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[WIP] Agency Dispatch Framework

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On 12/22/2020 at 10:15 PM, Brexin212 said:

 

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.

Did you ever get into this mod again? It would be amazing to see how far you got with it. 

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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

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  • Author
On 5/16/2021 at 8:34 PM, Teekay said:

Did you ever get into this mod again? It would be amazing to see how far you got with it. 

 

Actually, yes I have been working on it pretty steady. I just haven't published my changes lately. I will push an update to the repo later today, but YES! lots of progress has been made these last few months 😀 . Sorry I have not posted much about it, but this project has been quite a bit more work than I expected lol.

Edited by Brexin212

3 hours ago, Brexin212 said:

 

Actually, yes I have been working on it pretty steady. I just haven't published my changes lately. I will push an update to the repo later today, but YES! lots of progress has been made these last few months 😀 . Sorry I have not posted much about it, but this project has been quite a bit more work than I expected lol.

This is fantastic news! I was fearing that maybe this project was shelved. I can’t wait to see what all your hard work has made and I’m looking forward to your update later on. 

  • Author
On 5/28/2021 at 1:56 PM, Teekay said:

Do you think you will be releasing a beta version of this soon?

 

Let me go ahead and give you a solid update about where the project is at as of today.. Right now, most of the code that has been completed has focused around dispatching, conversations with peds and AI unit logic. With that said, beta is still a ways off. So lets go over some stuff as to be completely transparent about this project right now:

  • I have 2 of the 104 planned callout scenarios coded, but they are not complete.
  • There are 80 locations added into the mod throughout the map, all but 1 being "RoadShoulder" locations (for traffic stops). To be honest, the process of adding locations is very dull, so I am saving this for last.
  • There is a full conversation handler implemented and working, with a threaded Sub Title queue to prevent overlapping to text.
    • The conversation handler also supports condition statements, so dialog can be selected based on the current time, previous or current weather, the mood of the ped currently, or really any number of other variables that each callout can set.
    • Conversation handler also supports animations, so that animations can be played on a line by line basis, bringing Peds to life on the screen while the player is interacting with them.
    • All conversation text is stored in XML files, so there is no programming knowledge required to change, add or remove conversation lines.
  • The built in CAD shows the current call list, and allows the player to dispatch themselves to any call on that list, but that is about it at this time
  • The call generator is complete when it comes to crimes, but does not yet supports other calls just yet (like fires or ambulance needed).
    • The call generator does currently take the current time and weather into consideration correctly when generating calls.
  • The GameWorld class is pretty much complete, and provides an API to spawn random Peds (based on AgeGroup and Gender), Vehicles and Checkpoints.
    • Watches the time and weather, and provides event firing based on changes (basically, this mod and all other mods that use the API will be fully aware of the time and weather in game at all times).
  • A working dispatch script (we'll talk more about this below)
  • Persistent officers in game are no longer supported. Instead I am going for a hybrid method, where the AI is simulated in memory UNTIL they are needed in game to present to the player on screen. This was causing some serious performance issues, and made it impossible to do what I am about to talk about next:

 

Lets Talk Dispatching

 

When I first started this project, I had one class (a single instance) of a dispatch script handling all of the calls. This class was close to 1400 lines of code, and worked pretty well. Unfortunately, this limited the mod to only having 1 active agency at a time. Two days ago I decided that it would make way more sense to have a Dispatcher class handle just one Agency, and have each and every active agency* in the game have its own dispatcher. The reason being, I want this mod to be as realistic as possible by allowing backing agencies to respond to agencies that are poorly staffed, or have too many crimes going on at that moment of time. I also want to support EMS, Fire, Park Ranger, and Special Agent type callouts also (Yes, you will be able to play as a fire fighter or ambulance with this mod :D). So how did this change dispatching logic?

 

  • When the player selects a City police agency (Sandy shores for example):
    • Sandy shores location and crime data are loaded into memory, and Sandy Shores Police Department is given primary jurisdiction of just that zone
    • Sandy shores is located in Blaine county, so each zone that Blaine county has primary jurisdiction also gets loaded into memory, and the Blaine County agency script gets activated, creating AI units to patrol the county and handle calls in the county. Blaine county gets marked as a secondary agency for Sandy Shores, so if Sandy needs help with their call Queue, Blaine County Sheriff can help.
    • San Andreas Highway Patrol has statewide jurisdiction, so what about them you ask? Well, their agency also gets loaded, but only location data that is marked as "HIGHWAY" gets loaded and marked as a primary agency. SAHP at this time gets marked as a secondary agency for each zone that Blaine is the primary for, and a third agency for Sandy Shores, so that if Sandy shores explodes with calls, SAHP will step in and help also.
    • At this point, the Player now has 2 backing agencies to help them with calls and such.
  • When the player selects a County Sheriff agency (Blaine for example):
    • Blaine county's locations and crime data are loaded into memory, and Blaine county is given primary jurisdiction of all those zones
    • San Andreas Highway Patrol has statewide jurisdiction, so they also get activated. Location data that is marked as "HIGHWAY" gets loaded for them, and they are marked as the primary agency for highways only.
  • When the player selects San Andreas Highway Patrol, things get interesting...
    • Both Blaine county and Los Santos county departments are loaded into memory
    • San Andreas gets marked as the backing agency in both counties, and can take any callout they want from either county.

 

"Speak English please!" you say? Basically, instead of just YOUR department being played and simulated, now multiple other police agencies are also active and simulated at the SAME TIME as yours. When you call for backup, what happens if your department is loaded with calls and has no one available? Before, you were out of luck and had to handle the call on your own... Or even better, backup units would arrive (lets say from UltimateBackup), but these units were not assigned to any agency, so how does little ol’ sandy shores now have way more units than configured for? That doesn’t make sense...right? Now what will happen instead, is the next higher up agency (county or state) will come and help you out, because their departments are also taking calls and are being simulated in game. Using this idea, I can now apply this to other departments also, such as calls for EMS. Maybe a lot of people got injured today, and all the ambulances are busy? Now you will have to wait a little while before you can close the scene until the ambulance arrives. Even cooler than that, is maybe (as you are a city or county agency), shots are fired on a Highway Patrol officer... If you are close by, you will get dispatched to help that officer, even though you don’t have jurisdiction directly in the area.

 

The whole idea that I am aiming for in this mod, is to give a realistic feel to being a real officer, working for a real department. Currently, LSPDFR makes you feel like you are all alone or a "one man show".. There is only ever 1 callout active at any given time, and its always the player who gets it. My mod changes all of that... You are now a part of something much larger. There are other officers taking calls, and not just that, but you can SEE that happen in the CAD... You can attach yourself to any call that the AI took and meet them at the scene, and watch them do the callout! Things will happen on AI callouts, and they may request backup, which you may have to respond to 🙂

 

So Whats Next?

 

Currently I plan to finish the new dispatching logic (about 90% done already), then work on callout scenarios. I also plan to add the rest of the 450 road shoulder locations that Albo1125 already provided coordinates for, then work on adding Stores and Residences to all the location files. I plan to finish Sandy Shores first, and release a Beta where only Sandy Shores is playable. This may be anywhere from 3-6 months away from release.

 

Anyways, phew my fingers are tired from all that typing. Catch you guys later!

 

Edited by Brexin212
Added stuff

Thank you for such a detailed update. It’s nice to an idea of where you’re at in this project. I honestly didn’t understand much of your update until you gave us the “English” version. Haha

 

This is even more detailed than expected so I understand there is still a long way to go. I’m glad it sounds like the project has a really good direction. Best of luck moving forward on it. 

  • Author

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 play the game. This should speed up development time on my end, since I wont have to manually add locations using CodeWalker, and allow more customization on the users end by allowing them to add locations that were not added by default with ease. I have attached some images below to help show what that looks like. Anyways, I hope you all had a good memorial day weekend!

 

Here we can see the new option to add a location:

Screenshot_1.jpg.d290580dce0c399c1bdb8d1373a57bcd.jpg

Screenshot_2.jpg.2670da4bdbaf2ed62d36b5bf8af7f8fc.jpg

 

A few more images showing menu options. Each marker you place is color coded so you can see an overview before you save and close the new location:

 

Screenshot_3.thumb.jpg.e495a80bc85873db4dd28171e0f4b36e.jpg

 

Below, yellow markers indicate an civilian ped, while the blue markers indicated police officer ped locations:

Screenshot_4.thumb.jpg.ded0fcc6dc13807fc57c8e1975fadfef.jpg

Literally just came back to look at this now, seems you've made AMAZING progress since last I checked!  If all works as planned, having just this and the requisite plugins (UB, STP, CLite) will make for a super stable playing experience over the plethora of callout plugins most of us no doubt have currently!

 

Watching with great interest, excellent work @Brexin212

  • 3 weeks later...
  • Author

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 developers to step in and help me finish this grand project. I will no doubt finish with or without help, but I realize that even having one additional programmer to bounce ideas with and assist with programming things, will increase the rate of development with this mod drastically, and bring closer the release date. This mod will completely revolutionize the LSPDFR experience for players by providing many features not yet seen in the LSPDFR community, as well as streamlining many features into one mod.

 

What I require assistance with:

  • Scripting of the callouts and scenarios: 
    • This includes scripting callouts and their scenarios from start to finish in C# 
    • Using the framework methods to spawn peds, vehicles and locations within the callout over conventional means.
    • Learning and using the conversation system that I have created to come up with and assign conversation points with all victims and suspects in callouts. This system mostly uses XML (see example: Github)
  • Scripting of Ambient Events
    • Much like callouts, ambient events are essentially scripted pre-callouts that happen in the game world with or without the players interjection, and often lead to a callout being presented to the player
  • Helping plan and organize requirements for locations used within the callouts
    • As callouts scenarios and ambient events are scripted, additional spawn locations may be desired. It would be helpful to understand what other spawn location points can be useful and implemented.
  • Help build and test the core framework moving forward
    • The core of the framework is mostly complete, but there is always room for improvement

 

What I will provide for you:

  • A framework in which to script your callouts that is robust, simple and very powerful
    • Many mundane tasks using rage natives are now extremely simple and streamlined
    • High quality code that meets the highest standards of coding conventions
    • I encourage you to take a look at the source code and see for yourself on Github (Click me) 
  • Quick assistance with any coding help you may require. I have 12 years of coding experience up until this point.
  • Full access to modify, and push changes to the Github repo
  • Credits as a full developer of the mod
  • Compensation can be discussed

 

Requirements:

  • Given that the framework and callouts are scripted in C#, obvious programming knowledge in this language is required.
  • Understanding of the XML language is also recommended.
  • Visual Studio that supports C# 7.0 (2017+) and .Net 4.7
  • Be mature and respectful

 

Please PM me if you would like to discuss further the opportunity to join the development team on this project. I can't wait to hear from you!

Edited by Brexin212
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  • 2 months later...
  • Author

Hello everyone!

 

We have some news to make today. First, I would like to welcome @JBuzz826 to the development team of Agency Dispatch Framework! Together we are created an organization in which all of our joint LSPDFR mods will fall under called Blue Light Software. You can view our GitHub page here.

 

The source code to ADF has now moved from my private repo to our organization repo. You can view it here: https://github.com/Blue-Light-Software/AgencyDispatchFramework

 

The beta release date for ADF is now floating around December 24th, 2021.

 

Updated the main post with new features and information!

Edited by Brexin212

On 1/19/2020 at 11:19 AM, Brexin212 said:

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 LSPD:FR to the next level. Real police officers these days are able to dispatch themselves to routine calls as they see fit, and have a lot of liberty on how productive they chose to be that day. With the Agency Dispatch Framework mod, you will also have the liberty to choose how productive you want to be while on your shift. With the built in virtual AI simulation system, each agency (as defined in the lspfr Agency.xml file) 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 in coming calls, as well as running calls of their own in the background. 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. 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 1
    • 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

 

This all sounds fantastic!! I look forward to more teasers as more of this mod is completed.  Great job!

Hello all, 

 

On behalf of @Brexin212 and myself we are pleased to announce we now have a development discord to which you can join and see even more progress on AgencyDispatchFramework or ADF for short. Our Blue Light Software discord will eventually house information for every modification we develop for lspdfr. 
 

I am excited to be a part of the development team working on ADF. I am excited to be working alongside Brexin on this project. 🙂  and more importantly I can’t wait to see this inplementned in more lspdfr patrols as well as other callout packs from developers. 
This project will be a huge change as it will implement even more features for lspdfr patrols. 

 

I am enclosing the invite link to our discord here for you all to join and see the progress of ADF. On behalf of Brexin and myself, Please feel free to join the server and we look forward to seeing y’all there. 🙂 
 

https://discord.gg/f8C2c2MTXr

 

Best Regards,

 

JBuzz826

image.jpeg

JBuzz826

 

 

  • 1 month later...

Hey Guys! Just wanted to check in and see how this project is coming along.  I checked out the discord recently but saw that nothing had been posted yet.  Any updates you could share?  Also, @JBuzz826 glad to see you joined up with @Brexin212.  I've said it before, but I'll say it again, this project sounds epic for the community.  Thanks for all the hard work on it so far.

On 10/6/2021 at 2:42 PM, Teekay said:

Hey Guys! Just wanted to check in and see how this project is coming along.  I checked out the discord recently but saw that nothing had been posted yet.  Any updates you could share?  Also, @JBuzz826 glad to see you joined up with @Brexin212.  I've said it before, but I'll say it again, this project sounds epic for the community.  Thanks for all the hard work on it so far.


We are working on things. I apologize for the lack of information on the discord. I got sick this last weekend with Covid. 😞 I’m on the mend. I know Brexin has been working on many new improvements in my absence. 
 

I’m hoping to get more energy since I’m on the mend. We will see about getting some updates on discord. 😉 

JBuzz826

 

 

  • 1 month later...

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