Everything posted by The Loot
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Modding and V
If only I could. I don't currently have the game, so this is all theory for the moment. But if things literally work the way they look, the things I've done should work fine.
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Modifications
And that's an attitude that needs to change. Digital items should be treated no different than physical items.
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Modding and V
Beautiful! I immediately want to add Buzzards to the Army Base zone after looking through that. I see that the Annihilator is mentioned in there, but unless they added it in the PC version, I never saw one spawn during a chase. I wonder if that's an unused section. (Nevermind, later on I see how they choose what to spawn, so it'll probably be easy to add many changes as long as additional sections can be made!). Even roadblock vehicles and props are there! Time to spawn SWAT with the Enforcer roadblock (though if it's only one person I'd rather just replace it. I hope there's also ways to define how many peds are spawned per vehicle. I'm rambling, but hell yes it looks like a system I can actually work with! Edit: And I've already changed a bunch to my liking, as long as changes like them would actually take effect correctly! Added more car models to LSPD, SWAT, and LSPD roadblock spawns.Added a helicopter to spawn at the military base: a Buzzard with marines.Changed the Riot roadblock to spawn the Sheriff SUV in the country and the LSPD Van elsewhere.Changed the spikestrip roadblock to use the same cars as the regular roadblock (including the country areas using the Sheriff car) so you can't tell the difference just by the vehicles.Making the SWAT chopper spawn with a different set than the normal chopper, including using the Annihilator for it and a Marine Buzzard for the base.Slightly more cops and slightly less SWAT at Level 4, as they've just shown up.Things I want to do: Add FIB spawns at level 5.Adding a sixth level, since you can define the level you earn it and add a new section. Surely other files will also control this, though.Except for a few things (defining number of cops per vehicle, what "IsMutuallyExclusive" actually means, how the size of the minimap relates to the size used for vehicle spawn distances, full list of vehicle model names), this is looking good.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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How Excited Are You For GTA V PC Version?
Cautious. I've had such a terrible experience with stability when it comes to GTA4.
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Does This Script Exist? (The Life and Legend of Officer Crotchhonk)
There is an >idle animations mod here I used in the past. Did you ever add it to your game?
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LCPDFR 1.0d Megathread
Nope, that was added in 1.0. It's a very simple way of representing contact/cover, maybe with a bit of exaggeration thrown in because it's GTA.
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More frisking outcomes
Well, per officer voicelines and probably through other in-universe media, weapons of most kinds are supposed to be banned in Liberty City.
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Common Standard For GTA V Modding
I'd be great, since other than aftermarket equipment, a vehicle isn't going to vary much at all.
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How to make partner arrested a suspect in the lcpdfr 1.0d?
As far as I can tell, it seems to be non-functional since the hotfix at very least.
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Several Issues
Critical Error More critical errors. Arrested ped, called for transport, transport de-spawned immediately (also occurs with other backup spawned as mentioned below). I released the ped, tried to re-arrest, and the errors occurred repeatedly (Dozen+ times in rapid succession). Something for LMS? A common popup recently. Also I've noticed that backup called in a pursuit will disappear after a second or two if it's not nearby. This exacerbates the "feature" of less cops spawned now. I'm beginning to think that the AI ELS distance I recently changed is responsible for the backup deletion.
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NOoSE is the wrong car?
Did you change the vehicle.ide line for "noose"? It sounds like you changed the "gamename" parameter, which explains the different displayed name and engine sound. I assume it also has a normal radio.
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Yard's WIP thread...
Uh, several did, but I just switched all of them to be "ExpressModeRandPat=off" so I don't recall exactly which ones. I also went through and forced patterns for the stages that work for me (26 looks like the default pattern of lights well enough for the LCPD pack), but I'm unsure if the AI is affected. One thing I noticed on the Brute Ambo: the WRNL lights on the back have their environmental lighting at the front of the vehicle. Edit: Yard! I hadn't noticed that you have a non-V Stockade in the Harbor City pack that works perfectly well for my tastes, and so does pattern 52 for all my Noose vehicles! I'm just sad there wasn't a Granger in the pack I could replace the LSPD one with.
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Yard's WIP thread...
I was just wondering if the current set were set up for Rotator since it didn't seem like it, so those will be nice. One question: does Express Mode work correctly with your setups? I noticed some were set to random patterns (which I just turned off to see what the normal is), but what do you suggest?
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
The deal with the removal team (and possibly the tow) is that you have to be nearby for them to do what they do: usually the officer leaves the patrol car and goes for the vehicle once I get close to them. They also drive like normal traffic, which means stopping at lights and not overtaking, which means they can take a while to get there. Plus it seems that the latest version of LCPDFR messes up and crashses something critical if you try to dismiss either removal or tow vehicles.
- Yard's WIP thread...
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Bill Cosby rape allegations
Until he's charged in a court of law, anyone calling him a rapist should be at risk of a lawsuit. And until he's determined as guilty is said court, he's innocent. People have a hard time understanding this.
- Yard's WIP thread...
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LCPD:FR 1.0d and ELS v8 - Incompatibility?
ELS 8 has outdated files in it, so install LCPDFR afterward.
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LCPDFR 1.0d Now Released
It's not selected by default, but it's an option in the auto install.
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My partner don`t arrest
I can confirm that the function doesn't work using controller or keyboard (did not try with QAM but OP says it works) in any circumstance.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Awesome news! I agree: if you've done an overhaul on your code, might as well focus on it instead of the old. A few suggestions for things I've noticed for the moment. Is it possible to spawn vehicles in the middle of intersections to give them a better chance of orienting themselves correctly? Tow trucks don't follow the rules of the road very well, unlike the removal team. They also sometimes spawn real close. Would it be possible to mark nearby injured or dead peds and keep them safe from deletion? That was one thing the Ambulance feature from Police Helper (and Coroner mod) had so they wouldn't de-spawn when you looked away. Related, could we get two paramedics in the ambulance, so they can deal with two people at once? Also related, if there are more injured people around, would it be possible for another ambulance to automatically be called when the first is done? One last ambulance related thing: is it possible to check for already existing vehicles to use instead of spawning another? Same with removal teams (any nearby cop car with two passengers, or a foot cop).
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts