Everything posted by Sam
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LSPDFR 0.4 - Coming February, 2019
I mean... something must have caused this error with the LSPDFR 0.3 page, right?
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LSPDFR 0.4 - Coming February, 2019
Sorry, it should be available here: https://www.lcpdfr.com/lspdfr/legacy/features/ Too much detective work going on around these parts methinks.
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LSPDFR 0.4 - Coming February, 2019
You misunderstand our reason for not giving a specific date. We're not a professional studio and don't have an army of people to work on this full time day-in, day-out. There's so many different things to prepare and get ready for this release. It's not like we finished 0.4 in January and decided to make everyone wait a month just for fun.
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LSPDFR 0.4 - Coming February, 2019
I've asked that we all do our best to keep this open and the discussion flowing. As long as people aren't taking advantage of this by trolling or being generally disruptive/stupid then there shouldn't be any problems. We know that everyone is excited about 0.4, and that's something that we should be happy about. All we ask for is that everyone tries to stick to the topic of 0.4 and to keep things nice. No need to troll people with edited screenshots and no need for pages and pages of off-topic arguing. That being said, I don't think there's a problem with a little banter and discussion among members. Just keep things nice.
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LSPDFR 0.4 - Coming February, 2019
This definitely sounds like something that would be useful. Thank you 🙂
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LSPDFR 0.4 - Coming February, 2019
Just as a heads up, I can't think of much that makes me grumpier than having to hide 24 nonsense posts after working without sleep on 0.4. Lack of sleep I can deal with; people being idiots not so much.
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LSPDFR 0.4 - Coming February, 2019
I don't think it is our place to say what you will and won't want to have in your game. All I can say is that LSPDFR 0.4 will let you create your own characters and thus, you won't have to use EUP Menu or anything else (e.g. SkinControl) for that specifically.
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LSPDFR 0.4 - Coming February, 2019
Let's all take a deep breath and rest assured that we're still committed to releasing 0.4 this month.
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Requesting Assistance
'Calling in' In 0.4, when you witness a crime taking place, or when someone resists or attacks you, you can 'call it in' by holding B (by default on keyboard). This will initiate a Pursuit of the suspect and allow other officers to be called via the Backup Menu to assist. Additionally, any officers already in the area will be alerted. The player 'calling in' a PC 148. In this example, the suspect (in red) has fled an attempt by the player to Stop & Frisk them. Backup Menu The Backup Menu contains all the various options in LSPDFR for calling for assistance. It is access by pressing B (by default on keyboard) or Right Stick (by default on controller). The backup menu on LSPDFR 0.4. The Backup Menu can be filtered by Agency. This means that only units belonging to the chosen Agency will be shown. If the agency is set to None - the closest available unit for the type that you request will be dispatched. You can set a response location by using the waypoint marker on the map. Response Types: Code 2: A less urgent response, lights and sirens are only used to clear heavy traffic. Code 3: An urgent response with lights and sirens. Pursuit (only available in a pursuit): The same as Code 3, but with the intention of responding to a pursuit in progress. Transport (only available after setting an arrested suspect on the ground): The same as Code 2, but with the intention of transporting an arrested suspect.
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Apartment
The Apartment LSPDFR 0.4 adds four fully functional apartments from GTA Online to singleplayer for your LSPDFR Characters to use. Each apartment can be used as a spawn location or can be entered freely during gameplay. Likewise, you can also quickly access your apartment through the Pause Menu. There are currently four Apartments in LSPDFR: 4 Integrity Way, Apt. 35 - a plush high-rise apartment with stunning city views New in Version 0.4.9 1893 Grapeseed Ave - a small, rural house in Grapeseed 0605 Spanish Ave - a modest apartment in West Vinewood. 2874 Hillcrest Ave - a luxurious Vinewood Hills stilt house. Sitting down in front of the TV inside 1893 Grapeseed Ave. Features There are a number of features available in the Apartment, including: Drinks TV Bed Chairs Shower Radio Wardrobe The Apartment also contains a Wardrobe which can be used to manage the player character's outfits. You can also change your character's current Components and Props. Viewing the Wardrobe at 2874 Hillcrest Ave. Garage The Apartment also has a vehicle garage outside. By default a black Stanier will be spawned there as the player character's personal vehicle. It is possible to replace this vehicle with another of your choosing by driving your chosen vehicle to the garage and following the on-screen instructions.
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Pause Menu
The Pause Menu LSPDFR 0.4 introduces seamless integration with Grand Theft Auto V's pause menu. To access this, simply open the pause menu as normal and click on the LSPDFR tab. The 'LSPDFR' tab in the Pause Menu of Grand Theft Auto V. Pause Menu Options Character Updated in 0.4.2 - Switch Character (brings you to the Character Manager which allows you to switch characters, create a new one, etc.) - Go to nearest Police Station (this will bring you to the closest Police Station) - Go to Apartment (this will bring you into the Apartment with a short intro sequence) - View my Character's stats (this will show you a sampling of your character's statistics. You need to be connected to LSPDFR Sync for this to enable.) Settings From here, you can view all of the active configurable settings in LSPDFR and their current values. For more information, see Settings. Callouts Updated in 0.4.7 This menu displays all of the active Callouts currently loaded in LSPDFR. In LSPDFR 0.4.7, you can also force a specific callout to be run from this menu by using the alternate selection key. Sync See LSPDFR Sync for more information. Key Bindings Updated in 0.4.2 From here, you can access all of the configurable key bindings in LSPDFR: With LSPDFR 0.4.2, you can now seamlessly change your LSPDFR keybindings within the pause menu. About LSPDFR This page simply displays the authors and current version of LSPDFR.
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Stopping & Frisking
How to Stop & Interact with civilians Civilians in the game world can be stopped and interacted with by pressing and holding E (by default on keyboard). This will fill up a progress bar on the bottom right of the screen and will cause the suspects who are to be stopped to be 'blipped'. Once the progress bar fills, the suspects will stop and face towards the player. Stopping two civilians in LSPDFR. The flashing red blips are visible as the progress bar on the right fills. Interaction Once a person has been stopped, the following interaction options are available: Interact (a sub-menu with the ability to ask for ID, issue tickets, etc.) - Similar to Traffic Stops Detain the suspect. Frisk the suspect. An example of frisking a suspect.
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Dispatches (Callouts)
Dispatches A Dispatch is a call which can be offered to the player while On Duty. A notification will appear in the bottom left of the screen detailing the call, and in some cases, the minimap will also be enlarged to display the approximate location of the call. An example of a Dispatch in LSPDFR 0.4. To accept a Dispatch, press Y while the prompt is still on screen. You will then be given further instructions. Callout Plugins One of the main strengths of LSPDFR is the ability to add additional Dispatches/Callouts to the mod using the API. There's a massive variety of these available, including everything from bank robberies to mundane disputes. You can browse a list of these plugins available here: https://www.lcpdfr.com/downloads/gta5mods/scripts/?sortby=file_updated&advanced_search_submitted=1&downloads_field_20=LSPDFR callout(s)&sortby=file_updated&sortdirection=desc&page=1
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Pursuits
Pursuits Pursuits are one of the main components of LSPDFR. They can be triggered in a number of ways, including: Being initiated by the player (e.g. if a vehicle fails to stop for a traffic stop) Being initiated by an NPC officer Or, as part of a Dispatch The start of a 'hot pursuit' in LSPDFR 0.4. Shown is the flashing red and blue minimap and the Pursuit Initiated notification. How it works During a pursuit, fleeing suspects are indicated by solid red blips. If no officers have visual of a suspect, this blip will begin to flash. If visual is lost for a certain period of time, the blip will disappear altogether and be replaced by a solid black cross (x), marking the last reported position of the suspect. This cross will then remain on the map until visual is reacquired or the pursuit is called off (which happens automatically if visual is not reacquired within a certain amount of time). During this time, NPC officers will search for the suspect and the flashing red and blue minimap will be disabled, with view cones appearing for each officer instead. Pursuit Menu A number of pursuit specific options are available to the player through the Pursuit Menu, opened by pressing N (by default on keyoard). Among the options available are changing which Agency is responsible for the pursuit and enabling and disabling the use of pursuit tactics and lethal force. The Pursuit Menu in LSPDFR 0.4.
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Traffic Stops
How to conduct a Traffic Stop You can conduct Traffic Stops in LSPDFR while On Duty and in a police vehicle by pulling up behind the target vehicle (the one that you wish to pull over) and pressing Shift (by default on keyboard) or A (by default on a controller). If the target vehicle is eligible to be pulled over, doing so will 'blip' it. A 'blipped' vehicle will continue as normal (they don't know that you want to pull them over yet), but can be signaled to pull over by activating your sirens while behind it. Once you have signaled the vehicle to pull over, the driver will attempt to find a safe place to stop. There is, of course, also a chance that they could fail to stop at which point a pursuit could be initiated (read more: Requesting Assistance). Note that you may also overtake the target vehicle and have them follow you to a desired position, and can also sound your horn which will activate the megaphone. Once the vehicle has come to a stop, the Traffic Stop will begin. An example of the player tailing a 'blipped' vehicle. While on the stop While on a Traffic Stop, you can interact with each occupant of the vehicle by walking up to their position in the vehicle and following the on-screen prompts. Doing so while present you with a number of options, such as: Asking to see their ID, Asking them to leave the vehicle, Issuing tickets and warnings. If you ask a suspect to leave their vehicle, you will be able to access more interaction options similar to those available during Stop & Frisk. Unique to Traffic Stops, though, you have the option to ask a suspect to follow you (or stop following you), as well as the ability to dismiss them (either back into their vehicle, or to leave on foot.) The player interacting with the driver of the vehicle.
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G17/ Staff position on a discord.
It's not really an unofficial thing if we get involved with it though, is it? On the topic itself, it's not like we have said no to having an official LSPDFR Discord Server. The explanation given was simply us stating that the one that we do have currently isn't public. That could change.
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Using Backup.xml
This guide explains the purpose of the Backup.xml file, and how to make changes to it. The Backup.XML file is used to assign, for each 'backup type', a particular Agency to Regions and/or Zones. The old structure from LSPDFR 0.3 is still used in 0.4, with the following backup types available: LocalPatrol StatePatrol LocalSWAT NooseSWAT LocalAir NooseAir Ambulance For a better understanding of how this system works, consider the following: <LocalPatrol> <LosSantosCity> <Agency>lspd</Agency> </LosSantosCity> <LosSantosCounty> <Agency>lssd</Agency> </LosSantosCounty> <BlaineCounty> <Agency>lssd</Agency> </BlaineCounty> <NorthYankton> <Agency>nysp</Agency> </NorthYankton> </LocalPatrol> In this example, a number of Regions are defined for the Local Patrol type, with an Agency defined for each Region.
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Prop
Props are additional accessories that peds can wear. They are similar to Components. There are 5 ped prop slots in Grand Theft Auto V, numbered 0, 1, 2, 6 and 7 which can be used. A prop is similar to a Component in that it consists of a drawable and a texture, with a drawable being the actual model and a texture being the texture applied to the drawable. A drawable can have multiple textures, and a component can have multiple drawables although only one can be active at any time. Note that props aren't always used in every ped model. Some ped models will have accessories like watches and jewelry as Components instead. To more easily understand how this system works, consider the following XML: <Prop id="0" drawable="1" texture="0" /> In this case, 0 is the number of the prop slot, 1 is the number of the active drawable in that slot and 0 is the number of the texture to be applied to the drawable. Of course, the visual appearance of the above code will be different for each ped model, but the underlying result is the same - the second drawable in slot 0, with the first texture for that drawable. To give some context to this, consider a ped model with two different types of hat that can be worn. The first is a beanie hat available in white and black, and the second is a motorcycle helmet available in orange and white. In this case, the motorcycle helmet in orange would be used. Attributes Attribute Name Type Required Description id Number Yes The component number (0 thru 11) drawable Number Yes The number of the drawable. texture Number Yes The number of the texture. List of Props Component Name Description (note that usage varies for different ped models) 0 head Hats, helmets, headwear. 1 eyes Glasses and eyewear. 2 ears Earrings, misc. head accessories. 6 lwrist Props for the left wrist/forearm 7 rwrist Props for the right wrist/forearm Example <Props> <Prop id="1" drawable="0" texture="0" /> </Props>
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SpawnPoint
SpawnPoint is used to specify Vehicles and Peds that can spawn ambiently at a Station. Attributes Attribute Name Type Required Description heading Number Yes The heading (angle in degrees) for the spawn. This is the angle that the Ped or Vehicle should face (e.g. facing West has a heading of 270). position Position Yes The position in 3D coordinates (x, y, z) for the spawn. type Text No Whether this spawn should be for a Vehicle or a Ped. This should only be used if you want a randomly selected Ped or Vehicle to spawn, and have not specifically defined one as shown below. chance Number No The percentage chance (0 to 100) that this spawn will be selected. Example <AmbientSpawns> <SpawnPoint chance="50" position="360.97, -1584.70, 29.29" heading="90"> <Ped inventory="default">s_f_y_sheriff_01</Ped> <!-- A female sheriff that spawns at the Davis Station --> </SpawnPoint> </AmbientSpawns> An example of making a Ped spawn outside a Station.
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Component
A ped model is made up of a number of Components, each representing a different body part or accessory. There are 12 ped component slots in Grand Theft Auto V, numbered 0 thru 11 which can be used. A component consists of a drawable and a texture, with a drawable being the actual model and a texture being the texture applied to the drawable. A drawable can have multiple textures, and a component can have multiple drawables although only one can be active at any time. To more easily understand how this system works, consider the following XML: <Component id="4" drawable="1" texture="0" /> In this case, 4 is the number of the component slot, 1 is the number of the active drawable in that slot and 0 is the number of the texture to be applied to the drawable. Of course, the visual appearance of the above code will be different for each ped model, but the underlying result is the same - the second drawable in slot 4, with the first texture for that drawable. To give some context to this, consider a ped model with two different types of pants that can be worn. The first is a pair of leggings available in blue, black and red, and the second is a pair of running shorts available in pink and red. In this case, the running shorts in pink would be used. Attributes Attribute Name Type Required Description id Number Yes The component number (0 thru 11) drawable Number Yes The number of the drawable. texture Number Yes The number of the texture. List of Components Component Name Description (note that usage varies for different ped models) 0 head Head models. 1 berd Beards and masks. 2 hair Hair models. 3 uppr Upper body models. 4 lowr Lower body models. 5 hand Hands and arms. 6 feet Shoes and feet. 7 teef Accessories. 8 accs Miscellaneous clothing parts and accessories. 9 task Gear and equipment. 10 decl Overlays like text and emblems. 11 jbib Miscellaneous accessories and alternative upper body models. Example <Components> <Component id="1" drawable="0" texture="0" /> <Component id="3" drawable="0" texture="0" /> <Component id="4" drawable="35" texture="0" /> <Component id="5" drawable="0" texture="0" /> <Component id="6" drawable="25" texture="0" /> <Component id="7" drawable="0" texture="0" /> <Component id="8" drawable="58" texture="0" /> <Component id="9" drawable="0" texture="0" /> <Component id="10" drawable="0" texture="0" /> <Component id="11" drawable="55" texture="0" /> </Components> An example of values for the ped model "mp_m_freemode_01" to achieve the police uniform. Additional Information The following lists may be helpful: List of ped models and components: https://ragepluginhook.net/PedModels.aspx 'Freemode Character' clothes: https://wiki.rage.mp/index.php?title=Clothes
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Variation
A Variation is a subset of an Outfit, defining the Components and Props which a Ped should wear. Variations are the building blocks of the Outfit system. Like outfits, each variation can be assigned a Name and ScriptName, but variations also introduce a Base attribute which allows for one variation to inherit all the Components of another, which is particularly useful in many situations, especially when creating variations that change accessories but use the same underlying clothes. Unlike an Outfit, a variation is assigned a particular Gender. This means that if an Outfit contains two variations - one for each gender - the Outfit will be able to be worn by both females and males. When selecting an Outfit in the Locker menu, there is an additional menu option which allows the player to choose between all of the variations of the chosen Outfit. Elements Element Name Type Required Description Base Variation No If set, the Variation specified will be used as a 'base' for this variation. This means that it will inherit all of the Components of the base variation. Name Text Yes The name of the outfit variation, e.g. "Officer" ScriptName Text No This is a unique identifier for this outfit variation, which is used to cross-reference it in code and other data, such as when using the Base element (see above). It is not necessary to specify a ScriptName for a Variation, but you will be unable to specifically reference it if you do not. Gender Text Yes Either 'male' or 'female' - if both a male and female variation are specified for the same outfit, that outfit will be available to both genders. Components - Yes A container for one or more Component elements. Props - No A container for one or more Prop elements. Example <Variations> <Variation> <Name>Officer</Name> <ScriptName>m_base</ScriptName> <Gender>male</Gender> <Components> <Component id="1" drawable="0" texture="0" /> <Component id="3" drawable="0" texture="0" /> <Component id="4" drawable="35" texture="0" /> <Component id="5" drawable="0" texture="0" /> <Component id="6" drawable="25" texture="0" /> <Component id="7" drawable="0" texture="0" /> <Component id="8" drawable="58" texture="0" /> <Component id="9" drawable="0" texture="0" /> <Component id="10" drawable="0" texture="0" /> <Component id="11" drawable="55" texture="0" /> </Components> </Variation> </Variations>
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LSPDFR 0.4 - Coming February, 2019
No harm in trying!
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LSPDFR 0.4 - Coming February, 2019
I've been informed we'll have to delay release by one day for each cat that is killed.
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LSPDFR 0.4 - Coming February, 2019
Not sure what this has to do with LSPDFR 0.4, but I will say that considering how much @Albo1125 has given the whole community with his work, I think this comment is in poor taste.
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Flags
respond as backup: excludes it even from responding in categories, such as local patrol (whereas ExcludeFromBackupMenu only hides the agency switch)