Everything posted by LMS
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AmbientSpawn.SpawnFrequency is not working
You can try setting AmbientSpawn.SpawnFrequency to a very high value such as 300000 which will only try to spawn cars every six minutes. Together with AmbientSpawn.MaxCopsInArea and AmbientSpawn.MaxSpawnedCopsInArea set to one that should be close to what you want. Ambient.DisableAmbientGameCopSpawnBlock disables LSPDFR's functionality to disable ambient game spawns (the game sometimes spawns cop cars for patrol, especially when you are using mods that influence these settings).
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Coastal Callouts SUPPORT Thread
It looks like LSPDFR is already running! No need to load it twice (unless you like chaos).
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Ambient Spawns
Those are LSPDFR scenarios, but we can add an option to disable any custom spawn in the Police Station.
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Get Callout info
I don't think this information is available as it is not standardized for callouts and will differ. Perhaps the easiest way for now is to give generic experience per callout and then fine tune it per callout name. Of course this means you have to maintain a list of how much a specific callout yields, but I think that's the better solution as you just cannot get the information you are looking for from callouts.
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AmbientSpawn.SpawnFrequency is not working
No problem at all, just wanted to make sure it is not something badly worded on the wiki that makes people think this is what the setting does. Appreciate your continued support!
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Get Callout info
I see, distance could probably get done via reflection relatively easily, but I am not sure about severity. Where/how is that even represented by a callout?
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Wouldn't an action wheel be awesome??
We've had an action wheel in LCPDFR if you have ever played that and it worked quite well I think, so perhaps this is something to re-investigate. We tried to take a more "game like" approach with LSPDFR though, hence relying on helpboxes and displaying keys more.
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AmbientSpawn.SpawnFrequency is not working
Setting AmbientSpawn.SpawnFrequency to 0 does not disable ambient spawning (not sure where that info came from, it is also not indicated in the settings wiki). If anything, it makes them spawn more often as it tries to spawn them every 0 milliseconds. If you wish to disable the feature, you can set AmbientSpawn.DisableRandomUnits to true.
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Game Crash
Log looks fine and no plugins are loaded yet (crashes quite early). Do you have a mods folder? If so, could you try disabling that?
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GTA IV: Complete Edition
I am not sure if there will be any real bugfixes unfortunately. As you've said yourself, I fear it will kill off the little modding and community there currently still is for the game. At least it is nice that they still care enough about the game to update it I suppose, most developers would just abandon a game that old.
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Will not install, saying don't have permission
It is most likely your anti-virus program picking it up as a potential virus then and hence blocking you from extracting it. You could see if you can create an exception or temporarily disable it.
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Get Callout info
That's possible but not without reflection I'm afraid. If you share a bit more about what you are trying to do, perhaps we can come up with an alternative solution.
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Hi-Lo, So excited to start
Welcome to the community! LSPDFR is a singleplayer modification so everything around you is AI-controlled. That doesn't mean your fellow officers won't help you though 😛 Enjoy playing!
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Problems with ini file
It looks to me like you are creating the same ini file over and over again. You should initialize it once and then always use that instance. I'd suggest making a (static) variable such as "InitializationFile myIni" and in "initialiseFile" check if it is null. If so, you initialize it once. If it is not null, you return it instead.
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Get Callout info
What info are you interested in?
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No siren sound on added cars
Make sure you are using police audio in the "audioNameHash" tag in your vehicles.meta file, such as POLICE3. A lot of cars do not have this by default.
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Addon Cars
I think it's because of the way .NET handles file patterns here where it does not treat them as case-insensitive. Try naming your xml "install.xml" all in lowercase and see if that works. I'll manually implement file searching in a future version to fix that.
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Help with Metas
If it only has FBI2 in it, you should load it like you did for vehicles.meta as a FileEntryReplacement as you are replacing a single entry. It should work then.
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Help with Metas
That should be fine then. Could you upload it to something like pastebin just so I can double check? Also please attach your vfs.log. Your snippet looks fine to me!
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Help with Metas
Does your handling.meta file contain just the new FBI2 handling or all game handlings?
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Lenny's Mod Loader
If you know what you are doing manual installations are totally fine. LML would still offer you a few advantages, such as an easier way of toggling your mods since you can do it from a user interface instead of having to manually remove them (also ensures you do not forget any files) and a much easier process after a game update as all you need to do is get a new gameconfig and no need to reinstall anything else. Of course for mods that are officially supported it also makes the installation a lot quicker. Ultimately it depends on you. I can totally understand that after many years of manually navigating RPF files this way seems a bit foreign and might be confusing at first. That being said, I think that once you get the hang of it, you will realize that it makes modding not only a lot simpler but also greatly reduces installation issues.
- 317 comments
- 17 reviews
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Character image is not my character
Nice shot! Did you get a helpbox telling you "If you are connected to LSPDFR Sync while taking a selfie, your character's picture will be refreshed automatically" after taking the selfie? That indicates that the process was initiated.
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is there a chance we could live in other houses next lspdfr update?
We hop to add more apartments in the future! In the Interaction Menu you have the option for your spawn location where you can select your apartment.
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Resource Groups - How do they work?
I think that one is on me, it should be scriptName instead of name on the Addon example. And no, currently you cannot see the files in each group, I hope to add that soon though. I also like the exclusivity feature, it needs to be implemented in XML though. So you would need to be able to specify that two groups cannot be enabled at the same time.
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Cop not escorting ped after arrest
Nothing that looks suspicious to me from the code. I guess I'll try running it locally and see if I get the same, but that might take a few days. If you do find the issue in the meantime, please let me know here.