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[WIP] Agency Dispatch Framework

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On 5/15/2020 at 9:21 PM, Evilshade said:

Well i drop all those files can some one tell me? there is no installation guide or a read me files

 

All what Files?

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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

Just dropping in to say HI! Hope everyone is doing well during these Covid-19 times. Progress is going very well, the mod is almost complete! Finished the conversation system, and now working on completing callouts.

  • Author

Hey everyone, Stopping by to talk about some updates that I have worked on for the mod. Getting closer to completion everyday! So here is what I have been working on:

 

1) While bare bones at the moment, the conversation handler has been created and is in working order. Every callout scenario in the mod will have fully dynamic conversations. There will be a list of questions (customizable via XML files PER callout) that the player can ask a Ped (related to the callout), and the Ped will randomly choose a relevant answer to give to the player. These questions can range from "Why did you do that?" to "Explain what you seen happen". Conversations can be edited and extended by just a few simple XML edits!

 

2) Added some quality of life options to the main mod menu, such as the ability to change your unit identifier, your role within the department (dictates which callout's you will be primarily assigned to), ask dispatch for current call statistics, and if playing Highway Patrol/State Trooper, the ability to change your patrol area on the fly.

 

3) Implemented a dynamic Call Center with a fluctuating amount of crimes being committed based on the Time of Day in the game world, as well as a few RNG elements to make some patrols more exciting than others. There will be slow periods with very few calls coming in (night time for example), and very busy periods where the department can barely handle the number of calls coming in (day and evening for example).

 

4) Integration with Grammer Police! With a big part of this mod being all about Dispatching and making dispatch as realistic as possible in game, Grammer police takes this mod to a whole new level by being able to communicate with dispatch via voice commands.

 

Attached below are some screenshots to help display the updates I've made.

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This looks promising, would really enhance the RP side of stuff. 

Does the "role" option affect only your callouts or can people add calls made from other modders? Maybe through .ini files or something?

 

I don't read too good ...

  • Author
9 hours ago, TheBunk said:

This looks promising, would really enhance the RP side of stuff. 

Does the "role" option affect only your callouts or can people add calls made from other modders? Maybe through .ini files or something?

 

 

This is a good question. The "Primary Role" option in the menu is used to tell Dispatch which type of callouts to prioritize sending the player to over the AI simulated officer units. For example, If you set your role to "Patrol", and a GangActivity scenario pops up from the call center, Dispatch will send the closest officer units to handle the situation. If the player is not one of the closest units available to send to the call, then the AI units who are will be sent to "handle" the situation. On the other hand, if you set your Primary Role to "Gang", and the same callout pops up from the call center, Dispatch will most likely send the player to that call instead of the AI, as long as certain criteria are met (such as the player being "Available" for calls, or  currently handling a low priority call).

 

 

Screenshot_11.jpg

This sounds amazing and I will be following it very closely. Thanks for your efforts and looking forward to release. Just some questions: will multiple AI units from across the map including yourself be sent to the same call simultaneously? Can you convoy with other units to such calls? if you request backup, will an existing AI unit on the map spawned by this script drive to the scene to help? How will this potentially clash with LSPDFR's ambient spawning system? Cheers

  • Author
6 hours ago, TheHC09 said:

This sounds amazing and I will be following it very closely. Thanks for your efforts and looking forward to release. Just some questions: will multiple AI units from across the map including yourself be sent to the same call simultaneously? Can you convoy with other units to such calls? if you request backup, will an existing AI unit on the map spawned by this script drive to the scene to help? How will this potentially clash with LSPDFR's ambient spawning system? Cheers

 

First, thanks for your kind words! These are some great questions... AI units will be dispatched to high priority calls with the player, using existing AI units on the map (if simulation mode is enabled). The player will always be primary on these calls, but the AI may get there first and they will wait for the player. Please note however, that when playing in larger departments, having simulation mode enabled is a big hit on performance. 

 

As for calling for backup, this one is tricky since most people use UltimateBackup to call in for backup. I have plans to contact @BejoIjo to see if we could work something out as far as using existing AI units on the map for back up calls (Some sort of compatibility API feature). If not, then this would be a YES only if you call for backup using the RageNativeUI dispatch menu included with my mod.

 

As far as what I am working on currently, there is news! I have decided to create a CAD system using RageNativeUI (think Compulite). This way my mod can still have a user interface as far as seeing calls in the call queue and self dispatching, without the requirement of using Computer+ (which is performance heavy, and buggy at times). COmputer+ integration will still be available however, because for me it increases immersion.

8 hours ago, Brexin212 said:

 

First, thanks for your kind words! These are some great questions... AI units will be dispatched to high priority calls with the player, using existing AI units on the map (if simulation mode is enabled). The player will always be primary on these calls, but the AI may get there first and they will wait for the player. Please note however, that when playing in larger departments, having simulation mode enabled is a big hit on performance. 

 

As for calling for backup, this one is tricky since most people use UltimateBackup to call in for backup. I have plans to contact @BejoIjo to see if we could work something out as far as using existing AI units on the map for back up calls (Some sort of compatibility API feature). If not, then this would be a YES only if you call for backup using the RageNativeUI dispatch menu included with my mod.

 

As far as what I am working on currently, there is news! I have decided to create a CAD system using RageNativeUI (think Compulite). This way my mod can still have a user interface as far as seeing calls in the call queue and self dispatching, without the requirement of using Computer+ (which is performance heavy, and buggy at times). COmputer+ integration will still be available however, because for me it increases immersion.

This all sounds great. How far off a release date do you think?

  • Author
9 hours ago, TheHC09 said:

This all sounds great. How far off a release date do you think?

 

Hard to say for sure, maybe 3 months? I will definitely have a beta out by then. Most of the core mod is done, but only 1 callout is 90% complete. After the callouts are all scripted, then I need to go around the map (using another mod I made to save coordinates) and add location vectors for callouts to use. I plan to have over 300 home locations, 600 side of road locations, and 200 or so store locations around the map.

 

You can always follow the progress by checking out my updates to the source code on GitHub: https://github.com/wilson212/AgencyCalloutsPlus

Edited by Brexin212

  • 2 weeks later...

Man this is great, this is where I was looking for since I installed jurisdition+. Thanks for your work man really really really appreciate it! But can you also add the minor agencies like del perro pd, Rockford hills PD etc.? And also I've seen in one of the previous replies that you are going to contact bejoijo for his ultimate backup file, can you also contact him for his compulite file that you can see active calls and patrolling units just like computer+. 

  • Author
5 hours ago, Gwndavid said:

Man this is great, this is where I was looking for since I installed jurisdition+. Thanks for your work man really really really appreciate it! But can you also add the minor agencies like del perro pd, Rockford hills PD etc.? And also I've seen in one of the previous replies that you are going to contact bejoijo for his ultimate backup file, can you also contact him for his compulite file that you can see active calls and patrolling units just like computer+. 

 

This mod supports any and all agencies, even custom ones 🙂

  • 3 weeks later...
  • Author

Hello everyone! Small update as far as progress is concerned.

 

Development has been a little slow due to real life stuff, but I have made a lot of progress on complex conversation dialog's between you and suspects/victims/witnesses. I have attached 3 screenshots below to held aid the description. In the example, we can see a rear-end accident between 2 peds. At first, the suspect only has 2 dialog options for the player to question with (Are you ok? and How did this happen?). However, after speaking with the victim ped in the front vehicle, this ped accuses the suspect of read-ending his car. If the player goes back and speaks with the suspect, you will be displayed a new dialog option, asking him his side of the story in relation to what the victim states (screenshot #3).

 

All conversation flows (or dialogs) are fully customizable inside XML files that you the user will have full access to modify without any programming knowledge. You can even add your own conversation sets and pieces with a few small additions to each conversation file. Here is an example of the suspect's XML conversation file for this particular example: on GitHub.

 

I will continue to post updates as I go, and thank everyone for their interest in this mod. In future updates I am expecting to publish a fully working CAD as part of this mod, separate from Computer Plus. I will also be working on Crime rates in difference weather conditions, not just time of day!

 

Screenshot_1.jpg

Screenshot_2.jpg

Screenshot_3.jpg

I cant wait to see this in action! Have you had any luck coordinating with Dev of computerplus to get it updated so that this will run smoothly? Keep up the good work so far it looks and sounds as if its gonna be great

 

  • Author
On 8/15/2020 at 1:35 PM, chadc78 said:

I cant wait to see this in action! Have you had any luck coordinating with Dev of computerplus to get it updated so that this will run smoothly? Keep up the good work so far it looks and sounds as if its gonna be great

 

 

I have not been able to no. That is why I am making a built in CAD 🙂 . However, C+ support will still be included for those (like myself) who use C+ (mostly for giving citations). Right now I am taking a break from the CAD and working on in Game Weather affecting callout frequency and probability.

Edited by Brexin212

13 minutes ago, Brexin212 said:

 

I have not been able to no. That is why I am making a built in CAD 🙂 . However, C+ support will still be included for those (like myself) who use C+ (mostly for giving citations). Right now I am taking a break from the CAD and working on in Game Weather affecting callout frequency and probability.

Will it replace like Compulite or work in conjunction with it, or is it a stand alone type add on and will need both. And this will also include call outs that work with it but what about other call out packs will they also work with it?

 

  • Author
33 minutes ago, chadc78 said:

Will it replace like Compulite or work in conjunction with it, or is it a stand alone type add on and will need both. And this will also include call outs that work with it but what about other call out packs will they also work with it?

 

 

It does not replace Compulite. You will still either need Compulite or Computer+ to look up peds/vehicles and issue citations. Callouts from other packs will not work with my mod unfortunately... However, the goal of my mod is to not need any other callout packs because mine will have over 80 callouts (scenarios). A full list can be found here, and I am adding more as I think of things. Ultimately my goal is to only need 4 essential mods to enjoy LSPDFR to its fullest... UltimateBackup, StopThePed, Compulite or C+, and of course my mod. 

Edited by Brexin212

Thats a nice list , hope that they are scattered across county as well as city, most just use city locations. What exactly is C+ "UltimateBackup, StopThePed, Compulite or C+". What exactly is it as you refer to it as  a mod

 

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