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[ABANDONED] [1.1] vpCallouts - Additional Callouts

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Please do not upload this modification to any sites other than LCPDFR for public use.

NOTE: vpCallouts is hereby officially discontinued and has been removed from LCPDFR. Sorry everyone!

 

Demonstration Videos

Edited by Venixlux

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  • Ah yes. As mentioned above, I've decided to abandon vpCallouts in pursuit of other scripts and challenges that I can take my time on and not completely kill like I did this one. In the future I may re

  • Hey, no problem! I'm glad you're enjoying the mod, and I'm more than happy to try and implement user suggestions/feedback wherever possible. Definitely got a kick out of that photo as well- respon

  • Wouldn't surprise me if that were the case- GTAIV is quite a tricky thing and it has a mind of its own sometimes! The joyous world of scripting- fix one problem, add two more which then somehow fix th

  • Author

!!! nice im going to download this 

 

Thanks, let me know what you think of it!

 

  • Management Team

Very nice. I only have one thing to say right now: The top left is the normal location for all scripts to show text, so having dialog up there is not optimal. Either using the bottom like LCPDFR and vdH things do, or just some other location on the screen (i.e. Braveheart's Policing Script uses the mid-left section) would be much better. Plus, I have the trainer display the time in that area.

"Work and ideas get stolen, then you keep moving on doing your thing."

  • Author

Does it work with lcpdfr?

 

It should work with both callouts running, I haven't tested with both of them spawning but I can't see any reason why they'd conflict. The only thing I can think of is that if you use the Q key to make someone put their hands on their head, no one(including you) will be able to arrest them properly until someone hits Q on them again. That, and the stolen vehicles won't pull over when you use shift(something that, as far as I'm aware, is common with spawned vehicles.). Beyond that, I use LCPDFR alongside vpCallouts and it works just fine.

 

Very nice. I only have one thing to say right now: The top left is the normal location for all scripts to show text, so having dialog up there is not optimal. Either using the bottom like LCPDFR and vdH things do, or just some other location on the screen (i.e. Braveheart's Policing Script uses the mid-left section) would be much better. Plus, I have the trainer display the time in that area.

 

Thanks! I'm aware that the top left is pretty much standard(Game.DisplayText is the easiest way to display text and I use it as well), but I'll definitely look at changing it around to move the text somewhere else. Thanks for the heads up!

Edited by Vocosol

It should work with both callouts running, I haven't tested with both of them spawning but I can't see any reason why they'd conflict. The only thing I can think of is that if you use the Q key to make someone put their hands on their head, no one(including you) will be able to arrest them properly until someone hits Q on them again. That, and the stolen vehicles won't pull over when you use shift(something that, as far as I'm aware, is common with spawned vehicles.). Beyond that, I use LCPDFR alongside vpCallouts and it works just fine.

 

Hmm, so we have to press "Q" again before pressing "E"? Good to know; might want to add that to the readme download description too. Does doing that make AI cops stop shooting them? And do they always comply?

 

Hopefully, with the release of 1.0, the API will allow things like properly allowing spawned cars to be pulled over (it should allow you to automatically start a pursuit, at least), and, if not already, make things like the compliance feature stop the AI cops from shooting someone.

Edited by The Loot

  • Author

Hmm, so we have to press "Q" again before pressing "E"? Good to know; might want to add that to the readme download description too. Does doing that make AI cops stop shooting them? And do they always comply?

 

Hopefully, with the release of 1.0, the API will allow things like properly allowing spawned cars to be pulled over (it should allow you to automatically start a pursuit, at least), and, if not already, make things like the compliance feature stop the AI cops from shooting someone.

 

Yes. If someone uses the "Q" command on a pedestrian, it'll cause some weird effects(They can still be arrested, but because of the Q's animation flags, they wont follow the arresting officer), so anyone running this script has to target said pedestrian and press Q once more. This works in multiplayer, so even if you crash or the original player isn't around, anyone can return the ped to normal and arrest them with E. I'll definitely make sure that I add it to the download page and this post when I update it next(hopefully tonight or tomorrow.. working on a few more calls).

 

As for if AI stops shooting, they don't at the moment but I'll look at adding that in(I'm pretty sure it's just a matter of making them no longer wanted by police, unless LCPDFR is doing something extra. I'll take a look.). I definitely hope 1.0 lets us co-operate more with LCPDFR.. I'd love to be able to make drunk drivers/stolen vehicles that actually have a chance of stopping without wrecking the vehicle or pinning them to a wall.

 

As for right now, they always comply. That ones actually an oversight on my part- I've already added in the section of code where they may resist, but it wasn't in the compiled version I uploaded here so it'll be in the next update.

 

Edited by Vocosol

Hmm, I think at one point someone said that changing the person to non-hostile, or whatever it is, is how LCPDFR does it. I'm not sure if doing it outside of the mod works, though. Looking forward to the next one, and I'll get to trying this one out.

  • Author

Hmm, I think at one point someone said that changing the person to non-hostile, or whatever it is, is how LCPDFR does it. I'm not sure if doing it outside of the mod works, though. Looking forward to the next one, and I'll get to trying this one out.

 

Yeah, I'm not entirely sure how it doesn't but hopefully it isn't something restricted to LCPDFR(I'm 70% sure that AI cops shoot criminals anyway, regardless of whether or not you're running LCPDFR). Let me know if you spot any bugs in this version(if you're using it), I tested it with my group but we may have missed something/I may have made a rookie mistake somewhere.

Only thing I noticed is that during the shootout calls, the peds usually just all stand around until you try to arrest them or someone starts shooting. I remember Braveheart's script had the same issues with that, too.

  • Author

Only thing I noticed is that during the shootout calls, the peds usually just all stand around until you try to arrest them or someone starts shooting. I remember Braveheart's script had the same issues with that, too.

 

Yeah, I'm not entirely sure what's going on with that. I think I may have a workaround, though.

 

This is absolutely amazing! Am I right in thinking this is the first time you have made a script? If it is then I take my hat off to you! Incredibly amazing work! 

Edited by UrbaneDegree18

Nice. Do you plan on revising it to take advantage of the API after 1.0 is released?

  • Author

This is absolutely amazing! Am I right in thinking this is the first time you have made a script? If it is then I take my hat off to you! Incredibly amazing work! 

I've tinkered with C# and the Scripthook a bit (random car spawns, exploding peds, etc), but this is my first big project and the first piece of work I've submitted for public use. I appreciate the feedback, thanks a lot! :D

 

Nice. Do you plan on revising it to take advantage of the API after 1.0 is released?

I'm hoping to, it really depends how the API works. Once 1.0 is released I'm sure I'll spend a few hours tinkering with the API and if I like it, then yeah I'll definitely be using the API.

 

Can't wait til it's released though, I'm itching to try it out.

Do you have any videos of these in action? :)

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author

Do you have any videos of these in action? :)

 

Not at the moment, but once I'm free this afternoon I'll be recording some gameplay and adding it to my original post.

 

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