Everything posted by LMS
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LSPDFR Characters :O
Officer Gull looking good as always
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Website Feature Idea
I understand your concern, however, there is no need to delete mods for online play. In the majority of use cases, all it requires is launching the game without RAGE Plugin Hook started (so simply not clicking it first, but launching GTA V normally) and renaming/removing dinput.dll to prevent any .asi mods from loading, effectively also disabling the mods folder.
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Korra Joins LSPDFR forum!
RAGE Plugin Hook, which powers LSPDFR, does not need to be removed for online play and can be present in the directory at all times. You decide to simply not use it by launching GTA V normally. If loaded, RAGE Plugin Hook will block any online functionality, so you do not run any risk if you launch it by mistake or forgot about having it loaded.
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LSPDFR 0.4
We do not have any definite plans regarding an early testing release yet. We will maintain ABI compatibility, however, the expected results of certain functions might differ from 0.3.
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Possible to play golf using my EUP character?
You can try a mod like https://www.gta5-mods.com/scripts/character-swap. It won't be without side effects (getting story calls etc.) but it should allow you to play stuff like golf.
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Translate the modification into Russian
We currently do not support different languages in LSPDFR, however, it is certainly something we would like to add in the future. Just like for LCPDFR, it would most likely be community based, though.
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LSPDFR 0.4
Callout mods will work fine for the most part. As for other mods that rely on certain LSPDFR behavior that might be different.
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LSPDFR 0.4 - Ambience
It's not our decision as we cannot run any kind of untrusted code on these platforms.
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LSPDFR 0.4 - Ambience
We will do our best not to break older mods as we're aware of them possibly never being updated.
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LSPDFR 0.4 - Ambience
Not necessarily, they are incidents happening in the game. Not all incident codes are found in the game world by default, however.
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LSPDFR 0.4 - Ambience
Partners are certainly something we would like to see in LSPDFR again. However, we also know about the difficulties of implementing it properly and want to take our time to get it right. Hopefully we have more to share on that sooner than later.
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LSPDFR 0.4 - Ambience
The backup systems has been reworked completely. Units will now responds on roads actually connected to your position (i.e. no more spawning on other segments of the highway) as well as take their time to respond. Yes, units designated for a certain area will spawn and patrol in that area.
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[C# für LSPDFR] Probleme mit Auto abschließen Script
Hi Berry, du solltest dir vielleicht noch einmal die C# Grundlagen genauer ansehen, dein Code ergibt so nämlich keinen Sinn. Bilder nächstes mal auch gerne mit Zeilennummer, ist dann einfach. Bild1: Game.LocalPlayer.LastVehicle.AbovePosition.Around(3) gibt dir eine Position um Umkreis von 3 Metern vom Dach des Autos aus. Das hat überhaupt nichts mit dem Lock zu tun. Du kannst einfach den Locked Status direkt setzen. Ich vermute du wolltest eine Abfrage machen, ob der Spieler in der Nähe ist? Das würdest du über Position.DistanceTo machen. Bild2: Hier verwechselst du mehrere Sachen in C# miteinander. Die Typdefinition Player ist nicht nötig, genauso ist der Parametername locked unnötig. Der Aufruf muss wie folgt aussehen: Game.LocalPlayer.Character.LastVehicle.SetLockedForPlayer(Game.LocalPlayer, true); Der AbovePosition Code macht garnichts, da hier eine Position zurückgegeben wird, die nie von dir genutzt wird. Stell es dir so vor, als würdest du das Auto fragen, was eine Position in der Nähe ist, aber dann nichts damit machen. Auch hier wäre für eine Entfernungsabfrage DistanceTo die richtige Funktion.
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LSPDFR 0.4 - Ambience
Keybindings will be configurable in the known LCPDFR fashion (key + optional modifier key).
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Fast way to load changes of MyCallouts.dll
Yes, that is correct. For testing purposes you might not need your plugin to be loaded by LSPDFR though, so you can test your functionality like a normal plugin before making it a callout. You could also bind the two commands to one key to quickly reload your changes if you wish to keep it a LSPDFR plugin. You should also be able to manually register your callout with LSPDFR using the RegisterCallout function when loaded directly as a plugin and not via LSPDFR. That might require you to add an assembly resolve handler though to ensure you are pointing to the right LSPDFR instance instead of attempting to loading it again.
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Fast way to load changes of MyCallouts.dll
Hi RealBazinga, if you load your plugin like "LoadPlugin MyCallouts.dll true", RAGE Plugin Hook will automatically reload the plugin when the assembly has changed. If you have set up Visual Studio to copy the new assembly to the plugins folder you essentially get a reload after recompile. Should you wish to also ForceDuty quicker, you may wanna use the "Bind" command in RAGE Plugin Hook which allows you to bind one or more commands to a key. Schöne Grüße aus Norddeutschland
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LSPDFR 0.4 - Pursuits & Intervention
We've recovered some unused code in the game and polished it up to integrate with our AI. While it works well for most of the cases it is still GTA V at the end of the day.
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Rage Plugin Hook geht nicht
Hallo Kennedy, wenn dort Version 62 steht, dann hast du die auch. Bitte lade LSPDFR herunter und dann die neuste Version von RAGE Plugin Hook von der Website. Diese Version dann in den GTA5-Ordner kopieren und die alte Version überschreiben. Dann sollte in der Ecke auch Version 63 stehen und alles laufen.
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Dump RPH
In the 3 years of development of RPH including countless sessions via TeamViewer in the early days to "address" issues, I have found that most of the time, if not always, the user did not install it correctly or managed to mess up their system in another way. Only in very rare cases (one example being issues with Chinese folder paths) a fix on our end was actually needed. If you still think the issue is with RPH, feel free to PM me the error report.
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LSPDFR 0.4 - The Technology
Transport has been reworked completely so that should hopefully not happen anymore. Same with pursuits, completely rewritten and that issue is no longer present. There are some other tricks we employ now to keep the roads a little less busy together with some density adjustments (those can be configured if you don't want it). Far away cops are freed, yes. Could you elaborate on that, what do you mean by appropriate areas? This is definitely a very interesting idea which we have also investigated many months ago with a prototype. It will not be part of 0.4 but is something we are still strongly considering (scope tbd).
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LSPDFR 0.4 - The Technology
No, they will still have guns, they are just way less trigger happy.
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LSPDFR 0.4 - The Technology
Let's just say the LSPD implemented a very strict "no more deaths" policy. (or in other words, we found a very reliable way to prevent it from happening)
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LSPDFR 0.4 - The Technology
As stated in the original post, we have improved the driving ability of the AI quite a bit to make it more challenging. Depending on your preference on realism you can fine-tune these improvements. The biggest issue with making the AI drivers a real challenge in my opinion is them taking turns: they slow down way too much and approach the turns way too carefully when compared to a player driver. There are a few ways to improve this, but it is often times still the main reason that allows you to catch up. I am not sure if we can get them to the same level as a good player yet, but we are certainly trying.
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Buying V Today...JUST for LSPDFR
Callouts for LSPDFR target RAGE Plugin Hook since LSPDFR runs on it. This should be true for (almost) all mods from the LSPDFR ecosystem. More general script modifications may use SHV, but I wouldn't worry too much about it. Either Alex will update it soon or if not, I guess there will be a third-party patch with the updated natives eventually.
- V