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


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@admissivecomic: open the game console with [~] button and type: "startcallout test". The command should start a callout "test" but since there's no such - it'll pick a random one. Thanks to this method you won't need to wait for a call to appear, sending the command repeatedly will let you check if there's a real problem or you had bad luck.

oh wow! I didn't know that.  Thank you for the info! :D

 

 

- Observe a Person and find out with other Persons he has a Meeting (taking Pictures)  or see a  Drug-Deal by the way and make Pictures as a Evidence.

 

- Be part of a raid in a House and collect the Evidence (sometimes with shooting and sometimes not)

 

- Have a meeting with a Informant and get infromations as much as possible

 

- protect a informant for a little time (or escort him to the airport)

- Sounds more like Detective / Private Investigator work.  LCPD:FR already incorporates road-side drug deals that you can intercept.

- Sounds more like SWAT work, but could be ok on a small scale (go to arrest someone who has a outstanding minor warrant, & whose location has been pin-pointed.  Not a raid, but more of a arrest).

- Sounds like Detective work.  But it'll still work, so hopefully.....

- This is a good idea. But due to how IV's AI work, it would be tough to make it look like irl, & have a organized line of escort vehicles.  Maybe with only you with another officer you meet on scene if you don't have a partner (i.e. only one vehicle driving to destination, your vehicle).

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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.

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I've noticed when placing multiple barriers, Faggios will sometimes appear inside them. They usually disappear after removing the barrier, but occasionally it will leave the Faggio behind.

 

It doesn't cause any errors and they can be moved out of the way if they don't disappear, so it's barely an issue.

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 Fixed this for the next version already, but thanks.

 

Again, fixed in the next release already but thanks.

 

No, I'm not easily offended. Take a look at every other bug/error report in this thread..."Hi I found a problem with ____" or "Hi, I keep getting this error with ____" not a single one starts off with the level of comment I get from you and you alone.

And yes you did edit your post, while I was midway through replying to your post initially. But that is not the issue, there was absolutely no need to post it in the first place.

 

And sorry that I am not the perfect developer with ridiculous funding capable of employing thousands of testers. I'm sorry that while I was busy dealing with the game breaking errors that were reported, I missed the worlds smallest problem. What I am not sorry for is responding negatively towards you. You have some kind of instinctive hate towards me, fine, I don't mind. If you have issues, like I said. PM me about it. 

If you want some friendly advice, think about what you're saying before saying it. That way we don't start this issue up for a third time.

You'll get no further comments regarding this issue from me on this thread.

 

 

Very proactive developer, thank you.

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My LCPDFR still crash in game.

For example "Officer Down" .... when i press E to check the officer on the ground ... than it crashs ...  you see my LCPDFR Logfile ? 

 

What ypu think is my fault or problem ?

 

Thanks

Already fixed, thanks for reporting though.

 

I've noticed when placing multiple barriers, Faggios will sometimes appear inside them. They usually disappear after removing the barrier, but occasionally it will leave the Faggio behind.

 

It doesn't cause any errors and they can be moved out of the way if they don't disappear, so it's barely an issue.

It's meant to but remain invisible. Sadly though I can't always account for the plugin hanging for whatever reason and therefore sometimes it appears when it shouldn't. Removing it after removing the barrier (or replacing that barrier) often fixes it for you. This is just a bug that will happen every now and then, nothing to worry about. Thanks for reporting it though, I'll keep my eyes open for ways I can reduce the chance this happens.

 

Very proactive developer, thank you.

Thanks :)

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

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Luke,

Thank's for Callouts +. It has added more enjoyment to the game. Keep up the good work. If you need any ideas for calls let me know. I have a radio I can record audio from.

ADD: Almost forgot. I was curious about something. Would it be possible to have key words editble such as 'Drunk Driver' changed to 23152 for users to add more realisim to use their local codes? Put it in the config file
 

Drunk Driver=23152
Mugging=211
Public Distrubance=415
Shots Fired=11-6's
Edited by SDSD71T6C
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Hi Luke!

 

Don't your paramedics have a tendency to disappear? Once I called for them in an alleyway, a green dot approached, parked at the street (hitting my car by the sound of it) and... No Dr.House arrived. Green dot disappeared and I guess I heard the door being closed. No logs attached since I don't know if this is reflected in logs. 

 

I remember that in Abraxas' script paramedic would always  approach you after stopping the car. is that possible that in your script they might disappear?

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Hi Luke!

 

Don't your paramedics have a tendency to disappear? Once I called for them in an alleyway, a green dot approached, parked at the street (hitting my car by the sound of it) and... No Dr.House arrived. Green dot disappeared and I guess I heard the door being closed. No logs attached since I don't know if this is reflected in logs. 

 

I remember that in Abraxas' script paramedic would always  approach you after stopping the car. is that possible that in your script they might disappear?

No, if they were disappearing after arrival the plugin would likely crash. Chances are the stupid AI got stuck running into the open door so while the plugin continued as if he was next to the patient the paramedic was actually stood next to the ambulance.

 

Unfortunately there isn't much I can do to stop them doing this because it's default pathfinding.

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

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No, if they were disappearing after arrival the plugin would likely crash. Chances are the stupid AI got stuck running into the open door so while the plugin continued as if he was next to the patient the paramedic was actually stood next to the ambulance.

 

Unfortunately there isn't much I can do to stop them doing this because it's default pathfinding.

Just saw it again once. yeah, you right - he left the car, then knelt  and started treating an invisible patient (that one was lying far from paramedic). His mumbo-jumbo worked, he distantly healed a patient, and they both teleported into medic car. Street magic :D

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apologize for double-post, but had to share this:

 

third-party plugin shutdown when I was placing a barrier. There was no callout or other callouts+ related activity. Hope log helps!

 

_______________

And another crash occurred while responding to officer down call. The suspect was still on the scene, as soon as I got his description I got the message "LCPDFR was critically disappointed by you" or smth like that and a constant beeeping sound. It maybe related to Callouts+, maybe not.

Edited by Hastings
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No, if they were disappearing after arrival the plugin would likely crash. Chances are the stupid AI got stuck running into the open door so while the plugin continued as if he was next to the patient the paramedic was actually stood next to the ambulance.

 

Unfortunately there isn't much I can do to stop them doing this because it's default pathfinding.

 

For me, they've never really gotten stuck. But sometimes they will arrive, get out, and just walk away abandoning the ambulance. Seems to happen when the ped on scene is dead, so I probably shouldn't try to use paramedics as coroners.

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  • 3 weeks later...

I posted a few weeks ago about my game stuttering while trying to spawn the blip for the chase on the "Officer down" callout (I haven't had a chance to test it on a fresh install until now). What my LCPDFR.log shows is below.

 

I tried the game with a fresh download of GTA4 off of steam, with only callouts +, a trainer, and LCPDFR installed. (No other mods). There might be something outside of the game causing issues, but I'm not sure what. I have all the dependencies, and a decent rig laid out below as well. Do you have any thoughts on a possible solution? I'm running with Read-only unchecked as well as running as ADMIN. I have other issues as well (looping static on the radio instead of control dispatching a call, as well as a pathfinding issue when chasing suspects that brings my game to a crawl until the suspect is killed, which brings the game back to its normal state.) These issues only happen occasionally, but I'm not sure if all these issues are linked somehow.

 

Specs:

Intel I5 2500k.

8gb of RAM

64 bit system (win 7)

Radeon HD 7850 2gb.

 

[ERROR - 1:30:48 AM] [Main] CRITICAL ERROR DURING MAINLOOP! REPORT THIS ISSUE AT LCPDFR.COM BY INCLUDING THIS LOGFILE.


[ERROR - 1:30:48 AM] [] GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Blip.set_Display(BlipDisplay value)
   at CalloutsPlus.Callouts.OfficerDown.<PlayerOnScene>b__2(Object[] param0)
   at LCPD_First_Response.Engine.Timers.DelayedCaller.a()
   at LCPD_First_Response.Engine.Main.c()
[ERROR - 1:30:48 AM] [ExceptionHandler]  GTA.Blip.set_Display(BlipDisplay value) L_000d
 CalloutsPlus.Callouts.OfficerDown.<PlayerOnScene>b__2(Object[] param0) L_00c7
 LCPD_First_Response.Engine.Timers.DelayedCaller.a() L_04a4
 LCPD_First_Response.Engine.Main.c() L_009e
Error hash: 8E1E03ACA896C779C9A1B05BFA36F29018D49E3B

Edited by DanX
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I posted a few weeks ago about my game stuttering while trying to spawn the blip for the chase on the "Officer down" callout (I haven't had a chance to test it on a fresh install until now). What my LCPDFR.log shows is below.

 

I tried the game with a fresh download of GTA4 off of steam, with only callouts +, a trainer, and LCPDFR installed. (No other mods). There might be something outside of the game causing issues, but I'm not sure what. I have all the dependencies, and a decent rig laid out below as well. Do you have any thoughts on a possible solution? I'm running with Read-only unchecked as well as running as ADMIN. I have other issues as well (looping static on the radio instead of control dispatching a call, as well as a pathfinding issue when chasing suspects that brings my game to a crawl until the suspect is killed, which brings the game back to its normal state.) These issues only happen occasionally, but I'm not sure if all these issues are linked somehow.

 

Specs:

Intel I5 2500k.

8gb of RAM

64 bit system (win 7)

Radeon HD 7850 2gb.

 

[ERROR - 1:30:48 AM] [Main] CRITICAL ERROR DURING MAINLOOP! REPORT THIS ISSUE AT LCPDFR.COM BY INCLUDING THIS LOGFILE.

[ERROR - 1:30:48 AM] [] GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!

   at GTA.Blip.set_Display(BlipDisplay value)

   at CalloutsPlus.Callouts.OfficerDown.<PlayerOnScene>b__2(Object[] param0)

   at LCPD_First_Response.Engine.Timers.DelayedCaller.a()

   at LCPD_First_Response.Engine.Main.c()

[ERROR - 1:30:48 AM] [ExceptionHandler]  GTA.Blip.set_Display(BlipDisplay value) L_000d

 CalloutsPlus.Callouts.OfficerDown.<PlayerOnScene>b__2(Object[] param0) L_00c7

 LCPD_First_Response.Engine.Timers.DelayedCaller.a() L_04a4

 LCPD_First_Response.Engine.Main.c() L_009e

Error hash: 8E1E03ACA896C779C9A1B05BFA36F29018D49E3B

 

This issue has already been addressed for the next release.

 

I will get round to finishing it off and finalising bug fixes as soon as I can however I have just started back at university so the time I can spend on the plugin is reduced. The plugin won't get me a degree at the end so naturally it takes less priority.

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

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You could present it as your lab work in cyber-policing)

I could but I'm studying artificial neural networks this semester....don't think GTA will help me much :P

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

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  • Management Team

Not sure if it is just me, when I press E and check the officer in the officer down call, I get loads of LCPDFR Unexpected Errors, and they just keep making that "ding" sound. My character just remains squatting... Not sure why this happens.

Known Bugs and Issues

Last Updated:  08/09/2014

Please take your time to read these before reporting more bugs. Additionally, if there is a line through the text it means it is fixed in a newer version.

• 0.5 b3

Barriers are causing a crash whenever placed 

- Tow Truck, Paramedic and Removal Team seem to have issues involving arrival 

- Officer down callout is crashing the plugin

Race callout sometimes crashes

- Paramedic seems to get stuck in a loop after getting out of the ambulance

Known issue that should be fixed in the next version. You can also look up a few posts above yours to see this.

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

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  • 5 weeks later...

News, Updates and Information:

 

'?do=embed' frameborder='0' data-embedContent>>

 

If some of you haven't seen the above link posted recently go and check it out. As it states, the development team have been working on a new patch for LCPDFR titled 1.0d.

You may also recall me saying multiple times that a new update for Callouts+ is in the works, several times I've mentioned a bug that is "fixed in the next update" but never given a release date.

 

Well now it's time for me to let you know what is going on...

 

Why has it taken so long to release a patch?

Well in truth I began my second year at university in October. I monumentally screwed up in my earlier years at college and don't really want to repeat that and subsequently limit my future. So I've obviously taken priority to making sure all of my efforts go to my degree and not this plugin. The plugin is in a stable state if I recall correctly. Honestly I haven't looked at the code or tested it for a month or 2 now but will obviously run a huge amount of tests as soon as 1.0d is out.

 

I understand, so what can we expect, when will it be done? (etc)

When 1.0d is out and appears to be stable enough, I'll convert Callouts+ 0.6 to the 1.0d patch, run tests and push it to the kind people who help me test it. It will come with all of the bugfixes I've previously mentioned, as well as some new features I've worked on, there are no spoilers as to what is being added, partly because I've forgotten and partly because surprise is more fun.

 

It's not a massive release. Going from 0.5 to 0.6 is merely some updates, some fixes and a couple of small additions. And of course the merging with the latest LCPDFR release.

 

Will this plugin die? It's been over 30 days since a post...

Eventually, yes. With the GTA V PC hype train approaching it's destination this plugin will soon (hopefully) become a discontinued project. Why hopefully? Well because if all goes well GTA V will be moddable, we'll have an equivalent LCPDFR mod for GTA V and I'll be making plugins again....hopefully.

 

I've been busy with university and other things which is why I put the plugin on hold so to speak. People don't reply if I say I've fixed bugs but not given any release. people stop asking for ideas if it isn't still the top thread in the mods section and slowly people give up. But for now, all is well.

Sorry for the lack of updates and information, hope this answers any questions.

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

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Hey LukeD :) Loving this script indeed! One question i have though. What would it take to for example have the mission text in a gxt or ini file aside from the script itself, so that we could for example translate the mission

text to our language ? :) Would love to have norwegian mission descriptions ingame, that would add alot of realism! :)

 

 

Firstyminator

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