Bloodbunny
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Traffic Policer not working? New update maybe?
Bloodbunny replied to Officer Gamboa's topic in LSPDFR 0.4 Support
Aye... but Traffic Policer did something that as so far Bejojo's stuff doesn't do.. ambient traffic violations, beyond just random drunks that are easy to spot. It had drivers on cell phones, blatant speeding, minor speeding, running red lights, etc. Playing as SAHP is no bueno atm without that. -
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Would be awesome, but the carvariations lines seem to cause a repeatable CTD when loading the game. If I don't use the lines, and just replace Sheriff, it will load, but the lights are in the wrong place, so it NEEDS the carvariations, and thats the issue. Installing it to mods folder with the Modding DLC pack if that matters. <Item> <modelName>sheriff</modelName> <colors> <Item> <indices content="char_array"> 134 134 156 156 </indices> <liveries> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> <Item> <indices content="char_array"> 134 134 156 156 </indices> <liveries> <Item value="false" /> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> <Item> <indices content="char_array"> 134 134 156 156 </indices> <liveries> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> <Item> <indices content="char_array"> 134 134 156 156 </indices> <liveries> <Item value="false" /> <Item value="false" /> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> <Item> <indices content="char_array"> 134 134 156 156 </indices> <liveries> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> </colors> <kits> <Item>157_massacaro2_modkit</Item> </kits> <windowsWithExposedEdges /> <plateProbabilities> <Probabilities /> </plateProbabilities> <lightSettings value="1" /> <sirenSettings value="2" /> </Item> <Item>
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[NON-ELS] LSSD Ford Police Interceptor Utility '16
Bloodbunny commented on Xandiar's file in GTA5 Mods Vehicle Models
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[REL] Traffic Policer 6.9.1.0 (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)
Bloodbunny replied to Albo1125's topic in Script, Ped & File Modifications Showroom
Glad that you love being massacred by T-800s on bikes. If I wanted that, I would play one of the 9000 mindless shooters out there... and yes, the LSPDFR mod, and this plugin in particular is meant to be semi-realistic. Yes, I'm stating opinion, and no, your huge post count doesn't mean your opinion matters any more than mine. I'm merely stating my opinion about a part of an otherwise outstanding plugin, the author can choose to consider, or disregard it, at his leisure. -
[REL] Traffic Policer 6.9.1.0 (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)
Bloodbunny replied to Albo1125's topic in Script, Ped & File Modifications Showroom
Who else thinks some of the ANPR hits need to be toned down? Particularly the one where the guy has his crew on bikes attack you...totally unrealistic, plus they are perfect shots, so you pretty much are guaranteed to die unless you have god mode on a hotkey. I love the ANPR hits, and most of the different ways they can go are great, except the bike one. It really needs to go... maybe have a one car pull up behind you and attack; but 4-5 bikes with T-800 terminators on them is not fun, and very immersion breaking.. then to add insult to injury, getting killed despawns them so you can't even have the satisfaction of respawning with god mode and a rocket launcher, teleporting back and taking your revenge. Sorry, just had a ragequit moment, and had to rant a bit. -
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Giving Commands to driver From Car
Bloodbunny replied to Nupe1911's topic in Discussion & Suggestions
Not really sure why you'd walk up to the window, knowing the occupants are wanted felons. Order them out at gunpoint from behind the driver door, preferably with backup standing by. The gunpoint exit mechanic is brilliant, and was designed for just what you describe. On that note, I do agree that a script for playing felony stop commands would be nice. -
Great CVPI, probably the best out there, but I'll have to use another model in the "police" slot if I can't get it to consistently spawn with a light bar. Adjusting vehicles.meta to "FLAG_EXTRAS_ALL" does jack all... currently pulling hair out over this...grrr Through the comments, this issue seems like a common one, and yet no help other than a politely worded "sod off, fix it yourself." EDIT: Ok..got it to spawn with the lightbar all the time, BUT.. since it comes with two push bumper models, both spawn, and clash with each other.. so EXTRAS_ALL seems a no go.
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Not going to happen, despite this mod being one of the best, most stable, and innovative out there, most kiddies don't want to play as a cop. Go to mainstream GTA forums and suggestions regarding playing as a cop will be dismissed with comments to play True Crime. Sad reality
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The video speaks for itself. (Go to the three minute mark to see the police in action) This mod has gone from a glitchy beta with no traffic to a fully fleshed out mod. Wonder how much work it would be to edit the police station locations in lcpdfr to work with it? Imagine having an actual freeway to bust people on.. Then again probably too much work, but it is nice to dream. Edit: delete this, found the main thread buried somewhere
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Being able to approach a car from the passenger side (like the CHP) would be nice and handy, for when you don't want to be standing in the road.
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Well, after the fiasco surrounding the last countdown, it would be just plain silly to repeat that....right?
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Considering what happened last time, something tells me that this one is the real deal.
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One question: Do you get the disappearing texture bug before crashing?
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You mean disappearing textures? Yeah 0.91 can sometimes cause a GPU memory leak, and if you have graphics already on high it can become apparent very quickly.
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Right side approaches on vehicle stops: As in once you stop a car, you get a dialog asking "hit x to approach driver side or y to approach passenger side" Lots of depts in RL do this to keep from getting run over, and would serve a similar purpose in IV. Alternately, just script 2 markers to walk into left and right side, but don't know if that's possible.
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Try this, it loads all cars instead of a pool of 20..be prepared to lower your graphics settings or incur the wrath of the disappearing texture bug.
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Well of course the graphics are still going to look largely dated, its a map conversion, not a map remake. To get IV's graphics on the SA map they would have to retexture every object converted from the game. The real appeal is having the rage engine on the SA map, I can stand 2004 graphics, what stopped me from continuing to play SA was the awful physics and animations..its painful to play SA after playing IV.
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I for one am stoked about it.. time to install those CHP skins...holy cow, an actual highway to patrol? w00t
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Whats public? ::Paying no attention to the 500 lb gorilla in the middle of the room::
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3:06 on first video, what mod are you using to keep from dying here, or was that a glitch? Seemed like the car just pushed you up, when that happens to me I die.

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