Everything posted by LMS
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[LSPDFR Suggestion] Global Activity In-game Scanner Feature
From a technical point of view, this would probably be possible if cached properly. It could, however, be quite chatty depending on how many people are playing. Let's see what other people think.
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Chase.TrafficDensityBudget ?
It specifies the population budget for vehicles during the chase, i.e. how many ambient vehicles will be in the area. Values from 0-3 are used by the game with 0 meaning no traffic and 3 meaning default/normal traffic density.
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Problem with Linking my account to the game and Constant crashing
The LCPDFR Online Services have been shut down, you can no longer link your account. GTA IV on PC was unfortunately never very stable, so crashes will occur frequently.
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Crashing - UNHANDLED EXCEPTION (Game fiber LoadingSpinner??)
Well, that is the underlying issue. Maybe you have changed the original model or some of the related files.
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Crashing - UNHANDLED EXCEPTION (Game fiber LoadingSpinner??)
Your POLICE vehicle model is corrupted somehow. Either reset it to default or verify that you have installed the replacement correctly.
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LSPD Ballistic shield crash
We will provide a potential fix in the next update.
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What Am I Looking At?
It can be virtually anything. The native itself (that is in V code) crashed and .NET caught it as an AccessViolationException. Depending on what exactly went wrong, the game might crash shortly after.
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[BUG REPORT] Locker menu issues - duplicate menu, props not disappearing
I will have a look, thanks.
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Hidden LSPD Features
It is a hidden feature (or more like a testing feature), but there is no way to normally trigger it in the game. yet Good find though!
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LSPD First Response.dll has crashed
We expect to have your crash resolved within the next 1-2 days.
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LSPDFR 0.4.2 - New API Functions
It is not new. It ranges from 0-100. There is no specific default value, it is randomly generated based on ped properties ranging from 1 - 14. Upon further looking into it, it is only used to determine whether a vehicle is stolen, its other uses for arrest etc. have been replaced by a new system. I will add a way to influence the new system in the next update.
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LSPDFR 0.4.2 "ArrestManager" Crash (Not Albo's Arrest Manager)
The key setup is fine, it is a bug within our code. We will fix this soon.
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LSPDFR 0.4.2 "ArrestManager" Crash (Not Albo's Arrest Manager)
There is an issue where a previous gunpoint arrest did not shut down correctly, which is then continued when you either press the key to arrest or stop again and will subsequently crash. I will fix it. If both, arresting and stopping are assigned to the same key, this issue should not occur, though.
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LSPDFR 0.4.2 "ArrestManager" Crash (Not Albo's Arrest Manager)
Okay and do you play on controller or keyboard? Depending on your input device, have you changed the keybinding for "PERFORM_ARREST" or "STOP_PEDS" by any chance?
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LSPDFR 0.4.2 "ArrestManager" Crash (Not Albo's Arrest Manager)
Can you please confirm whether this crash only happens while you are on foot or also in a vehicle?
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LSPDFR 0.4.2 - Now Available!
That one is on us, it will happen when your last selected character was a preset character and you are not loading in for the first time in that session (i.e. you are reloading scripts or manually loading LSPDFR after the game has loaded). We will hotfix soon.
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LSPDFR 0.4.2 "ArrestManager" Crash (Not Albo's Arrest Manager)
Are you arresting someone when this crash happens or are you just driving around? The arrest logic is triggered with an invalid ped.
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LSPDFR 0.4.2 - Now Available!
You can set the badge model and texture an agency uses in your agency.xml file. There should be an example for the FIB agency. You can then either replace this model in the game (it is called prop_fib_badge, search for it using OpenIV) or you can install a new badge as a addon prop.
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LSPDFR 0.4.2 - Now Available!
This folder is reserved for future use and does not serve any purpose currently.
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Help with random int
Please show us a little bit more code, if possible your whole class.
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LSPDFR 0.4.2 - New API Functions
Now that LSPDFR 0.4.2 has been released, this topic should serve as both, an update on the changes and a discussion about them. If you have any questions or feel like something does not quite do what you would expect it to, please let me know here. A special thanks to @PNWParksFan for his suggestions and testing the API functions. An updated XML is attached to this post. Functions The following functions have been added to the API: AddPedContraband CanPedBePulledOver ClearPedContraband GetCalloutFriendlyName (a callout's friendly name is used for LSPDFR Sync to be displayed instead of the internal callout name) GetPedContraband GetPursuitExclusiveAgencyScriptName IsPedCarryingContraband (this will always return true for any ped before they have been frisked and false after as currently IDs are considered contraband and removed after frisking, this is subject to change) IsPursuitLethalForcePolicySet IsPursuitLethalForceForced IsPursuitTacticsModeEnabled IsPursuitTrackingModeEnabled IsPedShowingBadge IsPedUsingFlashlight IsPedUsingShield IsPedVisualLost (whether visual has been lost in general, see below for comparison) IsPedVisualLostLonger (whether visual has been lost for a moment and the last known position is being searched) RequestBackup (overload for using exact position) SetPedAsArrested (new overload for cuffing, old call is deprecated) SetPursuitLethalForceForced StartTaskParkVehicle We've fixed issues with a few more functions, including ForceEndCurrentPullover, GetCalloutName, SetPersonaForPed and SetPedAsStopped. Events The following events have been added to the API. Please see the XML documentation for further information. BackupUnitCreated PedPresentedId PlayerBadgeShow PulloverTalkingToPedAvailable PursuitSuspectEscaped PursuitPedHasVisualChanged Types There are two new types available, PedContraband and PedPursuitAttributes. The Callout type has a new attribute FriendlyName which is being used for display purposes for LSPDFR Sync. The default is the internal callout name. Types - PedPursuitAttributes Please note that the default values are subject to change. Value Type Default Value Description AverageBurstTireSurrenderTime Integer 30-120 Average time in seconds to surrender when at least one tire is burst. AverageFightTime Integer 90 Average time in seconds until a ped will fight cops during a pursuit. This depends on the pursuit situation, e.g. a suspect far away will not evaluate this chance. AverageSurrenderTime Integer 30 Average time in seconds until a ped will surrender during a pursuit. This depends on the pursuit situation, e.g. a suspect far away will not evaluate this chance. BurstTireMaxDrivingSpeedMult Float 0.15f How much the maximum driving speed is affected by a single burst tire. A value of 0.25f would reduce the driving speed to 0f when all four wheels on a vehicle are destroyed, whereas a value of 0.5f would have the same result after just two burst tires. BurstTireSurrenderMult Float 0.1f How much the average surrender time of a suspect is affected by a single burst tire. See BurstTireMaxDrivingSpeedMult for more. CanUseCars Boolean True Whether or not the suspect can use cars. ExhaustionDuration Integer 25000-40000 Amount of time before a suspect becomes exhausted. ExhaustionInterval Integer 30000-40000 Amount of time a suspect stays exhausted. HandlingAbility Float 1.1f Improvement to suspect's handling for general driving. HandlingAbilityBurstTireMult Float 0.2f How much the suspect's driving ability is affected by a single burst tire. See BurstTireMaxDrivingSpeedMult for more. HandlingAbilityTurns Float 1.3f Improvement to suspect's handling when turning. MaxDrivingSpeed Float 50f Maximum driving speed. MaxRunningSpeed Float 2.6f-2.75f Maximum running speed. MaxTurnAggressiveness Float 1.0f Maximum modifier for the suspect's aggressiveness to take turns. MinDrivingSpeed Float 20.0f Minimum driving speed. MinTurnAggressiveness Float 0.8f Minimum modifier for the suspect's aggressiveness to take turns. SurrenderChanceCarBadlyDamaged Float 50f Surrender chance after a severe crash that caused the suspect's vehicle to be damaged. SurrenderChancePitted Float 5f Surrender chance after a PIT. SurrenderChancePittedAndCrashed Float 25f Surrender chance after a PIT that caused the suspect to crash. SurrenderChancePittedAndSlowedDown Float 25f Surrender chance after a PIT that caused the suspect to slow down. SurrenderChanceTireBurst Float 25f Individual surrender chance that is evaluated once per tire burst. SurrenderChanceTireBurstAndCrashed Float 25f Surrender chance after a crash shortly after a tire had burst. XML Reference LSPD First Response.XML
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AI pulling over for sirens properly
I understand that, but I am still not sure how this would make them pull over nicely to the side. They would just stop in the middle of the road, would they not?
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Fake Traffic Stops Crash
Yes, this will be fixed in the next update.
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Reproducible crash when player asks ped for ID where ped Persona changed
Thanks for the report. The issue is the specific constructor used which does not accept a model for the persona. This model is then later necessary for certain ped specific features. I don't think removing the constructor would be good as it might break quite a few mods, so I will update the internal model reference once you assign the persona to a ped.