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File Comments posted by Dippa
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On 8/15/2020 at 4:44 AM, Airwolf95 said:
ScripthookV still needs to be updated to the new GTA V version. You've to be patient until that's been done and then download the latest version.
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12 hours ago, Rich said:
Not sure. I have the feature disabled. Typically, though, it can be difficult to manipulate anything directly controlled by LSPDFR.
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11 hours ago, Rich said:
By ambient suspect chases, do you mean ambient pursuits you're not a part of?
Yes, I mean the LSPDFR ambient wanted suspects that appear as a red dot as if it was a suspect that previously got away. The new feature since they updated LSPDFR.
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Hey Rich, is it possible to make it so the plugin do not make units that are in route to transport a suspect or if the unit has a suspect in custody not to respond to ambient suspect chases? I get a lot of units coming to pick a suspect up and soon as they get close and an ambient suspect drive by, they take off after the suspect. Or if they have put the suspect in the car, they will chase the ambient suspect and once they catch him, the prisoners jump out with guns on the suspect also lol.
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7 hours ago, ziipzaaapM16A4 said:
Hahaha.
Listen... The Frisking (Press and Hold Q) and Placing in the Vehicle(press and hold E nearby YOUR car) are features from LSPDFR.
Making the Lightbar flashing Independently is a feature from ELS but
not every vehicle mod uses the Secondarylights and Warnlights like LT.Caine made the mod for. Yes i can set them up Independently. I have the ELS express mode Disabled and by pressing "K" you can toggle Secondarylights and by pressing "L" you can toggle the Warnlights.
If that was not what you meant just PM me.
Ahhh ok, so you're not using STP or anything, just the vanilla lspdfr functions? LOL that could be why I've never witnessed the "watch your head" feature before
. I wish every vehicle mod used that secondary light feature because your video looked so fluid and realistic. Thanks for that quick response!
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On 3/30/2020 at 4:26 AM, ziipzaaapM16A4 said:
We are currently working on it. Should work when i update the plugin soon
Could you share with me how you was able to have your officer searching the ped thatway in the video and placing in the vehicle holding her head? That is pretty awesome! Also I like how you was able to make the front and back of the light bar work independently! Is that because if the way the police vehicle is setup or els function pre-sets? I never saw you open the els menu? LOL I must have been playing my game wrong all of these years or something.
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7 hours ago, John Dartu said:
K my fault then
Still like it.
Just a suggestion: Could you exclude emergency vehicles from stopping while the player vehicle is on stage 3? Cause even in an only rp scenario, if you move just a tiny bit they hit the brakes
If you are using STP to stop traffic, that would have to be fixed on the STP mod, not this one as this mod only dispatch emergency vehicles around the player location and traffic yields just like normal. STP made it so all traffic stopped including emergency vehicles since the last update that I used anyway.
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2 hours ago, Rich said:
Perhaps if a backup unit gets within a certain distance of the player's vehicle, and the player's vehicle's lights/sirens are off, then the backup unit turns off their lights/sirens?
Yes, that would be fantastic too! the AI mimicks the setting i'm using. That would do the job!
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@Rich you've done a great job! I noticed an opportunity with your plugin! Your plugin now provides us the ability to control AI lights and sirens. Is it possible to make this feature of AI arriving in silent mode (turning lights and sirens off) in the ini, a keybinding opinion ingame? If we had control of that feature on the fly ingame, it would be something we've never had before! This would be great for plugins like PeterU's "silent burglar alarm" callout, where we have to respond in silence...or landlord/tenant callouts that would not require code 3 responses! I think it would be just what is needed to help with realism along with the other great features you've added!
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Awesome idea @Rich!! Do this work on AI vehicles as well, like when reponding to traffic stop callouts, the AI can have its lights on when you arrive?
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3 hours ago, jordanb555 said:
is this optimised for lspdfr 0.4.2
It says right up top:
SpoilerWhat's New in Version 4.3.7107.33487
Released 4 hours ago
v4.3 is a compatibility release for LSPDFR 0.4.2 only. There are no other changes.
A change in the way LSPDFR reports its version number in 0.4.2 broke the backwards incompatibility check within PeterUCallouts.
Rage Plugin Hook Compatibility
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10 hours ago, NopeBye said:
To turn the light on/off click "E" while aiming or if you have Persistent Weapon Flashlight just click "E" without aiming. If you want the flashlight to look like an LED install this LED Improvement mod and replace the textures in your graphics.ytd, you can also install the other things with that mod but thats up to you.
I currently use "Flashlight Overhaul mod" by FKDZ that works well with making the light cone smaller and the color of LED. All of the AI police and the original flashlight changed with his mod, but the new flashlight that comes out with the animation on 0.4, the texture is not changed. Do you know the location of where to change that one? I've changed the textures in both graphics.ytd and still for some reason it do not change THAT particular flashlight?
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On 3/2/2019 at 10:46 PM, NopeBye said:
Thats a feature with 0.4, just go to where the fist logo is and select the flashlight while on duty.
Do you know how to get your mod with the beam and LED color to work with the new 0.4 flashlight? Also how do you turn the flashlight on the weapon on and off?
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On 2/27/2019 at 5:35 PM, Sam said:
We have a lot of new data files in LSPDFR 0.4 which you can use to customize the mod to your liking and there's quite a lot on our wiki about them. The one you're looking for is called outfits.xml and it has the default police outfits defined in it. Just replace it with the one I provided here:
@Sam I can't seem to get a straight answer from anyone about this but I KNOW you have the answer
. First, can the new flashlight beam texture be edited by us? and Secondly, can we edit the uniforms like this the same way we could go into the file and export uniform textures and edit them? The locations of both of these seem to be a mystery?
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On 9/30/2018 at 9:31 AM, Phaxol said:
I am still trying to work on a fix for this issue. I will message you in a bit to have you try something for me.
In other news, I have added a donation link if anyone wants to help support this project or a broke college kid who develops mods
Also, I have begun development of the computer system:
It is still in the very early stages, but I'm liking where its heading so far
Anyways, there's a small update for everyone as to what's happening with the mod now. I don't know if I will be adding the ability to disable parts of the menu, I would only do that if enough people wanted it at this point
What caprice are you using in this photo? It looks pretty solid!
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@Tacco I found another bug bro. On the suspicious vehicle callout, when the callout happens the plugin spawns the vehicle in the location it will start at even if you have not accepted the callout. The vehicle will remain there sitting in the middle of the road and will not despawn. This is when you don't accept the callout mind you.

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Hi @Tacco, I have two requests if possible. Could you make the police vehicles at the accident scenes when doing traffic breaks unmarked police4? Because they are hwy patrol officers driving city police vehicles. In my game I've made the sheriff and hwy patrol one agency (Maryland State Troopers) due to they are the agency that handles hwy issues here where I live. At any rate, the hwypatrol is driving the wrong vehicles so if the vehicles is police4 it would fit any agency or officer driving it. In addition, is it possible on the traffic stop backup callout that the suspect does not always start shooting? Maybe just get out with his hands up since it's a static type callout? It's just so predicable that make you not take the call every time

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@Tacco I'm having issues with the traffic break callout with the circles and pathway not deleting after the callout is finished. I think it's a bug or something I'm not doing correctly?
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6 minutes ago, Mr.DudeMan said:
you need to zig zag in the street until you reach the red circle ignore the path after you reached the yellow circle it takes some time bit you will reach the red circle heres a video of a traffuc brreak
Good deal bro, I've never seen that before! Thanks man! lol if I would have seen this in real life Iwould have thought the officer was high or something lmao
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14 hours ago, Mr.DudeMan said:
just did a 4 lane traffic break in a chp fpiu thank you for that :)))))
best call ive answeredHow did you do it? I drove to the yellow circle and then drove only 10 miles a hour but the nothing changed. It kept giving me the path to the yellow circle. What are we suppose to do on this callout?
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1 hour ago, PeterU said:
Please check you are copying the files correctly. This sounds like you are copying the .dll into the right place, but missing all the other dependent files.
The zip package should be unzipped, and then copy the files inside it and paste in your GTA V folder.
Can you give details of the "memory errors"? It is unlikely that the presence of audio files would cause these issues. The audio files themselves are used by the LSPDFR Police Scanner playback mechanism.
PeterUCallouts checks, shortly after going on duty, to see if the files it wants are in the right place and stores a simple "yes" or "no" in memory for each file, so it knows what audio files it might be able to use later. This prevents some stuttering when you're in a callout and the game wants to check for an audio file.
Oh no I'm not saying that your audio files are the main cause of the memory errors, but rather my game is modded greatly within the map, scripts and such. The amount of memory the game uses increases when I put the large auto file in the game which along with my modded vehicles used a lot of game memory. I was thinking if those auto file are already in the game , could your plugin access those files instead of putting double the auto files in LSPDFR? When I say weight, I'm refering to the actual size of each auto file itself. The entire "weight" of the auto files COMBINED are huge and uses a lot of resources from what I've tested. If it was a way the your mod could still run even tho the auto files may not be presented it would reduce a lot of "weight" from the games memory. I've tested this with other plugins that are not depend on auto files to run as designed and I was just wondering was it possible that yours could do the same. I love your callouts and just wish that it would run regardless if I have the auto files in or not.




Typical Callouts
in Script Modifications & Plugins
Posted
@NWpilot07 Loving the callout pack! I was wondering is there a way to make the unit have its lights on during the traffic stop callouts? Or possibly have it so we can decide if the lights could be on when we arrive or not? I think that would be awesome! Either way you've done a fantastic job with this!