Everything posted by LMS
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LSPDFR 0.4.8 API Update
Please note that build 7688 introduces a few fixes and additions to our API. Functions IsPedCuffedTaskActive PlayScannerAudio overload allowing to play a shorter intro RandomizeMultiplayerModelAppearance SetPedAsArrested overload accepting an arresting officer SetPedCuffedTask SetPursuitAsCalledIn SetVehicleAdvisoryText Events OnPlayerPlacedEvidenceMarker OnPlayerRemovingEvidenceMarker Other Changes Persona now has a "AdvisoryText" property. Documentation LSPD First Response.XML
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[Solved] (!Bug) AverageSurrenderTime not reacting
Nothing weird about it, the function is undocumented as of now and hence not supported. The 0.4.8 Christmas Update included some API additions and changes from the testing version that have not been fully tested yet since it was a forced update, but are included as a testbed for the respective devs requesting them. It will be supported in a future release once it is documented.
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[Solved] (!Bug) AverageSurrenderTime not reacting
There is no official way currently. If your suspects are in a vehicle, you should be able to force it quite reliably by bursting at least one tire and setting AverageBurstTireSurrenderTime to zero.
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[Solved] (!Bug) AverageSurrenderTime not reacting
The property is documented here: What are you looking for? A way to force a surrender?
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[Solved] (!Bug) AverageSurrenderTime not reacting
The pursuit attributes are rather complex as they depend on the current pursuit context. The chance you mentioned is (as indicated in the documentation) not always evaluated and does not reflect a general surrender chance. Only in certain situations (for instance, after being tackled or shot at or whilst injured or surrounded), it comes into play.
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More dramatic Pullovers
You did not really miss it, it is undocumented (or was...) 😛
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[API request] PlayUnitScannerAudio
Sure, that should not be a problem.
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prevent crashes from pursuit
This is currently not handled properly, I will look into it. Thanks.
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More dramatic Pullovers
The items a ped is carrying and their location do actually influence the chance to resist a traffic stop. There is currently no way to change the chance yourself, but if you are okay with the loss of immersion, you can toggle a console variable to force a scenario on the next traffic stop. I can see why it would be beneficial to tweak the chances with a multiplier, though. SetVar TrafficStop.ForceScenario true - Forces a random scenario when the cop approaches (currently there is only one, which is the resist one) SetVar TrafficStop.ForceFleeing true - Makes the ped flee and never pull over in the first place
- Make Objects Persistent
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Make Objects Persistent
Objects (and entities in general) that are created by scripts are persistent by default, so nothing wrong there. The automatic disposal is certainly bizarre, though. I don't think we run any aggressive garbage collection for entities not owned by us, but I will also double check that if you say it happens with just LSPDFR loaded.
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[API request] Create a Pursuit that is not called in.
Sure, we can add that to the next release.
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Game Crashes when loading in
Such a simple mod certainly should not cause any crashes. It might be that you need a new gameconfig, such as this one here to support more vehicles, though.
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Resource Groups
You have a minor typo, causing it not to find the resources. Each resource has an attribute called "scriptname", but it should be "scriptName". Then it should detect them.
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Make Objects Persistent
Something is definitely cleaning up your entities, as a persistent entity is never freed. Try without any other plugins and see if you get the same result (note: you should not).
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Can´t spawn
Then you might have to manually fix it up if the file is not supported properly out of the box. As I said, your error indicates that the vehicles.meta entry is missing.
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Can´t spawn
That issue means the vehicles.meta file for the vehicle is not present. Double check it is being loaded correctly via the logs.
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[Addon Vehicles][Scripting][Solved]Make add-on police cars work in LSPDFR
We use Game.LocalPlayer.Character.IsInAnyPoliceVehicle to determine whether the car you are in can be used to start a pullover. If that evaluates to true, there should be no issue at least for LSPDFR.
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Character Save Location / Backup
They are synced to our servers if you have that enabled and will be re-downloaded if you sign in on a different machine. If you do not have that enabled (or want to be extra sure), you can also manually back them up from your "lspdfr/chars" folder.
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LSPDFR Plugin Crash While loading
Thanks for the tag! In this case I think it is caused by bad mods though, as RPH crashes when scanning the game's models.
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modmanager download error
Change your download path to something a non-admin program has access to (best solution) or run the mod manager as admin.
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[solved]AddMinimumDistanceCheck & minimumDistance difference?
Not sure what is going on, that definitely works fine for me. Maybe the street function only considers very close nodes for whatever reason.
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[solved]AddMinimumDistanceCheck & minimumDistance difference?
Have you logged/blipped the positions it is returning to verify whether it is returning bad values? The code above should work fine.
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how to add lightbar setup in carvariations using LML?
As carvariations.meta (which is XML anyway more less). You can also check out this example here to see how it is done:
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[solved]AddMinimumDistanceCheck & minimumDistance difference?
The first one changes you spawn point to a (street) position between 300-800 meters around the player. The second on ensures the player is at least 20 meters away upon accepting the callout, automatically disregarding it if closer.