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[WIP] [REL] Custom Backup by Location

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I have neither of those scripts. I have this, Traffic Policer, Arrest Manager, Traffic Control, and EUP. 

My System:

 

Intel i7-2600k | ASUS P67 Sabertooth | NVIDIA GTX 560ti | Corsair 750W PSU | Corsair Vengeance 8GB | Lamptron Fan-Atic

 

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  • PNWParksFan
    PNWParksFan

    Big progress today! I got the vehicle customization working, including livery support and functional enabling/disabling of vehicle extras (which is broken in LSPDFR's backup.xml). I also just got colo

  • PNWParksFan
    PNWParksFan

    Possibly, we'll see. There's a standing offer that if any other developer wants to take that on, I'll support their efforts. 

  • PNWParksFan
    PNWParksFan

    Got the basics working. I'll also add a submenu and option to place additional backup types on the submenu. As an example, I added a police bike option so you could specifically call one when desired:

Posted Images

  • Author
55 minutes ago, spreilly said:

Did it, but no change.

I installed your XML file and it did crash for me. The problem is with your XML file. Specifically, in the state patrol section, you're missing the <NumPeds> element. This is how it should be; you're missing the NumPeds in the first vehicle set for State Patrol. 

  <StatePatrol>
    <BackupRegion nickname="Everywhere">
      <BackupAreas>
        <Area>_ALL_</Area>
      </BackupAreas>
        <VehicleSet>
            <Vehicles>
                <Vehicle chance="50">hwaycar</Vehicle>
                <Vehicle chance="25">hwaycar2</Vehicle>
                <Vehicle chance="25">hwaycar3</Vehicle>
            </Vehicles>
            <Peds>
                <Ped chance="80" comp_shirt="1" comp_decals="1" comp_pants="1" helmet="False">s_m_y_hwaycop_01</Ped>
                <Ped chance="20" helmet="False">s_f_y_hwaycop_01</Ped>
            </Peds>
			<NumPeds min="1" max="1" />
        </VehicleSet>    
        <VehicleSet>
            <Vehicles>
                <Vehicle>policeb</Vehicle>
            </Vehicles>
			<Peds>
				<Ped comp_shirt="1" comp_decals="1" comp_pants="0" prop_head="0" helmet="True">s_m_y_hwaycop_01</Ped>
			</Peds>
			<NumPeds min="1" max="1" />
		</VehicleSet>
    </BackupRegion>
  </StatePatrol>

I've added some checking which should help detect these kinds of XML errors, and work around them if possible to prevent crashing the plugin. That will be included in the next release. 

55 minutes ago, spreilly said:

Also, would it be possible to add North Yankton compatibility?

I've never played with North Yankton but I'm sure it's possible. Just enable the Zone Info Menu from the INI file, and when you're in North Yankton use the zone info menu to find out what the area name is. You can then add it like any other region. 

1 hour ago, BSIncorporated said:

I'm now having issues with running this alongside with Code Red Callouts or Auto Backup Disabler. For some reason the menu wont open if I have either of those installed.

I can only help you if you upload your XML file and RPH log file. 

Edited by PNWParksFan

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

Works perfectly!

 

One question, though, is there any way to get the Custom Backup menu to spawn with the Right Thumbstick Press on a controller instead of the default backup?

Edited by spreilly

My System:

 

Intel i7-2600k | ASUS P67 Sabertooth | NVIDIA GTX 560ti | Corsair 750W PSU | Corsair Vengeance 8GB | Lamptron Fan-Atic

 

25 minutes ago, spreilly said:

Works perfectly!

 

One question, though, is there any way to get the Custom Backup menu to spawn with the Right Thumbstick Press on a controller instead of the default backup?

Yep, change the button to RightThumb, and make sure to set OverrideLSPDFRBackup to True. 

Note: This is only a workaround, done by quickly opening and closing the LSPDFR action menu after the default Backup menu opens to close it and leave only the Custom menu.

  • Author
23 minutes ago, LtRob said:

So I post the problem here, there's a screenshot of the problem below, I don't know why I get only this menu bar. I'm not having crashes anymore.

 

CustomBackup.xml

CustomBackupLocations.ini

RagePluginHook.log

PROBMEL.png

Error in your XML file. Line 51, you have a chance with no value. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

  • 2 weeks later...
  • Author

There will be an update to Custom Backups soon to support Better EMS, which will also be released soon. Changes planned include: 

  • Integration with Better EMS
  • Improved detection of XML file problems
  • Support for setting vehicle mods, e.g. spoilers, bumpers, wheels, etc. This will enable compatibility with special features of the new all-in-one CVPI coming soon(ish) from bxbugs and prophet. 

The update will be released no sooner than the next RagePluginHook release, given that there is a GTA update coming this week which will require a new release of RPH

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

Here's my .ini The backup officers still leave right away, even though dismiss time is set to 0. I also tried setting it really high at 700 to see what that would do, and they still left right away. The whole reason I got this mod was for backup that would stay until you left but I can't get that part to work :p. Any help is appreciated.
 
 
Spoiler

// This is the .ini file for Custom Backup Locations.
// This file affects how the plugin operates. To set custom
// backup locations, edit custombackup.xml

[Keybindings]

// Sets the keys used to open the backup menu
// For a list of valid key names, see
// https://msdn.microsoft.com/en-us/library/system.windows.forms.keys(v=vs.110).aspx

//CustomBackupMenuKey=Space
//CustomBackupModifier=LControlKey

CustomBackupMenuKey=B
CustomBackupModifier=None

OverrideLSPDFRBackup=false

// If you use a controller, you can choose the button which activates
// the custom backup menu. For a list of valid button names, see
// http://docs.ragepluginhook.net/html/558BC34.htm.

//CustomBackupControllerButton=DPadRight
//CustomBackupControllerModifier=None

CustomBackupControllerButton=DPadUp
CustomBackupControllerModifier=None


// If enabled, when pressed, outputs debug of parsed
// custom backup XML file

DebugKey=D5

[Backup]

// Whether or not to use the custom backup for code 2 and code 3 response
// Pursuit backup will always use the custom backup
// LSPDFR doesn't offer any way to use the AI for code 2/3 response though,
// so if the simple response behavior this mod implements is unsatisfactory for you,
// you can default to using the built-in LSPDFR response fore code 2 and/or code 3.
// If you set either to false, custom vehicles will only respond for pursuits.
// If you set code 2 to false, the siren settings below will still be applied though.

UseCustomCode2=true
UseCustomCode3=true

// true to play dispatch audio when units are sent
// false to not play dispatch audio

PlayAudio=true

// Code2Response can be set to lights or none
// LIGHTS = responds with lights on, but siren sounds off
// ARRIVAL = turns on lights on arrival
// NONE = responds with lights and sirens turned off

Code2Response = ARRIVAL

// Use arrest manager
UseArrestManager = true
// Put suspect transport on the main menu or sub menu
SuspectTransportMainMenu = false

// Use Better EMS mod for more realistic EMS response
UseBetterEMS = true

// Display Zone Info menu option
// Adds menu option to custom backup menu which will show you
// the information for the current zone you are in.
// Helpful for creating your own backup customization file.
ZoneInfo = true

[Cleanup]
// Peds and vehicles spawned by custom backup are made persistent
// so that they don't despawn unexpectedly. When a ped or vehicle
// is no longer needed, it is dismissed, making it non-persistent
// and allowing GTA to despawn it.
// These options determine when entities spawned by this plugin
// will be dismissed. All cops (and their vehicles) spawned
// during pursuits will be dismissed immediately when the pursuit
// is terminated, so these options only apply to code 2/3 backup.


// Distance in meters. When you get this distance from peds
// spawned by custom backup, they will be dismissed
DismissDistance = 250

// Time in seconds. Cops will be dismissed this many seconds
// after arriving on scene after being called code 2/3
// Set to 0 to make cops stay around indefinitely or until
// you are at least as far away as DismissDistance above.
DismissTime = 0

// If a pullover is in progress when backup arrives,
// wait until the pullover is complete before dismissing
// backup. A pullover is complete when either the suspect
// is released (via a warning or citation), arrested,
// or flees beginning a pursuit. If a pursuit begins, the
// backup units will be added to the pursuit.
WaitToDismissUntilPulloverFinished = true

[Weapons]

// All officers will be issued this weapon when spawned by custom backup
// Recommended to be some type of handgun like pistol or combat pistol
StandardIssue = WEAPON_PISTOL

// When custom backup officers arrive on scene for a code 2 or 3 call,
// how they should choose which weapon to draw.
// BEST means they will draw the "best" weapon, as chosen by GTA
// RANDOM means they will choose a random weapon in their inventory
DrawMethod = RANDOM

 

 

 

 

 

 

 

 

 

 

// DO NOT CHANGE
[Debug]
FJAHFHWKCHIASIFFH=false

 

  • Author
29 minutes ago, Keiyn said:
Here's my .ini The backup officers still leave right away, even though dismiss time is set to 0. I also tried setting it really high at 700 to see what that would do, and they still left right away. The whole reason I got this mod was for backup that would stay until you left but I can't get that part to work :p. Any help is appreciated.
 
 
  Reveal hidden contents

// This is the .ini file for Custom Backup Locations.
// This file affects how the plugin operates. To set custom
// backup locations, edit custombackup.xml

[Keybindings]

// Sets the keys used to open the backup menu
// For a list of valid key names, see
// https://msdn.microsoft.com/en-us/library/system.windows.forms.keys(v=vs.110).aspx

//CustomBackupMenuKey=Space
//CustomBackupModifier=LControlKey

CustomBackupMenuKey=B
CustomBackupModifier=None

OverrideLSPDFRBackup=false

// If you use a controller, you can choose the button which activates
// the custom backup menu. For a list of valid button names, see
// http://docs.ragepluginhook.net/html/558BC34.htm.

//CustomBackupControllerButton=DPadRight
//CustomBackupControllerModifier=None

CustomBackupControllerButton=DPadUp
CustomBackupControllerModifier=None


// If enabled, when pressed, outputs debug of parsed
// custom backup XML file

DebugKey=D5

[Backup]

// Whether or not to use the custom backup for code 2 and code 3 response
// Pursuit backup will always use the custom backup
// LSPDFR doesn't offer any way to use the AI for code 2/3 response though,
// so if the simple response behavior this mod implements is unsatisfactory for you,
// you can default to using the built-in LSPDFR response fore code 2 and/or code 3.
// If you set either to false, custom vehicles will only respond for pursuits.
// If you set code 2 to false, the siren settings below will still be applied though.

UseCustomCode2=true
UseCustomCode3=true

// true to play dispatch audio when units are sent
// false to not play dispatch audio

PlayAudio=true

// Code2Response can be set to lights or none
// LIGHTS = responds with lights on, but siren sounds off
// ARRIVAL = turns on lights on arrival
// NONE = responds with lights and sirens turned off

Code2Response = ARRIVAL

// Use arrest manager
UseArrestManager = true
// Put suspect transport on the main menu or sub menu
SuspectTransportMainMenu = false

// Use Better EMS mod for more realistic EMS response
UseBetterEMS = true

// Display Zone Info menu option
// Adds menu option to custom backup menu which will show you
// the information for the current zone you are in.
// Helpful for creating your own backup customization file.
ZoneInfo = true

[Cleanup]
// Peds and vehicles spawned by custom backup are made persistent
// so that they don't despawn unexpectedly. When a ped or vehicle
// is no longer needed, it is dismissed, making it non-persistent
// and allowing GTA to despawn it.
// These options determine when entities spawned by this plugin
// will be dismissed. All cops (and their vehicles) spawned
// during pursuits will be dismissed immediately when the pursuit
// is terminated, so these options only apply to code 2/3 backup.


// Distance in meters. When you get this distance from peds
// spawned by custom backup, they will be dismissed
DismissDistance = 250

// Time in seconds. Cops will be dismissed this many seconds
// after arriving on scene after being called code 2/3
// Set to 0 to make cops stay around indefinitely or until
// you are at least as far away as DismissDistance above.
DismissTime = 0

// If a pullover is in progress when backup arrives,
// wait until the pullover is complete before dismissing
// backup. A pullover is complete when either the suspect
// is released (via a warning or citation), arrested,
// or flees beginning a pursuit. If a pursuit begins, the
// backup units will be added to the pursuit.
WaitToDismissUntilPulloverFinished = true

[Weapons]

// All officers will be issued this weapon when spawned by custom backup
// Recommended to be some type of handgun like pistol or combat pistol
StandardIssue = WEAPON_PISTOL

// When custom backup officers arrive on scene for a code 2 or 3 call,
// how they should choose which weapon to draw.
// BEST means they will draw the "best" weapon, as chosen by GTA
// RANDOM means they will choose a random weapon in their inventory
DrawMethod = RANDOM

 

 

 

 

 

 

 

 

 

 

// DO NOT CHANGE
[Debug]
FJAHFHWKCHIASIFFH=false

 

I will look into it and see if I can replicate the issue. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

  • Author
48 minutes ago, The Loot said:

@PNWParksFan, was there ever a way to fix the mismatch skin colors on some peds? Still having that issue with the latest version.

I have never figured out a way to do anything about this. But you can set the ped textures manually now! 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

On 6/16/2016 at 7:18 PM, PNWParksFan said:

But you can set the ped textures manually now! 

Been trying ti figure out which one that is. What I've come up with so far for ped options:

  • comp_accessories = accs
  • comp_beard = ???
  • comp_decals = decl
  • comp_eyes = ???
  • comp_face = ???
  • comp_hair = hair
  • comp_hands = hand
  • comp_pants = lowr
  • comp_shirt = uppr
  • comp_shirtoverlay = jbib
  • comp_shoes = ???
  • comp_tasks = task
  • comp_??? = head
  • prop_head = hats/helmets (Does not always force it on, but that provides a little variety, at least.)
  • prop_eyes = glasses (be nice to have this implemented, since I don't think LSPDFR has it either.)
  • RandomizeProps="True" (Haven't seen an effect of this.)
  • Author
26 minutes ago, The Loot said:

Been trying ti figure out which one that is. What I've come up with so far for ped options:

  • comp_accessories = accs
  • comp_beard = ???
  • comp_decals = decl
  • comp_eyes = ???
  • comp_face = ???
  • comp_hair = hair
  • comp_hands = hand
  • comp_pants = lowr
  • comp_shirt = uppr
  • comp_shirtoverlay = jbib
  • comp_shoes = ???
  • comp_tasks = task
  • comp_??? = head
  • prop_head = hats/helmets (Does not always force it on, but that provides a little variety, at least.)
  • prop_eyes = glasses (be nice to have this implemented, since I don't think LSPDFR has it either.)
  • RandomizeProps="True" (Haven't seen an effect of this.)

Using all the same names but with tex_ instead of comp_, you can change the textures. 

If you use simple native trainer you can change all of these and see what it looks like and the IDs. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

<Ped helmet="true" prop_head="0" comp_head="0" comp_shirt="0" tex_shirt="0" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>

Here's the line I'm trying. I get an "unable to parse component HEAD" error in the logfile. Looks like tex works fine, but the issue is that the heads aren't set and end up wrong now.

RandomizeProps and prop_eyes also gives the unable to parse message, so I assume it's not implemented.

  • Author
1 hour ago, The Loot said:

<Ped helmet="true" prop_head="0" comp_head="0" comp_shirt="0" tex_shirt="0" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>

Here's the line I'm trying. I get an "unable to parse component HEAD" error in the logfile. Looks like tex works fine, but the issue is that the heads aren't set and end up wrong now.

RandomizeProps and prop_eyes also gives the unable to parse message, so I assume it's not implemented.

The only valid ped components are: 

FACE, BEARD, HAIR, SHIRT, PANTS, HANDS, SHOES, EYES, ACCESSORIES, TASKS, DECALS, SHIRTOVERLAY

prop_head is valid, but comp_head is not. The "head" design is determined by different components on different models, but is usually one of face, beard, or hair. 

I have not implemented prop_eyes; I'll look into it for future releases. 

RandomizeProps might not be configured... it should be, but I may have forgotten to implement it. I'll check. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

4 hours ago, PNWParksFan said:

The only valid ped components are: 

FACE, BEARD, HAIR, SHIRT, PANTS, HANDS, SHOES, EYES, ACCESSORIES, TASKS, DECALS, SHIRTOVERLAY

prop_head is valid, but comp_head is not. The "head" design is determined by different components on different models, but is usually one of face, beard, or hair. 

Weird, seeing that head is the name in both the ped files and trainer menu. Maybe it is face. but beard and hair are separate things like shirt, pants, tasks, accessories and so on.

Yeah, it's face. If anyone is having problems with skin mismatch on peds, use comp_face and tex_shirt to set both to their respective ones to fix that, like so (for anything based on the hwaycop model):

<Ped helmet="true" prop_head="0" comp_face="0" comp_shirt="0" tex_shirt="0" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>
<Ped helmet="true" prop_head="0" comp_face="1" comp_shirt="0" tex_shirt="1" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>

 

Edited by The Loot

  • Author
5 hours ago, The Loot said:

Weird, seeing that head is the name in both the ped files and trainer menu. Maybe it is face. but beard and hair are separate things like shirt, pants, tasks, accessories and so on.

Yeah, it's face. If anyone is having problems with skin mismatch on peds, use comp_face and tex_shirt to set both to their respective ones to fix that, like so (for anything based on the hwaycop model):


<Ped helmet="true" prop_head="0" comp_face="0" comp_shirt="0" tex_shirt="0" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>
<Ped helmet="true" prop_head="0" comp_face="1" comp_shirt="0" tex_shirt="1" comp_decals="0" comp_pants="0">s_m_y_hwaycop_01</Ped>

 

I named it based on what LSPDFR called it for the XML file and what RPH calls it internally. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

Hey PNWParksfan! 
Great mod! but for some reason lately, police bikes respond with no helmet on but they have the state trooper hat on, I didn't change that part of the xml file and I believe it's only been happening since the new version of EUP (if that makes sense), or it might have been the latest patch aswell.

      <BackupRegion nickname="Everywhere">
        <BackupAreas>
          <Area>_ALL_</Area>
        </BackupAreas>
        <VehicleSet>
          <Vehicles>
            <Vehicle>policeb</Vehicle>
          </Vehicles>
          <Peds>
            <Ped comp_shirt="1" comp_decals="1" comp_pants="0" prop_head="0" helmet="true">s_m_y_hwaycop_01</Ped>
          </Peds>
          <NumPeds min="1" max="1" />
        </VehicleSet>
      </BackupRegion>

any ideas?

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