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Callout "Traffic Backup"

Backup Callout Direction Vote 174 members have voted

  1. 1. What to work on next?

    • More felony out comes from the stop
      12%
    • Add normal traffic stops (ran red light, lights out, failure to yield)
      41%
    • Improve stability I'm still having issues!
      21%
    • Add more spawn areas for the callout
      23%

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  • Author

Ok so I've completed 3 situations.  

1 ) he does peacefully - sometimes the officer waits for even more backup before approaching (if he refuses to drop his fire arm if he has one)

2 ) he decides he ain't going back to jail - opens fire on officers.

3 ) he decides hes got better odds fleeing in his vehicle after stepping out and gets back in.

 

IMPROVES I NEED

Vastly improved the spawning system to avoid problems - however I still need to work on it a bit more to make sure I don't encounter any odd spawns (alleys, residents).

Make the arresting primary officer low/unarm himself before making the arrest.

 

 

What else should I add?

 

Still thinking I'm going to add a non-comply, stays in vehicle and locks doors to see how the player deals with it (if game mechanics don't make it pointless - I want to see if I can get you to smash the window, unlock, and pullout if ya have to)

 

Still need to add a straight up ditch and run.

 

Going to start working on making the callout have a chance to start going south before you get there.

 

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  • GREAT!  Im excited to hear that and it saves me time.  I mean I suspected this - but the next release is going to be geared towards ONLY 1.1 - I'm going to keep the older versions posted for people th

  • Ok so I've completed 3 situations.   1 ) he does peacefully - sometimes the officer waits for even more backup before approaching (if he refuses to drop his fire arm if he has one) 2 ) he decides he

  • Backup 0.95 released!  Grab it before everyone burns me alive for making their games crash and I pull it back down!  ;)   '?do=embed' frameborder='0' data-embedContent>>

Foot pursuit. Running from the car if possible. Ramming the cruiser to try and disable it before fleeing? Even without those it looks really good. And do you mean that you want the primary to put his gun away before arresting? That seems pretty good since IDEALLY you should be covering him... It is Liberty City though, a place where the medics are more lethal than the murderers. (Off topic, that is going to be my new signature...)

Edited by SpeedyRetreat

That non-comply scenario sounds really cool, always wanted to break some windows in and drag the suspect out. 

 

Another scenario could be a breathalyzer backup call, assist the other officer to test the suspect for DUI, which could then lead to peaceful arrest, or a suspect fleeing.

  • Author

Hey Speedy - don't worry man foot pursuit is already planned - well, even done thats as simple as making just another state and telling him to flee without a vehicle, thats as good as done.

 

Ramming the primary unit sounds (backing up) before fleeing sounds interesting.  I could make the primary units engine take a good bit of damage to the point that it no longer runs and puts him out of the chase off the bat (if he doesn't have a ram-bar on his car, which I can see now will conflict with OTHER peoples games, for example... if police doesn't have a ram bar in my game, and I decide "if police car, damage engine" while police 2 has one in my game, "if polce2, ram and flee, leave engine alone", problem becomes if in your game, you have police1 with a ram bar, and police 2 with a ram bar, or none, or both... if you catch me drift)... or I could have him simply back up and just damage the car and flee in his car.

 

The primary officer does now put his gun away on final approach, the animation sync time line is still out of place (suspects hands go down to be cuffed about 2 seconds after the police starts his animation.  I think I know a easy fix tho)


 

Oh man that sounds freakin' sweet.  When I get to the non-felon callouts part of this script, (I wanted to handle the harder parts first, which is pretty much done just needs polish.  I want to add more ambient speech and animations.) I'm going to make the player force the ped to do a field sobriety test and its up to you to determine if he or she passes or fails...

 

Gotta add all these ideas and wants to the OP myself or I'll forgot!

Edited by FinKone

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  • Author

4 out comes complete for the felony traffic!

 

What I was up to tonight

Polish and protection (from crashes).  

Suspects and Officers go back and forth more with voices.

Improved vehicle spawning slightly (still not enough), Primary is often parked on a offset now to give him better cover.

Improved characteristics of fleeing (both on foot and vehicle fleeing added.), the felons might get over excited at any time and decide they can't flee so they shoot it out (if they have a gun). 

    The dice are always being rolled to determine if the character should change his status in a given situation now.

 

What I'm up to next - a video update, and after that, I plan to really improve the spawning.  There is still a issue if it grabbing parked cars in alleyways, driverways, and parking lots - this doesn't always work out to the best and sometimes leads to a scene that will complete, but one that is placed very, very.... very badly (I've seen the police car end up on building tops...).  I'd say 80% of the time, the spawn is a decent one, but lets shoot for 100%.  ;)

 

I've got a few ideas in terms of solution and it shouldn't slow me down to bad.

 

Still open to suggestions on what the felon should do as a traffic stop result (besides the ones currently in), and also if you've got a kool idea for a normal traffic stop (normal traffic stops will be added later.)

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  • Author

Currently no its not for multiplayer.  The main reason I'm thinking I won't make it for multiplayer is because, well, in multiplayer you guys can back each other up.... yanno?

 

But not a dumb question - it did cross my mind, but currently I've no intentions of making it for multiplayer (nor have I learned how to use the native functions or LCPDFR API calls in regards to multiplayer yet.)

 

PLUS... I have no friends!  I'd have no one to test it with...

 

Wow... that sounded sad.

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  • Author

Ohhh some goooooddd headway was made tonight.  I said forget the video in sake of making it better.  I do like to make videos though and want to start a channel...

 

I've solved the spawning, the solution now will spawn vehicles correctly 98% of the time... :|

 

If it fails to spawn it never displays the call, so you never get hurt about a disregard.  Working on a few fixes that I've needed to and its starting to become extremely stable.  I've had a few people test it out and they've only had 1 crash out of 20 or so calls (which I've corrected since then!).

 

Starting to think about what else I can add...

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Help my channel grow and I can explain to my wife why this addiction to coding is a good thing!

 

Starting to think about what else I can add...

 

Trooper stops.  :whistling:

 

I just thought about this while playing (Just finished literally 1 minute ago). I love playing as a State Trooper and it would be cool if you can have the option of spawning a Noose vehicle for the primary. Better yet, allowing the player to configure the callout so they can add Police2, Police3, PolPatriot...etc. Dont know how much more work that would be to implement but it would be awesome.

 

We already have those random police car stops in the Triangle and on that bridge (forget the name at the moment) would be nice to see some Trooper cars pulling over people. Thing is however, most of the time Noose never responds as a Trooper. Just as a heavily armed SWAT member...if only  :wallbash:

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  • Author

Trooper stops.  :whistling:

 

I just thought about this while playing (Just finished literally 1 minute ago). I love playing as a State Trooper and it would be cool if you can have the option of spawning a Noose vehicle for the primary. Better yet, allowing the player to configure the callout so they can add Police2, Police3, PolPatriot...etc. Dont know how much more work that would be to implement but it would be awesome.

 

We already have those random police car stops in the Triangle and on that bridge (forget the name at the moment) would be nice to see some Trooper cars pulling over people. Thing is however, most of the time Noose never responds as a Trooper. Just as a heavily armed SWAT member...if only  :wallbash:

Ok.

 

Thats not that hard.  I'll create a INI that goes with it that advanced users can use.... how to handle it though...

 

Perhaps you can decide on a range of vehicles you want to select from (shouldn't need more then... 4 different types right?), and from this range the second number will include the chances of them spawning, on a 100% ratio.

 

so for example...

 

[ADVANCED SETTINGS]

VehicleSpawn1 : "NOOSE"

Vehicle1SpawnRatio : "50"

VehicleSpawn2 : "POLPATRIOT"

Vehicle2SpawnRatio : "50" So half the time you'd get Noose, the other half Pol

 

or I could just make it so it randomly selects from all the standard vehicles?  Right now its only set to one simply for testing (and no one requested).

 

I still have to add high way stops with that said.  Those are going to require me to go around and grab the position and facing - so if you've got a spot you really wanna get shot at by a felon that refuses to go back to jail, lemme know!  

 

;)

 

Ty for the suggestion!  Adding it to OP so I don't forget.  Its where I store my brain.

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Help my channel grow and I can explain to my wife why this addiction to coding is a good thing!

Im really interested in seeing a DUI style call, The one mentioned where you attend and then conduct a field impairment test and decide if the driver is drunk or not , sounds amazing, i think its a major feature that LCPDFR really does lack,  so if that can be done , that would be brilliant, maybe the option to conduct these tests on anybody on any traffic stop. Even the standard lcpdfr traffic stops we create. The script then could become a more traffic orientated script. 

 

Love the work though mate, keep it up !. 

Ok.

 

Thats not that hard.  I'll create a INI that goes with it that advanced users can use.... how to handle it though...

 

Perhaps you can decide on a range of vehicles you want to select from (shouldn't need more then... 4 different types right?), and from this range the second number will include the chances of them spawning, on a 100% ratio.

 

so for example...

 

[ADVANCED SETTINGS]

VehicleSpawn1 : "NOOSE"

Vehicle1SpawnRatio : "50"

VehicleSpawn2 : "POLPATRIOT"

Vehicle2SpawnRatio : "50" So half the time you'd get Noose, the other half Pol

 

or I could just make it so it randomly selects from all the standard vehicles?  Right now its only set to one simply for testing (and no one requested).

 

I still have to add high way stops with that said.  Those are going to require me to go around and grab the position and facing - so if you've got a spot you really wanna get shot at by a felon that refuses to go back to jail, lemme know!  

 

;)

 

Ty for the suggestion!  Adding it to OP so I don't forget.  Its where I store my brain.

 

Yes that makes perfect sense and is easy to implement. Po1 2 3 4 or pol1 2 noose, FBI. Either way great to have those options. Opens up this script to different peoples playing style. Good highway spots really only exist on broker-dukes expressway near the airport. Its the only one with a shoulder. That would be awesome to see.  

 

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  • Author

Im really interested in seeing a DUI style call, The one mentioned where you attend and then conduct a field impairment test and decide if the driver is drunk or not , sounds amazing, i think its a major feature that LCPDFR really does lack,  so if that can be done , that would be brilliant, maybe the option to conduct these tests on anybody on any traffic stop. Even the standard lcpdfr traffic stops we create. The script then could become a more traffic orientated script. 

 

Love the work though mate, keep it up !. 

 

Yea this is on the list of things I want to attack once I shift over from making the "felon" style traffic backups, well will move onto suspect drugs, suspected DUI/DWI.  I'll keep at it man!  

Yes that makes perfect sense and is easy to implement. Po1 2 3 4 or pol1 2 noose, FBI. Either way great to have those options. Opens up this script to different peoples playing style. Good highway spots really only exist on broker-dukes expressway near the airport. Its the only one with a shoulder. That would be awesome to see.  

 

 

Ok I'll be sure to keep in mind that location for testing to make sure it gets in first when I get close to that.  I can think of a few other spots.  I'm going to have to kinda of 'blanket' the highway though or else the player will get frustrated with having to drive large distances to the call in my opinion.

logov1_zpsd8d8fbe3.jpeg

Help my channel grow and I can explain to my wife why this addiction to coding is a good thing!

  • Author

Trooper stops.  :whistling:

 

I just thought about this while playing (Just finished literally 1 minute ago). I love playing as a State Trooper and it would be cool if you can have the option of spawning a Noose vehicle for the primary. Better yet, allowing the player to configure the callout so they can add Police2, Police3, PolPatriot...etc. Dont know how much more work that would be to implement but it would be awesome.

 

We already have those random police car stops in the Triangle and on that bridge (forget the name at the moment) would be nice to see some Trooper cars pulling over people. Thing is however, most of the time Noose never responds as a Trooper. Just as a heavily armed SWAT member...if only  :wallbash:

 

Hey bud, its in.  ;)  You can declare up to 5 cars, and up to 5 ped model types you want to spawn in.  I've just to finish up setting the chance to spawn in.  Thanks again to LtFlash for helping me with some confusing times on this one... ;D

Edited by FinKone

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Help my channel grow and I can explain to my wife why this addiction to coding is a good thing!

Video update of some callouts of felony traffic stop!

 

The video is very nice! What siren did you used here? please? 

The use of your partner is also perfect! I love the way you commanded your partner to follow in vehicle while you are in a foot chase!

You are a very smart gamer indeed!

Edited by LSPDhotstuff

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  • Author

The video is very nice! What siren did you used here? please? 

The use of your partner is also perfect! I love the way you commanded your partner to follow in vehicle while you are in a foot chase!

You are a very smart gamer indeed!

The siren is "Code 3 Mastercom B", located here '?do=embed' frameborder='0' data-embedContent>>

 

Check out the youtube for any other mod questions, I've got them listed.  

 

I also wanted to show its script friendly to a partner on scene as well, so I made good use of him!  Thanks!

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Help my channel grow and I can explain to my wife why this addiction to coding is a good thing!

Great progress, the game play in the video looks really good! The more speech you can add, the better :) Those audio cues really make a difference in the feel of the callout.

 

Any idea when you'll release a beta? 

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