Reputation Activity
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DazedNug reacted to Meowtallica in An exception occurred while executing ELS.asiI added and removed so many goddamn files between NVE and GTA V that somewhere along the way I deleted something and haven't had a working game + LSPDFR all day so I am currently doing a fresh and clean install of GTA V and will try NVE once again with the above suggestions.
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I almost have half a mind to start screen recording the ending of the GTA V fresh install, installing RHP and all necessary components plugins with NO mods except NVE, play around in-game up until I get ELS.asi scripthook error and send the video to Razed and everybody who is pointing their finger at us.
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Such a great mod doesn't deserve such shitty developers who won't update and help fix these errors that THOUSANDS of people are having.
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all i can say about its a open source to use plus u havnt touched it in along timeÂ
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DazedNug reacted to bonesaw914 in Batleye HelpI disabled Battlye, I backup'd my files, I can get all the way to my plugins loading in but everything is in slow motion ! The floor isnt fully loading in. Any ideas to how I can fix it or did Rockstar just screw us over because clowns have to cheat in online ? Is LSPDFR over for good now ?
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DazedNug reacted to bonesaw914 in Batleye HelpIv'e been reverting for 4 years, that wasn't an issue. My issue is Battleye disabled my Native Trainer and I am stuck in the slow motion.Â
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DazedNug reacted to Cyan in Batleye HelpGuessing you didn't read the homepage?
LSPDFR, RPH and SHV need an update. If you've reverted your game, there's a lot of ways of not getting that right, and isn't really supported. Best to wait for an update unless you can get it working right.
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Actually I have only started having these issues since the beginning of October. More than likely it had a lot to do with the fact I was on a older version of GTA 5 and an older version of Reshade for the past 4 months. Decided to give the new Volumetric clouds a go to fix the annoying flickering with ELS. Updated my game to 2944 (yep lol) updated NVE and Reshade and then the crashes started happening.  So I started 100% fresh again and put a few tutorials up, why not right? Then BAM update literally hits the day after I do the tutorials making them fucking useless with everyone and their dog complaining ...... ðŸ˜Â Your Script Hook video is clickbait Waaaaah, even though It was live the day before the update hit and I had no idea.  Sorry, I digress.
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Updated Game, Now .... needed updated NVE, updated and now the crashing starts. Â
I have taken out NVE and Reshade for now.  Not going to mess with all of the visualsettings.dat files for NVE as they appear to be off quit a bit since I have no Reshade menu to correct them and I am lazy.  Once things get updated properly, I will switch back. But just tired of the countless hours of non productivity and the non answers from the authors. Doesn't look like they will address this issue anytime soon. Â
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I do not believe the issue was fixed on the October 10th NVE release. From my understanding the only issue that was fixed was the new custom weathers. Even after the very latest release, still same issues with ELS.asi and after that further down the line, it is trainerv.asi, then openallinteriors.asi. I am truly amazed by the lack of people that use NVE with Reshade and have ELS installed on the NVE discord. I think all 3 people that posted about it including myself are in this very thread 😆
I will take out the Reshade from the main game folder and see if it also helps. I will come back and post my findings and not do a drive by post and leave everyone hanging.
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DazedNug reacted to ineedmoreguns in Let us disable the idiotic "buffs" LSPDFR gives pursuit target vehicles.I'm not even going to get into how stupid it is that LSPDFR decides to ignore physics and make pursuit target vehicles weigh 10 tons and impossible to pit. Whoever decided to add that "feature" is a potato in the first place, but not giving us an option to disable it is an atrocious decision. It's not fun to have 20 mph pursuits drag on endlessly because you can't pit the suspect. Hey, maybe it is fun for 0.000001% of people, and the developer responsible falls in that minority, but that's not a reason to make the rest of us suffer.
Rant over, but I just want to reiterate how stupid this change was in the first place, and not giving us an option to disable it is a whole new level of horrible development.
Reason #4594859823924h398334893485348 why LSPDFR should be open source.Â
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DazedNug reacted to Mr. Lulz in Characters reset to green hair/base characters upon changing after death?Alright, so I've been playing the mod for a little while, and LSPDFR isn't the only mod I have installed. It's been working great, I'm able to load it in, solve crimes, profile people, yadda yadda. I have menyoo installed and I think it does something where whenever I die and spawn at a hospital, the character shown getting out is either Franklin or Michael (Basically whoever I was before loading the mod in via RAGE ScriptHook), and then my LSPDFR character shows up after, except without eyebrows, a black hair color, and a totally different name whenever I hit pause and look at the top right.
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My solution to this for a while was easy, I would just hit Esc, select LSPDFR, hit Change Character, select from my names, and I have my original character again. Well, lately I've been having problems. This is now what I get whenever I go select my character. Green hair, and a base mp male who looks like his son just told him he wants to go to unicycle college.
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I honestly don't know where to start on something like this, other than just wiping away my entire mods folder, and redoing everything. At first, I thought it was a hair mod I know I installed incorrectly, but I got rid of it and it's still giving me problems.
The weird thing, is that this only happens if I die. If I start GTA 5, load up LSPDFR, and go to the menu straightaway, it's completely fine. So I don't think it's any model/texture conflict or anything like that.
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If anyone knows of any potential fix, I'd greatly appreciate it.
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EDIT: actually i think i fixed it please ignore this
basically you go into menyoo and turn off Reset Player Model Upon Death
sorry to waste your time
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DazedNug got a reaction from Cyan in Classic Theme (April 1st 2023)Absolutely love it! Actually wish it could stay this way. Also a tad embarrassed that I forgot this is what the site used to look like back in the IV days. I'm feeling old now...Â
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DazedNug reacted to TAG1534 in Classic Theme (April 1st 2023)it would be super cool if it could stay like this
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DazedNug reacted to Cyan in Classic Theme (April 1st 2023)Welcome to the old new* LCPDFR.com design!
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A stylish makeover, the new LCPDFR.com design incorporates everything a modern 2013-era site might need. Featuring the Tahoma font, we hope to bring a freshness and modernness to LCPDFR.com!
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DazedNug reacted to Sam in LSPDFR 0.4 - Coming February, 2019So, it's been a while since we've provided an update on LSPDFR 0.4. As you might've guessed from the title, though, there's a good reason for this... It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes. Anyway, here we are - who knows how many months late - but we're here. No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point! We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019. Â
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Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little. No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no... the ghost of @ineseri didn't drive a train into us. Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive. Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things.Â
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We've talked a lot about our Character system in LSPDFR 0.4. It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general. I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod! Having your own character dials up the immersion quite substantially, but we wanted to take things to another level. We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know? Actually spawn as your own character, in their house. Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD.Â
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LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
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It's not just that, though, we really wanted to dial it up. Having your own character, them having an apartment, switching, customizing, it's all cool, right? But you might be thinking, what's the point? These are "multiplayer features". And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while.Â
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Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync. LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile. To top it off, we've brought back statistics too. Ever wanted to know how many shots your character has fired? It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
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LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
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And frankly, it doesn't even end there. When I said before that we wanted to dial the immersion up to the max, I guess I lied. What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon. Not only can you now create a character, customize them, share them, spawn as them... You can actually do things as them too! Like, actual game things. Ever wanted to run the triathalon as your LSPDFR Character? Now you can. Or, how about practicing with your sidearm down at the range? Yep, got that too. Simply want a can of sprunk from a vending machine? No problem.
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With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
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Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod.  Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it. Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
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LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects. Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning. The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells. Â
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No, these aren't cutscenes. No, they're not edited screenshots. With 0.4, this is real.
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DazedNug reacted to Cyan in Downgrading GTA IV / GTA EFLC to 1.0.7.0LCPDFR and the Scripthook are not compatible with the recent unexpected GTA IV update. To make use of script modfications and LCPDFR again, we've compiled the following tutorial that will downgrade you to 1.0.7.0, the last version of GTA IV supported by the Scripthook.
This tutorial will work with GTA IV and GTA EFLC.
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First, in your GTA directory, rename paul.dll to paul.original.dll. Go to this Rockstar support page and download the patch.
GTA IV: https://support.rockstargames.com/hc/en-us/articles/200145406--May-28-2010-Grand-Theft-Auto-IV-Patch-7-Title-Update-v-1-0-7-0-English-1-0-6-1-Russian-1-0-5-2-Japanese-
GTA EFLC: https://support.rockstargames.com/hc/en-us/articles/200145386-Grand-Theft-Auto-Episodes-from-Liberty-City-Title-Update-1-1-2-0-Patch-2- Extract the ZIP file to a new folder somewhere in your computer and run UpdateTitle.exe or (EFLC) setup.exe. After patching is complete, rename paul.dll to paul.old.dll. Rename paul.original.dll to paul.dll. Launch GTA IV. If all has went well, your GTA IV has been downgraded. -
DazedNug reacted to Sam in LSPDFR 0.4 - AmbienceThis is the fifth and final part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
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One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
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More Realism
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Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
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In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun.Â
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Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
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These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
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And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
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New Interaction Menu
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Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
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Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
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The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
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Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
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New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
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Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
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Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
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The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
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Ambient Crime
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In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these.  Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
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In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS,  we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
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Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
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Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
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Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
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Yep, gauntlet works!
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 I'll add that to the list now.
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DazedNug reacted to Reddington in Your best LSPDFR screenshots? -
So you downloaded a fancy 2015 Tahoe and installed it in the police3 slot, only to find that it rolls more than your eyes when your boss is talking to you. Does your Silverado not drive like a truck should? or maybe your '15 Charger doesn't feel right.   There are a lot of options to choose from when deciding which handlingid you want to use for your car. I've compiled a list of what I use for handling lines, and thus far, all have worked just fine. For some of them, such as the Silverado and Expedition, someone else might of found a better handling, and if that's the case, please comment below letting me know what you're using and I'll give it a shot.Â
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Some people like to edit the handling.meta. This is not a requirement, the handlingid is all you need to touch if you just want the basics. Handling.meta is there for those who know a bit about modding and want to refine the handling lines to feel realistic.
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For those that might be confused on what the handlingid is, it's one of the top lines in the vehicles.meta.
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Here's an example:
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<handlingId>police3</handlingId> Â
All of these will be for police vehicles, I will not be covering modded civilian cars. Also note that this topic really only applies to those who have modded their police fleet.
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Crown Vic
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police Â
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Dodge Charger
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If 09-10 version, police2Â If 2013+ version, buffalo2 Â
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Ford Taurus, Chevrolet Caprice and Chevrolet ImpalaÂ
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police3 (this is meant for smaller vehicles, such as the Impala) premier (this is an alternative for smaller vehicles, such as the Impala. Use this if you don't like the way police3 feels) fugitive (this is meant for bigger/heavier cars, such as the Taurus) felon (this is an alternative for bigger/heavier cars in case you don't like Fugitive) Â
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Ford ExplorerÂ
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gresley Â
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Chevrolet TahoeÂ
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baller baller2 Â
Ford Expedition
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fbi2 Â
Chevrolet Silverado
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sandking Â
Dodge Durango
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Dodge Challenger
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Ford Mustang
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dominator Â
Ford Fusion
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tailgater (There is most likely a very better choice out there, I'm just not sure which would work) Â
BMW motorcycle
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policeb Â
Ford F-150
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Ford F-350
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sadler sandking - may work for this as well, not confirmed Â
Chevrolet Corvette
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coquette Â
Chevrolet Avalanche
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sandking Â
Chevrolet Camaro
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Nissan GTR
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elegy Â
Land Rover
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baller Â
Hearse
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romero Â
Dodge Polara
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glendale -
DazedNug reacted to Reddington in Changing The Driver PedsYes, however do note that this only applies to the ambient police. For example, if you come up on "police2" leaving the police station, you will see highway cop driving it. But, if you call for backup, it will be LSPD. This can be changed in the backup.xml.
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DazedNug reacted to Sam in LSPDFR 0.4 - Pursuits & InterventionThis is the fourth part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
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It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated. LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
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As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult. Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
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Pursuit Interaction Menu
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Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop. While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
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In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force. With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever. Â
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The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
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The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews. So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase. If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable. With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
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Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
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And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
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Pursuit Intervention Techniques
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As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits. Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit. Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too.Â
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So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
YouTube version:Â https://www.youtube.com/watch?v=TiFFFho3hd0
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As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option. If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
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A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
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Air Support
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Throughout the history of our two mods, air support has always been a touchy subject. For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines. In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
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With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters. Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area. They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
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A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
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Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
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In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly. When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
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Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
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This, though, definitely is a helicopter. It's also not flying at street level!
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As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
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DazedNug reacted to Officer Colefield in LSPDFR 0.4 - Pursuits & InterventionLooks amazing.. now what you should do is add a tracking bar so we could see where you guys are and what you have left until the update 😀 *hint hint*
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DazedNug reacted to Synthacrat in The Shift (MOD IDEA)Something to think about...a huge project it would be. So imagine, you get in-game, load your EUP character up, got your car ready, and you "force duty" or whatever into the game, and all of a sudden, you have ambient patrol units that spawn around you say the size of the whole Vespucci area. The catch is, those units are persistent, and say you don't answer a call via lspdfr, they take it. You drive to their location, and they are active in something, maybe talking to a pedestrian on the street, or walking around. Doesn't have to be perfect, just for the immersion. And while that's going on, the other units driving around may pull vehicles over. If you call backup, they actual drive from where they were and respond, giving you a limit on how many backup units you can get. Even have a parked air unit on standby. Make an XML file listing how many units for the shift, distance they spawn from you, give it a minimum distance so they don't all spawn in your face, their unit call-sign, type of unit, how many officers in unit, the area in which they are restricted to (i.e Vespucci division, Central LS division, Rockford Hills division, Le Mesa division, LSIA/Port division).
I know it would be a big project but it be something that would take immersion to the next level. It could tie into Police Computer, LSPDFR+, LSPDFR main code, and so many other great mods.
Let me know what you guys think.
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DazedNug reacted to AshWilliams in LSPDFR 0.2i believe we need a clinic for LSPDFR adiction..