mods can get Agency information (zones in jurisdiction, crime levels etc etc), Zone information, as well as able to pull locations easily by type (SideOfRoad, Home, Store etc etc). An example of how an external Callout pack would use the API:

 

using AgencyCalloutsPlus.API;

Agency agency = Agency.GetCurrentPlayerAgency(); // Also can use Dispatch.PlayerAgency property
SpawnPoint location = agency.GetRandomSideOfRoadLocation();

Vector3 inJurisdictionSpawnPoint = location.Position;

 

Edited by Brexin212

  • Author

Yep, not too bad. However, this is only using the API to get information that can be used. In order to add your callout into Dispatch, its alittle more complicated and changes the Callout sequence slightly. If you would like, you can see my example here: https://github.com/wilson212/AgencyCalloutsPlus/blob/master/AgencyCalloutsPlus/Callouts/TrafficAccident.cs#L42 .

When the player accepts your callout off of the call list (self dispatch), The callout must request information from Dispatch so that the location and descriptions all line up together. You can see that on line 45 there. The PriorityCall class contains all the information that is shown on the Computer+ Call Details screen such as location, scanner text, description etc etc

Edited by Brexin212
Typo

  • 3 weeks later...

This sounds really awesome and amazing. By adding more realism to LSPDFR patrols to dispatch our own callouts and the added bonus of having AI officers or deputies go to callouts sounds awesome. 🙂 I am excited to see the progress of this project. 

 


 

 

JBuzz826

 

 

This sounds and looks to be a great add for the game however there is a couple things that I would like to see maybe changeable 1) would be to be able to enable in INI the jurisdictions as where I'm from the HP or state troopers run all calls they aren't strictly just highway, the monitor ll county and city radio traffic wherever they happen to be assigned and pick and choose what calls to handle. 2)if you could make the computer plus screen available like police smart radio able to pull it up over in the corner while driving so that you could see calls active and available in real time per say as if you were glancing to your right looking at your MDT. I think what your doing has been needed for a long time and I have had this same thought for awhile even thought of pitching the idea to Bejoljo that maybe he would integrate it into Compulite but here you have it. Looks great so far and I cant wait to see it in action

  • Author
5 hours ago, chadc78 said:

This sounds and looks to be a great add for the game however there is a couple things that I would like to see maybe changeable 1) would be to be able to enable in INI the jurisdictions as where I'm from the HP or state troopers run all calls they aren't strictly just highway, the monitor ll county and city radio traffic wherever they happen to be assigned and pick and choose what calls to handle. 2)if you could make the computer plus screen available like police smart radio able to pull it up over in the corner while driving so that you could see calls active and available in real time per say as if you were glancing to your right looking at your MDT. I think what your doing has been needed for a long time and I have had this same thought for awhile even thought of pitching the idea to Bejoljo that maybe he would integrate it into Compulite but here you have it. Looks great so far and I cant wait to see it in action

 

Hey thanks for your feedback! I can do you one better on your first request 😉. What I am planning to do for Highway Patrol is having a Rage Menu selector in game where you can choose your patrol area. This way it can be changed in game, on the fly whenever you would like (see screenshot below). As for your second request, I have thought about some options for a PDA like screen that can be displayed and moved on screen, however you can already do something similar with Computer+. All you need to do currently is toggle the background and toggle the pause. It would be awesome to get this integrated into CompuLite, I agree with you there 😄

 

 

Screenshot_3.jpg

4 hours ago, Brexin212 said:

 

Hey thanks for your feedback! I can do you one better on your first request 😉. What I am planning to do for Highway Patrol is having a Rage Menu selector in game where you can choose your patrol area. This way it can be changed in game, on the fly whenever you would like (see screenshot below). As for your second request, I have thought about some options for a PDA like screen that can be displayed and moved on screen, however you can already do something similar with Computer+. All you need to do currently is toggle the background and toggle the pause. It would be awesome to get this integrated into CompuLite, I agree with you there 😄

 

 

Screenshot_3.jpg

This is looking great so far, as far as Computer+ you can toggle background and pause but only while stationary. Will this be a stand alone or will you be updating Computer+ to work with current versions of GTA and LSPDFR? And again everything I see so far is looking great and I think this is a much needed and long overdue add to the game

  • Author

I have made some updates to Computer+ on my computer. I asked the author @PieRGud a few weeks ago if I could be apart of the dev team and push official updates, but have not gotten a reply. As of right now, my mod does not require Computer+, but rather uses the Computer+ API to add the CAD interfaces for self dispatch etc etc. If you chose to not use Computer+, then this mod will work just fine, but you will not have the self dispatching options (You can however request a call). I will do some research into possible getting a custom GUI in game like they use on FiveM servers (example DOJ).

  • 3 weeks later...
  • Author

Sorry for the late reply! There has been progress for sure, Currently working a Speech / conversation handler for my Callouts in the mod, so that every conversation (reasoning for crime, responses to officer questions) are all different each time you play the same callout. Also started adding locations for callouts to use (this is going to be a very lengthy process). Mostly internal changes and updates that cant be captured in a screenshot lol.

 

I've also been working on adding UI elements above the mini-map (think DOJRP style HUD) that will display your current status, current crime level (changes depending on weather and time of day) and dispatch information such as number of available calls and available officers etc.

On 3/2/2020 at 2:32 PM, Brexin212 said:

Sorry for the late reply! There has been progress for sure, Currently working a Speech / conversation handler for my Callouts in the mod, so that every conversation (reasoning for crime, responses to officer questions) are all different each time you play the same callout. Also started adding locations for callouts to use (this is going to be a very lengthy process). Mostly internal changes and updates that cant be captured in a screenshot lol.

 

I've also been working on adding UI elements above the mini-map (think DOJRP style HUD) that will display your current status, current crime level (changes depending on weather and time of day) and dispatch information such as number of available calls and available officers etc.

No problem, sounds great cant wait to see this in action! Thank you for all the time your dedicating to create this for everyone to enjoy

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