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[WIP][REL] Automatic Roadblocks v2.0

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1 hour ago, khorio said:

Basic county/area customisation is already in the default xml file.
 


  <CarPack>
    <Department>BCSO</Department>
    <Zone>DEFAULT</Zone>
    <Description>Blaine County Sheriff's Office</Description>
    <Vehicles>
      <Vehicle PrimaryColor="default" SecondaryColor="default" Livery="-1" Extras="-1" isVan="false">SHERIFF</Vehicle>
      <Vehicle PrimaryColor="default" SecondaryColor="default" Livery="-1" Extras="-1" isVan="false">SHERIFF2</Vehicle>
    </Vehicles>
    <Peds>
      <Ped Variation="0,1,0|2,0,1">S_F_Y_SHERIFF_01</Ped>
      <Ped Variation="random">S_M_Y_SHERIFF_01</Ped>
    </Peds>
    <Weapons>
      <Weapon>WEAPON_PISTOL</Weapon>
      <Weapon>WEAPON_PUMPSHOTGUN</Weapon>
    </Weapons>
  </CarPack>

You can already customise quite a bit in this, BCSO will be picked when the area is in blaine county, you can also add custom zones as a custom carpack:


  <CarPack>
    <Department>CUSTOM</Department>
    <Zone>DELPE</Zone>
    <Description>Del Perro PD</Description>
    <Vehicles>
      <Vehicle PrimaryColor="default" SecondaryColor="default" Livery="2" Extras="-1" isVan="false">POLICE2</Vehicle>
    </Vehicles>
    <Peds>
      <Ped Variation="random">S_F_Y_COP_01</Ped>
      <Ped Variation="random">S_M_Y_COP_01</Ped>
    </Peds>
    <Weapons>
      <Weapon>WEAPON_PISTOL</Weapon>
      <Weapon>WEAPON_PUMPSHOTGUN</Weapon>
    </Weapons>
  </CarPack>

The way Automatic Roadblocks is constructed it will be quite a task to read it from backup.xml without a wrapper that CustomBackup can quite easily provide.

Ah good, I was worried there might be too much customization and I wouldn't be able to keep it simple! This seems perfect!

 

Remember: Always use a mods folder!

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  • Thank you Khorio for letting me use an early version of his plugin! 

  • In the famous words of 3drealms: Aiming for the end of this week.

  • I'll have to change my answer on this, yes you will be able to customize regions in the xml as shown in the example below:

Posted Images

Looking forward to it, it looks like a great addition to LSPDFR. Though, are there any plans on using RageNativeUI? Enabling spike strips, increasing and decreasing the severity and toggling roadblocks are a lot of keys. Since I have too many mods to be asked to remember all the keys, I think a menu would be useful here.

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  • Author
30 minutes ago, TheUniT said:

Looking forward to it, it looks like a great addition to LSPDFR. Though, are there any plans on using RageNativeUI? Enabling spike strips, increasing and decreasing the severity and toggling roadblocks are a lot of keys. Since I have too many mods to be asked to remember all the keys, I think a menu would be useful here.

Shouldn't be too much of a problem, can't promise it will be included in the initial release, but it will most likely be included in the next version.

Hey. I was wondering (if it isn't already) if the roadblock elevation could be integrated with LSPDFR+ and its severity levels?

I tried tell you the bug i have with police that just stand still without reacting to anything, idk if it's a bug or not but I dont know how to fix it even if I fresh install everything.  Please help

I updated to v1.2.0.0, but after i replaced the files in the plugins directory and launch the game, I can't seem to activate it. 

KJ

  • Author
1 hour ago, kkj9690a said:

I updated to v1.2.0.0, but after i replaced the files in the plugins directory and launch the game, I can't seem to activate it. 

Can you attach your ragepluginhook.log?

  • Author
45 minutes ago, kkj9690a said:

Here you go. Appreciate it. 

RagePluginHook.log

You need to use the updated Khorio.Common.dll that is included with roadblocks.

On 9/12/2016 at 11:14 AM, Narobic said:

Hey. I was wondering (if it isn't already) if the roadblock elevation could be integrated with LSPDFR+ and its severity levels?

No, it can not.

  • 4 weeks later...

Hey Khorio, I truly love this mod but now I have a problem.

I ran this on RPH 42 and it was fine...just great. Since RPH 45 and now on 47 I get LAG whenever the roadblock announces it's in place until the suspect passes it or is arrested. So I call a roadblock: everything cool in da gang. then it takes about 30 seconds until they are in place; and from that moment I LAG every 1 or 2 seconds until we reached the roadblock. I know it's not on the side of the script but do you have any idea what it can be or how I can prevent the LAG?

Tanx in advance for your time and effort...

Peace out

  • 4 weeks later...

Hey, I noticed you were using some NFSMW audio for your roadblocks, I recently extracted all the original audio from the game and was wondering if you would like the roadblock sound clips while in sorting for BDA.

Cheers!

  • 1 month later...

This mod is great, but i keep running into issues whenever i customize the "ARCarPack.xml" with the vehicles from RDE 3.0. It won't spawn roadblocks, and crashes my game. Idk what is causing the issuses, if anyone has a fix or suggestion, please let me know

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