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[ABANDONED] [1.1] vpCallouts - Additional Callouts

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Very nice mod, I love how you can customize everything. Fucking "211 in progress" instead of just robbery :D

However I've encountered a few bugs while playing online. I haven't seen anyone near these calls so I don't know what could have caused it.

The first bug was with a stolen vehicle suspect, it was just a car on the freeway all by itself with no driver, and the script said it crashed there, nothing biggie, might have been some1 getting near the area.

The other bug was with a fight in progress which was a bit weird. When I arrived on scene 1 of the fighter blips was set on my car or my partner maybe, and I haven't seen anyone near, while the other one was sent to the other side of the map.

Any idea why these happened or if you could fix it. I'm mostly interested in the 2nd bug getting fixed, since the first one happened a few times with other mods too in MP when someone got near.

Edited by Sgt.Kanyo

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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

I need to try this out, thank you for your huge effort. Makes me glad to see.

It is very good, booted up GTA4 for the first time i almost a week just to try this out!

- Victor

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It seems that with the new update there has been an increased crash rate, especially with shoot outs in my case. Is this just a problem for me or is it common? 

It may have, and I apologize for that! I'll double check the code tonight as I'm adding more calls because I may have introduced some new glitches in the new calls as well as fixing some of the original ones. Again, sorry about that!

 

you should add like pull over assistance like..where you just pull up behind an officiers pull over just to supervise and be ready to act.. and like sometimes they pull guns or something

havent gotten new update yet but before i crashes when i got call to a shoot out...and also when a white blip (street event) not always but some particular street even it just freezes

also like when i go the a call involing 2 people..sometimes one person will be accross the other side of the map..and i respond fast.

How?

Not sure if I can add pullover assistance, but I'll give it a shot! As for the white blips, they aren't mine- they're created by LCPDFR as random events I believe. As for the spawns across the map.. that's.. weird. I'll see what's causing it. Is it the fight in progress? I think that ones glitched altogether, and if it is the fight then I'm working on fixing it soon.

 

This mod is perfect, No crashes or errors so far . This mod really add more Random Crimes around the city. The only thing i don't Really understand is the Welfare check call! what do i do when we get that call?.... All i do is keep arresting him and taking him to the Station lol and sadly it might be a wrong imprisonment lol..Thx.

The welfare checks are actually not fully complete(I decided to make them more interactive after release). Right now it's just a matter of make sure the individual is alive and well, or if they're dead then call an ambulance. Welfare checks are just a matter of a family member/friend is concerned because they haven't heard from someone in a while and worry they may be hurt or worse, so they call police to go check up and make sure everything is okay.

 

Very nice mod, I love how you can customize everything. Fucking "211 in progress" instead of just robbery :D

However I've encountered a few bugs while playing online. I haven't seen anyone near these calls so I don't know what could have caused it.

The first bug was with a stolen vehicle suspect, it was just a car on the freeway all by itself with no driver, and the script said it crashed there, nothing biggie, might have been some1 getting near the area.

The other bug was with a fight in progress which was a bit weird. When I arrived on scene 1 of the fighter blips was set on my car or my partner maybe, and I haven't seen anyone near, while the other one was sent to the other side of the map.

Any idea why these happened or if you could fix it. I'm mostly interested in the 2nd bug getting fixed, since the first one happened a few times with other mods too in MP when someone got near.

Yeah, I'm positive the fight is bugged now. I'll get it fixed in 1.3, sorry about that. Does the stolen vehicle call happen all the time? Or is it just every once in a while? I'm not having any issues in my game and my clan hasn't reported any issues with it, but there may be a different set of circumstances for yours.

 

Thanks for the feedback guys, and I'm sorry about the bugs introduced in 1.2! I'll get em fixed ASAP and release some new features with 1.3

It may have, and I apologize for that! I'll double check the code tonight as I'm adding more calls because I may have introduced some new glitches in the new calls as well as fixing some of the original ones. Again, sorry about that!

Do not worry about it, I still absolutely love it haha! It seems the more I play it, the more stable it gets haha!

  • Author

Do not worry about it, I still absolutely love it haha! It seems the more I play it, the more stable it gets haha!

 

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 themselves

 

This mod is fantastic! So much better then the other callout scripts anywhere. And the fact that there is support makes it so much better. Good work Vocosol. Can't wait for future releases.

It seems that with the new update there has been an increased crash rate, especially with shoot outs in my case. Is this just a problem for me or is it common? 

 

I have to second this but I'm sure you're already on it. I love this mod by the way, especially editing call names! Keep up the great work!

 

  • Author

I have to second this but I'm sure you're already on it. I love this mod by the way, especially editing call names! Keep up the great work!

 

 

Yeah, I changed a few of the callouts and how they interact with eachother in 1.1 to allow for easier expansion and customizing the call names, which I think is causing a few of the issues. 1.2 won't be released nearly as fast as 1.1 was because of this, but hopefully it'll be a much cleaner and more stable version. I've got tons of ideas written down now, so more updates are definitely on the way and they'll be coming out as fast as I can write and test em.

 

I couldn't play that much with it, so I only got the stolen vehicle call once.

However I did get the same exact bug with another call, and that time there was noone even in alderney, so I think that was the script that was crashing not that other players went near.

I think it happens at random times, between you accepting the call, and arriving there, the script just crashes for no reason. And sometimes the perp is still there, but they won't be shooting at you or do anything, and you won't be able to use the script again, without putting "reloadscripts" into the console.

 

Also in the next updates, could you add a Code 4 button? I mean I'd like to say code 4 when the suspect is down, but I doN't want to receive more calls, since I still have to clean the street up lol. (coroners / tow truck etc.)  Also it'd be nice to have a button that cleans everything the script has spawned if you are experiencing a bug or sth like that.

  • Author

I couldn't play that much with it, so I only got the stolen vehicle call once.

However I did get the same exact bug with another call, and that time there was noone even in alderney, so I think that was the script that was crashing not that other players went near.

I think it happens at random times, between you accepting the call, and arriving there, the script just crashes for no reason. And sometimes the perp is still there, but they won't be shooting at you or do anything, and you won't be able to use the script again, without putting "reloadscripts" into the console.

 

Also in the next updates, could you add a Code 4 button? I mean I'd like to say code 4 when the suspect is down, but I doN't want to receive more calls, since I still have to clean the street up lol. (coroners / tow truck etc.)  Also it'd be nice to have a button that cleans everything the script has spawned if you are experiencing a bug or sth like that.

 

Would you mind sending me a PM with a copy/paste of your scripthook.net.log? It'll let me pinpoint the exact error you're getting. I know certain types of calls are broken(Fights almost always, vehicles appear to be random), but it sounds to me like you're having issues with all of them. Unfortunately since the script isn't having as many issues on my end I can't tell what's crashing for you without that log.

 

I'll look at adding a button as well as cleaning up the call once I figure out what all these bugs are- apparently 1.1 is full of them.. guess I should consider getting some testers to see if they notice the stuff I've been missing when I run through it all aha

 

So sorry about the bugs everyone! As I said when I run the script I only find a few issues here and there but for whatever reason it's not cooperating with you guys and I'll try and get it fixed ASAP!

 

Yeah I'll paste the .log file here as soon as I get the bug again, because as far as I know it only logs the last gameplay, not all of them. So I don't have anything to paste here right now lol

is it possible to push the alt delete once and have the callouts continue even after you finished a call like lcpdfr? would be nice to not have to push the alt del all the time

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  • Author

is it possible to push the alt delete once and have the callouts continue even after you finished a call like lcpdfr? would be nice to not have to push the alt del all the time

It's definitely possible, but the idea with having to push the button again is for those who like to go more in depth and roleplay their calls- something that's more difficult to complete when the callouts automatically are marked as complete. As I go along I'm also hoping to add more extra things to scenes that may go unnoticed or may start a whole chain of events.. so I decided to require the hotkey be pressed again so that the user has full control over when they deem a call complete and determine when they'd like to be available for more calls.

 

if you can have the option that would be nice so everyone is happy...but realistically dispatch lets the officers know of an incident that is happening and he can choose to responde to it or not rather then the officer asking the dispatch....you can have a key to disable callouts when at a scene of an incident that's one thing I didn't like about policing script

sig.jpg

It's definitely possible, but the idea with having to push the button again is for those who like to go more in depth and roleplay their calls- something that's more difficult to complete when the callouts automatically are marked as complete. As I go along I'm also hoping to add more extra things to scenes that may go unnoticed or may start a whole chain of events.. so I decided to require the hotkey be pressed again so that the user has full control over when they deem a call complete and determine when they'd like to be available for more calls.

I agree; I do like how you have to confirm that an incident has been handled.  That way I have time to block the roads, call ambulances, etc before receiving more callouts.

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