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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts

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  • Author

OK. So basically, if I don't respond to the bad callouts or deploy barriers, it doesn't crash?

Correct,

Those features can only crash if you accept the callouts or spawn the barrier as this is when the code runs through.

You can disable the barrier feature your self by setting the keybinds to "None" if you are worried about spawning one by accident. As for the callouts simply deny the callout and it will not run through.

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Correct,

Those features can only crash if you accept the callouts or spawn the barrier as this is when the code runs through.

You can disable the barrier feature your self by setting the keybinds to "None" if you are worried about spawning one by accident. As for the callouts simply deny the callout and it will not run through.

 

I'm having similar issues with Officer down and vehicle fitted with the tracking device callouts. They don't crash, they work fine except that the vehicles don't spawn. 

 

For Officer Down, it gives me a description of the vehicle after checking the officers condition, I go to the yellow area it defines but theres two of them, inside eachother. I search around the area and to my surprise, no car matching the description, no blips, nothing. So i just force ended the callout, tried this a couple times now.

 

As for the other one, I think it should be removed alltogether. Too confusing/complex, everytime my signal strength gets stronger it ends up weaker again, and that callout can't be force ended or my scripts crash, so I'll be ignoring that one for now.

 

You should also add more generic things like maybe modify the already included mugging callout, or have an armed store robbery, Currently I'll show up to the suspcious activity one but 99.9% of the time they are on drugs and start stabbing people, too predictable and rarely do I see a suspect with a gun, an actual robbery or maybe even a heist would be amazing.

 

Just my suggestions. Hope to see a new version soon, everything else is great :D.

 

Also, does Shift+Z actually revive people? Cause the times i've used it I only get "This person is stabilized. Call an ambulance", I'd like the feature that 0.95 had where you can actually revive them if they aren't injured enough. I'm never sure why that was removed  :wacko:

Edited by Sonny236

 

For Officer Down, it gives me a description of the vehicle after checking the officers condition, I go to the yellow area it defines but theres two of them, inside eachother. I search around the area and to my surprise, no car matching the description, no blips, nothing. So i just force ended the callout, tried this a couple times now.

 

As for the other one, I think it should be removed alltogether. Too confusing/complex, everytime my signal strength gets stronger it ends up weaker again, and that callout can't be force ended or my scripts crash, so I'll be ignoring that one for now.

 

Generally speaking, there's no blip, you have to canvass the area to find a car that fits the description, then you'll get the red blip. Suspect's vehicle doesn't stay in the yellow area, it moves. And pretty fast.

 

I used helicopters for the vehicle with a tracker call, works fine. Ordinary patrol does the job too. If anything else doesn't work, just don't accept them, there's absolutely no need for removing anything...

 

To Luke: could you make the dispatch tell the model of a car in the vehicle with a tracker call? Makes a bit easier looking around. 

  • Author

I'm having similar issues with Officer down and vehicle fitted with the tracking device callouts. They don't crash, they work fine except that the vehicles don't spawn. 

 

For Officer Down, it gives me a description of the vehicle after checking the officers condition, I go to the yellow area it defines but theres two of them, inside eachother. I search around the area and to my surprise, no car matching the description, no blips, nothing. So i just force ended the callout, tried this a couple times now.

 

As for the other one, I think it should be removed alltogether. Too confusing/complex, everytime my signal strength gets stronger it ends up weaker again, and that callout can't be force ended or my scripts crash, so I'll be ignoring that one for now.

 

You should also add more generic things like maybe modify the already included mugging callout, or have an armed store robbery, Currently I'll show up to the suspcious activity one but 99.9% of the time they are on drugs and start stabbing people, too predictable and rarely do I see a suspect with a gun, an actual robbery or maybe even a heist would be amazing.

 

Just my suggestions. Hope to see a new version soon, everything else is great :D.

 

Also, does Shift+Z actually revive people? Cause the times i've used it I only get "This person is stabilized. Call an ambulance", I'd like the feature that 0.95 had where you can actually revive them if they aren't injured enough. I'm never sure why that was removed  :wacko:

 

The officer down callout has to spawn the vehicle at the start of the callout otherwise it automatically disregards it. You really need to scout the wider area, not just look at the yellow area blip. The suspect wont drive like a normal ped, they will move pretty quickly to get away. If they get too far away the callout will end itself so there is no need to force end it.

 

The tracker theft is really really simple. You're over complicating it. The signal strength is based on a direct line between you and the vehicle. If you have a signal strength, the vehicle is within spawn distance of you, drive around to fill the signal up. If the signal starts going down you're going the wrong way or the vehicle you're following turned up a different street. The suspect drives like an ordinary ped for this one until you get so close. And again it will automatically end the callout if the vehicle gets too far away.

 

The location based events are pseudo random between gun thief and drug addict. The reason I've made it randomly select a scenario is because more scenarios will be added. That callout itself is merely a base "model" with all the necessary functions for completion.

 

Reviving never works. The reason it got removed in the first place was because the native call to revive a ped was buggy and rarely worked. That native is the same one GTA uses (hence, native).

I use the same thing, but cannot always guarantee the ped will get up and walk off. Most of the time they lie there alive but they don't move. This is why I print the message to say call for an ambulance, as you wouldn't typically revive someone then run off and leave them there without proper medical procedure.

 

 

To Luke: could you make the dispatch tell the model of a car in the vehicle with a tracker call? Makes a bit easier looking around. 

I'm sure it's meant to. If I didn't add this I will certainly add it.

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  • 2 weeks later...

Your script crashes when i try to call the removal team. Is this a bug, or did i do something wrong?

 

Do you have modded cars or a ENB/Graphical mod installed?

If my post made you laugh (or giggle) in any way, smash that blue grey "Like this" button & like it :smile:

If my answer to your Support Thread fixed your problem, please Vote it up by clicking the ^ (up) arrow to the left of my name.

That was it. I had ENB installed. Shame i can't use both.

 

Thanks for confirming.

I had the same problem actually, but I didn't know if it was the modded police or the ENB I had installed. Now I know :tongue:

If my post made you laugh (or giggle) in any way, smash that blue grey "Like this" button & like it :smile:

If my answer to your Support Thread fixed your problem, please Vote it up by clicking the ^ (up) arrow to the left of my name.

Thanks for confirming.

I had the same problem actually, but I didn't know if it was the modded police or the ENB I had installed. Now I know :tongue:

 

Actually, I have the same problem again. Back then i had only ENB, I removed it and it started working. After reading your post I checked it again without ENB, but with modded els cars. It crashed again. So I removed those cars, but it still crashes.

  • Author

Update Released!

 

Version 0.7.3 for LCPDFR 1.1 has now been released.

You can get it here:

 

Changelog:

• Completely rewritten barriers, they're now more efficient and less laggy

• Bug fixes made to removal team to reduce crashes, also the illusive "called once, can't call again" bug has been fixed

• Increased a delay with the tow truck so the driver now has more time to exit the truck and shut the bloody door!

• Recompiled on version 1.1 of LCPDFR.

• Tracker theft callout now informs you of the vehicle make to make it easier.

 

 

NOTE: At this current time the Officer Down callout is still problematic, if it crashes for you please don't report it I am already aware. simply don't accept that callout. the callout will be getting a major rewrite at some point in the hopes I can fix it.

 

 

Live Streaming daily from 8pm GMT (UK) at https://twitch.tv/OfficialLukeD - I play a variety of things 😄

Join my official discord server for support, general chat and my stream schedule! https://discord.gg/Mddj7PQ

The third point made my day (or evening). Usually I had to come over there and assist him with the door. Poor citizens of LC don't deserve seeing everyday how a mentally challenged traffic employee and a brain-dead cop are struggling  together to bypass the truck's door. 

 

Thanks Luke :D

here is hippiecommunist's old Arrest&Cpr mod that you can look over for animation examples.

 

http://pastebin.com/DUSU8MZG

 

 

Thanks for this link.  

 

Also good stuff LukeD - I didn't get to test it yet, but I'm excited to see how removal and so forth have been going.  I've been using a rather old version so I really hope things are looking up for this one.

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Hey Luke! I've got the issue that the ambulance arrives, destroys everything around it with ridicolous aggressive and careless driving and leaves the scene. No ped steps out of the vehicle. But good you fixed the removal and tow issue! :thumbsup:

LukeD, you did a great job fixing the tow-truck guy getting caught in the door. I'm afraid we have a new problem now with the ambulance that comes to pick up the dead or hurt ped. So far I get 2 ambulances that come whenever I call for them, one with no blip on the radar, and the one with the green blip on the radar. Both come driving in as crazy as they can running over everything in the area, but only the one with the green blip takes the ped to the ambulance. Then they vanish and both wreaked ambulances are there....sirens blasting. Just a heads up.

TheWaver.jpg

 

  • Author

Hey Luke! I've got the issue that the ambulance arrives, destroys everything around it with ridicolous aggressive and careless driving and leaves the scene. No ped steps out of the vehicle. But good you fixed the removal and tow issue! :thumbsup:

LukeD, you did a great job fixing the tow-truck guy getting caught in the door. I'm afraid we have a new problem now with the ambulance that comes to pick up the dead or hurt ped. So far I get 2 ambulances that come whenever I call for them, one with no blip on the radar, and the one with the green blip on the radar. Both come driving in as crazy as they can running over everything in the area, but only the one with the green blip takes the ped to the ambulance. Then they vanish and both wreaked ambulances are there....sirens blasting. Just a heads up.

 

Not sure what has broken the ambulances, but I'll take a look at it. Can you both please test the ambulance again, after you change the keybind to something else. That way it will force the game to spawn an ambulance (as you are no longer relying on LCPDFR to spawn one using the same keybind)

Live Streaming daily from 8pm GMT (UK) at https://twitch.tv/OfficialLukeD - I play a variety of things 😄

Join my official discord server for support, general chat and my stream schedule! https://discord.gg/Mddj7PQ

LukeD - just a small review brother. 

 

Tow-truck went well.  Behaved well enough, if traffics not to bad, works pretty well.  Waiting a bit longer on exiting the truck did the trick.

One of the spawns was a bit off.  I only used it 3 times, of that, the 2nd time it spawn'd on the beach (I was just a bit north of the normal spawn).  He was unable to get a path.

 

Medics seem to go well also - however, I also said two pop in for me on one call, only 1 also had the blip.  Didn't happen every time.  They took their vehicles with them though.  Wasn't using any native calls.  I am wondering if perhaps GTA IV was sending one at the same time - this could be the case.

 

Removal car I just get a msg that a team can't get it right now, and I was unable to call them again, even with reloadscripts.    Either way, its improving.  You updated the plate checker?  I noticed a taxi had a bad company license or something of that nature.

 

 

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  • Author

LukeD - just a small review brother. 

 

Tow-truck went well.  Behaved well enough, if traffics not to bad, works pretty well.  Waiting a bit longer on exiting the truck did the trick.

One of the spawns was a bit off.  I only used it 3 times, of that, the 2nd time it spawn'd on the beach (I was just a bit north of the normal spawn).  He was unable to get a path.

 

Medics seem to go well also - however, I also said two pop in for me on one call, only 1 also had the blip.  Didn't happen every time.  They took their vehicles with them though.  Wasn't using any native calls.  I am wondering if perhaps GTA IV was sending one at the same time - this could be the case.

 

Removal car I just get a msg that a team can't get it right now, and I was unable to call them again, even with reloadscripts.    Either way, its improving.  You updated the plate checker?  I noticed a taxi had a bad company license or something of that nature.

 

Not a massive amount I can do about some the spawn points, if the game says AI can drive there, then the possibility of the truck spawning there will always exist, even when using the place on roads method.

This is why all of the dispatch-able vehicles use the native "is vehicle stuck" checks so that if after 12 seconds or so the vehicle hasn't made any progress on the road it resets it's location to somewhere else within a few meters.

 

As for medics, it could be the case. I'll be looking at it to try and find out the problem though.

 

And the removal team seems to just hate everyone except me. the amount of testing we've done with them alone is ridiculous and yet they still insist on being stupid.

 

Lastly, the plate checker identifying taxi's was always a thing, but it's rare that a taxi driver has no valid taxi license.

 

will there be any more callouts added in the future? like domestic dispute, gang activity etc..

At current there is no plans to expand and create new callouts. I simply don't have enough time available to me right now, I have coursework deadlines looming, then exams and I've got to get the proposal forms finished for my third year project. by the time I'm finished with all this we'll hopefully be well on our way to modding GTA V. Obviously only time will tell. But assuming we do, I'll be moving onto V too, this plugin will eventually not have anywhere near the demand it has now. I've hit 24,000 downloads since I initially released the plugin last year. No doubt that will stop increasing over time as more people move to V.

 

If I find time, I'll keep working with this plugin in between V modding. but for now I have no plans to expand further.

Live Streaming daily from 8pm GMT (UK) at https://twitch.tv/OfficialLukeD - I play a variety of things 😄

Join my official discord server for support, general chat and my stream schedule! https://discord.gg/Mddj7PQ

Man I hear you - sometimes the stuff works GREAT on my computer and just falls apart on others.  I've been trying to give more details about why it happens, but I only get told not right now once for the removal team, and the key-stroke afterwards yields nothing.  Don't really know your method for spawning them in, but because ELS cars and all that come into play it can get tricky.  I know if ELS_RangeAI in the ELS INI file was jacking up my police backup callout... the little things.  You've got some other small setting set right, that other users most likely don't, took me awhile to narrow that one down.

 

Good luck brother.  Oh PS - I'm gonna have to make a US breathalyzer if you don't convert yours!  I LOVE the question is car thing you've got going though.  ;)

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