Reputation Activity
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OfficerDeltaFiveOne reacted to Sam in Wanted Levels in LCPDFR?Absolutely, I think 1.0 only really scratches the surface in terms of the depth that the mod could go into, but getting this far was a big challenge, and it's going to be a very nice base to build on for future releases once all of the kinks are worked out.
There's a lot of things that I'd like to do, but I think the wanted levels are going to be the place to start, and I'll see if I can get the ball rolling with it.
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Ok just a quick notice for you guys.
• The lag people mentioned is purely your machine, none of my testers have reported this issue and running gameplay tonight has also revealed no lag for me either, try troubleshooting things your end.
• The manhunt callout has recently been bugfixed so now a cop will spawn in chase rather than backup, however this does not fix the suspect being arrested before you get there, that is purely down to chance so I can't fix it.
• A missing sound file for the street race has been re-added for the next release
Some people mentioned the callouts didn't work, said they installed it correctly but it didn't appear to work. I can but only assume that as nobody reported a crash or error, that they were too lazy to wait a little while for a callout to start.
As a result to satisfy this minority I intend to add a on screen prompt that will be visible to the player, so you can see the mod is running. There is currently one already there but it gets covered over by other prompts during the starting of lcpdfr, so I will set mine to run after this.
There is also one in the information log, which is both visible in the lcpdfr.log file and in the console on game. If you press the ' key by default you will see the following lines
[INFO - 10:11:15 PM] [Plugin.Callouts+] Started [INFO - 10:11:15 PM] [Plugin.Callouts+] Using version 0.1a This means the mod has correctly started, and is telling you the version you are currently using. I'm now working on more callouts, the base layout of them that is. :)
I would just like to take this opportunity to thank everyone for your support and kind words. I hope to honour you back with as many callouts and in game features as I can possibly achieve.
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Ah right ok.
GUESS WHAT!?!?!?!
I'm giving out an alpha release for you all to mess with, try not to break it k? k.
Stay tuned in the script area of the downloads for my release thread :)
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[WIP] [beta] WoutersCallouts
More callouts for LCPDFR
Introduction
Since the release of LCPDFR v1.0 I have been experimenting with the new API. Since I am one of the (probably) many people who think LCPDFR would benefit from more callouts, I think the addition of the API is a major step and I believe we will see a lot more mods (I should say plugins) with additional callouts, greatly increasing the variety of callouts in LCPDFR.
I should mention that this is a WorkInProgress, and I think it will stay that way. There will always be new callouts to add and different scenarios or locations to be added.
Of course, suggestions for improvements or new callout ideas are more than welcome.
The callouts that can be found in the current release:
Automatic Burglar Alarm Assistance to LTA (Liberty Transport Authority) Fuel theft Traffic collision involving pedestrian Suspicious parked vehicle Robbery in progress Indecent exposure Securicar robbery Civilian attacked in building Suicide attempt Cardiac arrest I am working on a few other callouts, but I am not yet confident about their stability and/or gameplay, so they might be in a later release or I might not release them at all:
People protesting Murder Other than these callouts, I also plan to make lots of other callouts. I will not list them all, but a few I think should not be skipped are:
Hit and run Bar fight etc... Some artwork-like images
http://www.lcpdfr.com/uploads/monthly_02_2014/post-1013-0-14900600-1391353726.png http://www.lcpdfr.com/uploads/monthly_02_2014/post-1013-0-55837400-1391353839.png http://www.lcpdfr.com/uploads/monthly_02_2014/post-1013-0-05415100-1391353915.png http://www.lcpdfr.com/uploads/monthly_02_2014/post-1013-0-08962700-1391353951.png http://www.lcpdfr.com/uploads/monthly_02_2014/post-1013-0-89473700-1391353990.png
But where can I download it??!?
The download can be found in the Script category of the downloads section:
'?do=embed' frameborder='0' data-embedContent>>
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OfficerDeltaFiveOne got a reaction from USSMcButtCheeks in LCPDFR 1.0a crashes all the time, but during different events.Yeah I wouldn't worry about any of the latter here. These guys are giving us this mod out of their own 'goodness of heart' and EA ha$ their own reason$ that we all know about. I have full confidence in that. I'm sure these issues will be sorted out.
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OfficerDeltaFiveOne reacted to USSMcButtCheeks in LCPDFR 1.0a crashes all the time, but during different events.That's kind of what I'm waiting for, because they throw the same quick fixes at us every time but I have gone through practically every fix on the forum and I can still replicate the same freval errors. Just hoping a dev can give some sort of hope that they can fix this or that they are aware of what is causing it? Something? I know that are hard at work though, so I'm sure it will get fixed, just maybe some feedback on it would be nice. Just don't want the dev team here to turn out like the devs of Battlefield 4. LOL
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OfficerDeltaFiveOne got a reaction from stefanosa in policing script + policehelperWhat I've found works best is to leave out Braveheart's Policing Script completely because it doesn't run through LCPDFR's API so a few times you will get suspects that are 'unarrestable' or even unresponsive (more about BPS at the bottom of this post). What I did was modify PoliceHelper v1.2.1b to disable traffic, world, and to also disable "other events" and also the PH Medical Examiner/Tow Service .inis to have the drive-up services appear and disappear within seconds as well. I noticed that when the 'drive-up' services where allowed to linger around, more PoliceHelper crashes would occur. Like ineseri has posted in a few threads with the "PreloadAllModels=True" fix (under [Main] @ lcpdfr.ini) and on top of that to give the base LCPDFR stability. Anyway enough gibberish, here's what I changed, these brought me the most stable LCPDFR (v1.0) and PH experience so far:
In vdH_PoliceHelper.ini:
[ SETTINGS ] NoPause = 1 // 0 - pause while in PoliceHelper menu, 1 - no pause, 2 - pause only while in car [ EVENTS ] TrafficEventsTimeout = 0 // Set timeout for creating traffic events (speeders will be created 2x more often). // Set it to 0 to turn off traffic events. WorldEventsTimeout = 0 // Set timeout for creating world events. Set it to 0 to turn off world events. EnableOtherEvents = False // Enable casual events like tourists asking for directions etc. I noticed the NoPause command allows LCPDFR to run in the background as it should while PH's changed "NoPause = 1" command (my speculation without diving deeper into the actual code) doesn't pause your GTA IV causing the mods to mesh a lil' bit better and smoother as long as the events are disabled. If the drive-up services just appear and disappear instantly, they really don't cause any interference with LCPDFR's API coding. Of course again, this is testing speculation granted I haven't dove deeper into the actual code in runtime and so forth. If anything I have a much easier time with this set-up not having to reload (reloadscripts command) PH every 15-20 minutes and the trouble of going back to the PD station after a LCPDFR restart, rechoosing my police ped, reassigning my partner etc etc.
In vdH_MedicalExaminer.ini:
[ SETTINGS ] Mode = 2 // 0 - normal mode // 1 - fast mode, team spawns near victims, takes them and drives away // 2 - rapid, team spawns, takes bodies and disappears with them (magic) In vdH_towService.ini:
[ SETTINGS ] TowMode = 2 // 0 - normal (default) // 1 - fast (truck spawns near car to tow and drives away with it) // 2 - rapid (truck spawns near car to tow and disappears with it) I urge others to give this a try and see if they get the same results. If your PH scripts are crashing, why not right? Anyway, this is the best way so far I have found LCPDFR and PH to play more nicely amongst one another. As far as Braveheart's PS goes, I would just wait until more API "approved" callouts/events are released. Thus far, there are a few in development at least! (Please let me know if anybody else has had more success with Braveheart's Policing, I disabled it right away after I received a fight call and no suspects responded/surrender after 20 and more continuous tazes...)
Edit: **Update 2/16/14 Still crashing even with these options set, was worth a try though. "Reloadscripts" command seems to be the only answer at this time when PH crashes.
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I'd be pretty scared too if I saw a doge with an Afro driving a police vehicle.
On a more series note, try using this mod: http://www.gta4-mods.com/misc/modified-peds-fear-f16846
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OfficerDeltaFiveOne got a reaction from LtFlash in [API][WIP/REL] Callouts+ - Additional LCPDFR API CalloutsTake your time LukeD, I'm sure a lot of us appreciate quality over quantity. Thank you for these!
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OfficerDeltaFiveOne got a reaction from FCV96 in [API][WIP/REL] Callouts+ - Additional LCPDFR API CalloutsTake your time LukeD, I'm sure a lot of us appreciate quality over quantity. Thank you for these!
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OfficerDeltaFiveOne reacted to ZombLee in 'Freval' error fix progress?I have a lot of the Freval errors as well and for me adding the PreloadAllModels=True to the [Main] section in the LCPDFR ini file really helped to stabilize my game immensely. Since I added it I actually played without crashes for over an hour. I actually ended up quitting because the scripts for the Police Helper mod crashed before LCPDFR did. Even with police helper's script crashes, LCPDFR didn't crash to desktop. I would suggest everyone try this little command line, until the developers can find the source of the freval error.
With the preloadmodels command, I notice my LCPDFR logs are still sporting the freval error, but I'm no longer CTD-ing because of it. Hopefully we'll have another hotfix and they can stop that non-existent model spawning.