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The Loot

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  1. Like
    The Loot reacted to DoubleHelix in [REL] Realism Dispatch Enhanced 3.1.1   
    @Maxson777 I wrote a tutotial for getting Rde 3.1.1 partially running on the newest update. It allows the vehicles and peds to be used. Six Star Response(how the wanted levels are controlled) hasn't been updated to work yet(so no Juggernauts spawing, etc). Link: https://forums.gta5-mods.com/topic/22400/realism-dispatch-enhanced-3-1-1-on-gta-v-v1-0-1604-0-arena-war-dlc-tutorial/2
  2. Like
    The Loot got a reaction from PNWParksFan in [WIP] [REL] Custom Backup by Location   
    First guess would be that BlaineCounty is used in a Backup Region that comes before Paleto, therefore it gets ignored. Catchall areas like LosSantos, LosSantosCounty, and BlaineCounty should be towards the very end of each set.
  3. Like
    The Loot got a reaction from Charlie29r9r7 in LSPDFR not available on cracked versions ?   
    It's funny how quick "piracy" and "not supporting" came out even when OP mentions having purchased the game in the first place.
  4. Like
    The Loot got a reaction from 911hwy in Adding Additional Ranks To Peds   
    Added new components and textures takes modification of the peds ymt file, but not many people have delved into the encrypted files, and not much of the discoveries is floating about.
  5. Like
    The Loot got a reaction from LynxTheDroid in AI Police in Police cars don't move.   
    Check whatever trainers you use and make sure any "Ignore Player" options are turned off.
  6. Like
    The Loot reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This is the fourth part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
     
    It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated.  LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
     
    As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult.  Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
     
     
    Pursuit Interaction Menu
     
    Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop.  While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
     
    In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force.  With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.  
     

     
    The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
     
    The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews.  So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase.  If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable.  With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
     
    Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
     
    And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
     
     
    Pursuit Intervention Techniques
     
    As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits.  Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit.  Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. 
     
    So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
    Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
    YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
     
     
    As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option.  If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
     

     
    A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
     
     
    Air Support
     
    Throughout the history of our two mods, air support has always been a touchy subject.  For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines.  In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
     
    With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters.  Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area.  They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
     

     
    A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
     
    Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
     
    In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly.  When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
     

     
    Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
     

     
    This, though, definitely is a helicopter.  It's also not flying at street level!
     
    As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
  7. Like
    The Loot got a reaction from PNWParksFan in [WIP, REL] Better EMS   
    No, just make duplicate entries in the EMSUnits file, like so.
     
    <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="5" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="6" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="7" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="3" chance="25">ambulance2</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="25">ambulance2</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="3" chance="10">ambulance3</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="10">ambulance3</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="5" chance="10">ambulance3</Vehicle>  
  8. Like
    The Loot got a reaction from OblongGaming in LSPDFR 0.4 - The Technology   
    Good to hear those issues should be fixed.

    As for the last point, dismissing units out of their jurisdictions and replacing them with new local units was the basic idea. Feels odd whenever a bunch of BC Sheriff units head into Los Santos (and vice versa), and even between counties, too. I know it's not completely unrealistic with how actual agencies work in CA and elsewhere, but it'd be nice to have some control over the situation somehow, whether natively or through plugins.
     
    The ability to limit total ambient units allowed during calls naturally would be nice to go alongside the new patrols, too, which will make ambient units more appealing to use rather than blocking them with various plugins.
  9. Like
    The Loot got a reaction from 11john11 in LSPDFR 0.4 - The Technology   
    @LMS Few things: 
    Has the issue been fixed where  when the AI arrests someone, it sends the transport vehicle to your position instead of the suspects? This can end up with cars and peds spread out across the map if you don't stay near them until they get picked up. Has the issue of u-turning traffic turning pursuits been looked at? We could also use the "Close Roads" option allowed in vehicles, since it currently isn't. Any chance of a back-end system of dismissing cops who get too far from the pursuit (especially when they're on foot or if they don't end up going back to their vehicle for whatever reason in a vehicle chase), or vehicles that are flipped or severely damaged, too? On the topic of dismissing vehicles, perhaps a function that lets players manually (or automatically) dismiss units who are outside appropriate areas or just not needed. (Hopefully plugins could do the job if someone decides to in the future and if it doesn't get built in.)
  10. Like
    The Loot got a reaction from IdeallyStoddy in LSPDFR 0.4 - The Technology   
    Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.
     
    Improving their ability to negotiate actual traffic would be a huge change, of course.
  11. Like
    The Loot got a reaction from IdeallyStoddy in LSPDFR 0.4 - The Technology   
    Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.
     
    Improving their ability to negotiate actual traffic would be a huge change, of course.
  12. Like
    The Loot got a reaction from IdeallyStoddy in LSPDFR 0.4 - The Technology   
    Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.
     
    Improving their ability to negotiate actual traffic would be a huge change, of course.
  13. Like
    The Loot got a reaction from Tenzwood in LSPDFR 0.4 - Epic Customization   
    Hopefully we'll get another peek before the end of April.
     
    The feature will just add the ability to place ped and vehicle spawn points, map editing is something that will have to be done through other methods.
  14. Like
    The Loot got a reaction from LynxTheDroid in AI Police in Police cars don't move.   
    Check whatever trainers you use and make sure any "Ignore Player" options are turned off.
  15. Like
    The Loot got a reaction from Constable Matt in Police4 NOT in handling.meta?   
    It's basically the same vehicle as police, so it uses the same handling for both models. If you want police4 to have different handling from police, you'll have to add a new handling entry, and change the value in police4's vehicles.meta entry to that one.
  16. Like
    The Loot got a reaction from ToeBius in Parkland, Florida High School Shooting, 16 dead, many injured   
    I love when idiots assume that I own or even plan on owning a gun when I argue for them. Really shows the small-minded bigotry of the average anti-gun nut, if believing "shooting someone over a cup of sugar" is a thing or that people just want to "be judge, jury and executioner all at once" weren't enough already.
     
    No, I nailed it pretty well.
  17. Like
    The Loot got a reaction from ToeBius in Parkland, Florida High School Shooting, 16 dead, many injured   
    "Excuse me, Mr Violent Home Intruder? Mind if I get a jury of your peers in here to decide if I can defend myself before you brutally murder me?"
     
    Fuck that, the only thing that determines punishment there are at least six little bangy bois. This anti-individual mindset is why I'd never move out of the US.
  18. Like
    The Loot reacted to Sam in LSPDFR 0.4 - Epic Customization   
    With 0.4, you can add it yourself!
  19. Like
    The Loot got a reaction from Shaftoe in LSPDFR 0.4 - Announcement + First Preview   
    Speaking of driving issues, suspect fleeing AI could use a lot of improvement in two ways: slowing them down when they get far enough away from the player since they don't have to deal with avoiding traffic like they would at close range and like the player does, and otherwise making them more able to overtake other vehicles instead of getting stuck behind or besides them. 
  20. Like
    The Loot got a reaction from jacklop21 in Parkland, Florida High School Shooting, 16 dead, many injured   
    A far smarter decision than the mainstream media or politicians are capable of.
  21. Like
    The Loot got a reaction from Shaftoe in LSPDFR 0.4 - Announcement + First Preview   
    Speaking of driving issues, suspect fleeing AI could use a lot of improvement in two ways: slowing them down when they get far enough away from the player since they don't have to deal with avoiding traffic like they would at close range and like the player does, and otherwise making them more able to overtake other vehicles instead of getting stuck behind or besides them. 
  22. Like
    The Loot got a reaction from Shaftoe in LSPDFR 0.4 - Announcement + First Preview   
    Speaking of driving issues, suspect fleeing AI could use a lot of improvement in two ways: slowing them down when they get far enough away from the player since they don't have to deal with avoiding traffic like they would at close range and like the player does, and otherwise making them more able to overtake other vehicles instead of getting stuck behind or besides them. 
  23. Like
    The Loot got a reaction from jacklop21 in Parkland, Florida High School Shooting, 16 dead, many injured   
    A far smarter decision than the mainstream media or politicians are capable of.
  24. Like
    The Loot got a reaction from jacklop21 in Parkland, Florida High School Shooting, 16 dead, many injured   
    I'm not responsible for other people's ignorant assumptions, bub.
     
    But hey, next time heavily-armed terrorists run through your baguette-scented streets, you can feel safe knowing that no one has the right to own a tool designed to "kill people".
  25. Like
    The Loot got a reaction from TheDivineHustle in An officer was fired for choosing not to shoot a distraught suspect   
    I really find it hard to believe you're even old enough to have a driver's license.
     
    Don't bother responding, you're not worth the effort to continue this.
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