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Stealth22

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Everything posted by Stealth22

  1. VB.NET works too, thats what I used to create my callouts. I went for realism too, haha. I'm not a police officer, sadly, so my knowledge was based on the ridealongs I've been on with my local police. MulleDK19, one of the developers of Rage hook, recommended 2013 instead of 2015. Apparently there's a bug with the Intellisense.
  2. Yeah, the idea of that call is to show the kind of stupid shit the police get called over. You can just end the call, or roleplay it further by getting his ID, checking for warrants, seeing if he is drunk, etc etc. Or you could react like Cooper... https://www.youtube.com/watch?v=XY_wAoXCu2M
  3. I think @LMS or @Sam would be the best ones to answer how the ped resistance works. Which ped model are you using? When I was testing my "Hit and Run" and "Impaired Driver" callouts, the drivers would pull over most of the time. If you're using a gangster model, then I guess their resistance chance would be higher. I know you can get the resistance chance of a ped, but I don't think there is a way to set it.
  4. Same here...I only needed WorldZone for the audio, really, but since I ditched NAudio, I didn't need it anymore. It was easier than I thought to switch to the API audio. And yeah, I "borrowed" LMS' code for the Vector3 extension methods.
  5. I'm able to ask any ped for identification without any issues. It sounds like you have another mod conflicting somewhere.
  6. VERSION 0.2.0 HAS BEEN RELEASED! Added Hit and Run calloutAdded Impaired Driver calloutDispatch audio is now being handled by the LSPDFR API directly; there is no need for the NAudio.dll anymoreWhen speaking to subjects, they will now have many more things to say, so you will need to press Y more than once!Subject stories will now change EACH TIME you get one of the callouts, for more varietyIf peds spawn in the middle of the street, you can walk up to them and press CTRL+T to make them follow you to a safer location on the sidewalkPress CTRL+T again to make the ped stop following youThis feature can also be used to separate two subjects, or to bring one subject to the other side of your cruiser for questioningAssault suspect will now return to the scene when he sees that the police have been calledDoes he genuinely want to tell his side, or is he trying to weasel out of being arrested?Duplicate red blip bug from the Assault call has been fixedThere is now a delay between completing a call to the point where Dispatch calls it Code 4 (for realism)A callout will end immediately if the player is killed, and Dispatch will send out an "Officer Down" call (for realism)Suspects will react differently based on your response to a call...use that siren carefully!Person With a Gun call now has some more variety, and will be developed further in the futureUnknown Trouble now has MUCH more variety, and will no longer be just a false 911 callAbility to turn off the "1-ADAM-12" intro easter egg...but why would you want to do that?Added all LAPD unit types (not just ADAM and LINCOLN!)Various code optimizations
  7. VERSION 0.2.0 HAS BEEN RELEASED! Added Hit and Run calloutAdded Impaired Driver calloutDispatch audio is now being handled by the LSPDFR API directly; there is no need for the NAudio.dll anymoreWhen speaking to subjects, they will now have many more things to say, so you will need to press Y more than once!Subject stories will now change EACH TIME you get one of the callouts, for more varietyIf peds spawn in the middle of the street, you can walk up to them and press CTRL+T to make them follow you to a safer location on the sidewalkPress CTRL+T again to make the ped stop following youThis feature can also be used to separate two subjects, or to bring one subject to the other side of your cruiser for questioningAssault suspect will now return to the scene when he sees that the police have been calledDoes he genuinely want to tell his side, or is he trying to weasel out of being arrested?Duplicate red blip bug from the Assault call has been fixedThere is now a delay between completing a call to the point where Dispatch calls it Code 4 (for realism)A callout will end immediately if the player is killed, and Dispatch will send out an "Officer Down" call (for realism)Suspects will react differently based on your response to a call...use that siren carefully!Person With a Gun call now has some more variety, and will be developed further in the futureUnknown Trouble now has MUCH more variety, and will no longer be just a false 911 callAbility to turn off the "1-ADAM-12" intro easter egg...but why would you want to do that?Added all LAPD unit types (not just ADAM and LINCOLN!)Various code optimizationshttp://www.lcpdfr.com/files/file/8082-code-3-callouts/
  8. This would be very useful to have...but like you said...its a lot of work. We would probably write a plugin to do most of the behind-the-scenes work, actually. Maybe the plugin spawns the first ped, then cycles through the variations, and the user has to type in the color of each component? Then on to the next ped, and so on. Lots of legwork.
  9. Yeah, I think it would be useful to have. There might be a couple of things that I could contribute, and it would be useful to have for creating a database of locations and such. I can help you administering it if you'd like.
  10. God damn it man, you beat me to it! Looking forward to this though!
  11. Don't load the plugin twice. That will cause conflicts and make the game unstable. Now, as for the plugin "not working", there are a few things to be aware of. I am going to try to explain this as best as I can, but its not a simple process. First and foremost, you guys need to understand that we are attempting to circumvent a core aspect of Grand Theft Auto V. Rockstar Games has programmed these peds to freak out at the sight of a firearm. They are specifically and explicitly designed to act in a certain way. Even if a third party plugin or modification changes an aspect of the game, GTA V is still trying to do what it's designed to do. The peds will be getting conflicting instructions. We tell them to drink Pepsi, Rockstar tells them to drink Coca-Cola. Guess who they're going to listen to more? Therefore, even when Keep Calm is successful in "calming" a ped, GTA V can reverse or override the effect at any time. And as we saw with v0.5.0, calming the peds too much was causing conflicts elsewhere, namely peds being spawned for callouts. So we're treading on very fragile ground here. It's a little bit like juggling bowling balls, while riding a unicycle down Interstate 405 in the Los Angeles morning rush. Secondly, Grand Theft Auto V is designed to perform at a high level on a wide variety of computer systems. You may not always get the best graphics if you haven't got the latest and greatest video card, but the game will be relatively smooth, and above all, stable. This was not the case with Grand Theft Auto IV, as we are all aware. In order to have an application (not just a game, but any piece of software) perform efficiently, a developer has to manage the system's resources efficiently. This means disposing objects when they are not being used, among many other things. Grand Theft Auto V is continuously creating and disposing of objects, including peds, vehicles, models, textures, you name it. So if a ped is being explicitly given instructions by GTA V, or if that ped is being brought into or disposed from the game world, GTA V is not going to provide access to it. Or, if the plugin gains access to it, GTA V can override or reverse anything being done to that ped. So when Keep Calm says, "give me all the peds within this area", GTA is not going to provide each and every ped, for varying reasons that are out of our control. Third of all, the effect that Keep Calm attempts to apply cannot be applied to every ped in the game world at once. In fact, due to the nature of how the structure of the game is set up, each ped must be modified individually. I'm sure you can imagine how inefficient of a process this can be. So if the plugin is not finished with the peds in your area, you're going to get some people panicking. Plus, both the player and peds around the area are always moving. As some peds get further away (and are disposed from the world), other peds are coming in, and because they have just entered the world, they do not have the calming effect applied to them, until Keep Calm triggers itself again. Also, the initial versions of Keep Calm were running this effect every 5 seconds. As everyone knows, as soon as build 393 of GTA came out, this was too much for our systems to handle, and everyone was commenting about the lag. One of the things that was done to combat the lag was to increase this time interval to 15 seconds. In 15 seconds, you could drive 6 blocks in this game. Is 15 seconds too long? Perhaps. But we need to strike a balance between performance and being able to calm every single ped. I am going to look at making the time interval customizable, but I'm nervous about that. Making the value too low or too high can have unexpected results, or make the game unstable. Remember, this is not going to get every ped 100% of the time. The goal is to minimize the panic effect, because frankly, it will probably never be eliminated.
  12. That one has been on my to-do list. It will be added in a future release.
  13. Thanks for the quick response. I've worked around it for now, by doing without that feature as best I can. I remembered asking a Ped for her ID once, and she was a Federal Agent. The ped was spawned by my callout, but her persona was random, I didn't set that. Not a big deal, I'm sure there's lots more important things for you to work on for now. The notes will be a nice addition, so thanks for that.
  14. Or you just hacked LMS' account AND went back in time to July 16 in the process! EDIT: While you're at it, do you think it would be worth splitting all of those old posts into a new thread? There was a lot of useful info in there for newbies.
  15. Understood. Keep in mind that with the list I made, most of it is "I'd like to be able to use this at some point". The spawn point functions for example...well, I wasn't paying attention before, so I didn't even know they were there, and I made my own logic for getting a spawn point. So I don't need them. Looking at the classes again, right now, all I'm using is WorldZone and the Vector3 extension methods. WorldZone I can do without, if I had to. I could probably find a workaround to that one. It'd be nice if the Vector3 extensions could be kept in somehow, or at least, if someone could show me how to write my own implementations of them, haha. Its not that I wouldn't be able to do those myself, its just my knowledge of the Vectors and coordinates is terrible. EDIT: LMS, am I just blind, or are you sneaking guides into the forum without our knowledge?? http://www.lcpdfr.com/forums/topic/53516-vector3extension-class/
  16. Yes, I agree with you. I'm not a kid, and I develop software for a living, so I understand that everything should be centralized within the API namespace. But if all these other namespaces are going to be locked down, then there should be some way to access at least some of these functions through the API namespace.
  17. I don't know if this is feasible for you guys, but there might be a workaround for this... Would it be possible for you guys to add the ability to add "notes" that would show up when you ran a Ped through the police computer? Rather than trying to set a Ped's persona, could we define custom text that would show up when you ran their name through the computer? So instead of setting a Persona with IsCop set to true (and possibly causing conflicts elsewhere), could we set the Ped's "notes" to be, "Subject is an off duty police officer"? It would open up other possibilities too. Like, you could have a Ped show in the computer as, "Subject has a mental illness", or "Subject has a history of violence against police; use caution".
  18. To the LSPDFR Team: So we have been reading posts from Cyan about the API, saying that we should only be using the API namespace, and the others will all be marked private in a future release. I wanted to make a list of the classes I am using, in the hope that those will not be hidden, or that a workaround can be provided. Also, if some classes and/or functions are going to be moved, could we get a list of those so that we can make the necessary code changes beforehand? (i.e. Make the changes to our plugins in a separate branch, so when the new version of LSPDFR is released, callout plugin updates can be released immediately?) LSPD_First_ResponseNothing being used in here yet...but it would be nice to have a way in the future of seeing if the Police Computer is active, to prevent key bindings from interfering while running a suspect's name.I also just found the PedInteraction class, and that would be very useful to me, if it could be somehow included later.I could make use of the NativeHashes class too, but that one definitely isn't critical. More for code organization than anything else, not a big deal. I just like Constants better than hardcoding function hashes/names.LSPD_First_Response.Engine.ScriptingI don't use anything in Functions yet, but I can definitely see myself doing so. Perhaps the spawn point functions.I definitely use the WorldZone class (and it's properties!), as well as the GetZoneAtPosition function within it.LSPD_First_Response.Engine.Scripting.EntitiesI have tried to use the Persona class, with some difficulty (see my other thread for details on that)I use Vector3Extension extensively, so I would hope that this class will be sticking aroundLSPD_First_Response.APIUsing this one for obvious reasons...LSPD_First_Response.Mod.CalloutsI am assuming that the Mod.Callouts namespace will be sticking around, since that one is sort of...essential, hahaSo yeah, just from looking at the Object Browser, as far as I can tell, that's what my plugin uses right now. A lot of these classes would be very useful. There are a couple that are critical to Code 3 Callouts. Obviously, most of these things need to be marked private. As a software developer by trade, I completely understand. But some of these functions are being used by developers, so if their namespaces need to be private, it would be nice if some of them could be implemented in the API namespace as well. Thanks!
  19. Like I wrote in the description, GTA does not give access to every ped, as its always re-spawning and doing garbage collection on disposed objects. So that will happen. All we can do is reduce the effect as much as possible; it will never be eliminated.
  20. Hoping Sam or LMS looks at this... It doesn't matter if I set a Ped as an off duty cop, or as a wanted suspect. If I create a new Entities.Persona object (after getting a random name and date of birth) and set it against a Ped with LSPD_First_Response.Mod.API.Functions.SetPersonaForPed(), that particular Ped does not respond at all to anything. If I hold E in-game, every other Ped around will stop and face me. But this particular Ped will not, and I can't get their ID at all. Any ideas?
  21. Log file would definitely help. As for Traffic Control, yes, it will eventually. After I've got Code 3 Callouts to a point where I am happy with it, then I can take another look at Traffic Control. By the way, I think I've finally squashed the last few bugs I needed to, for the next version of Code 3 Callouts. It still needs to go through testing, but expect an update very soon. Oh, and there will be TWO brand new callouts, as well as updates to the existing ones!!
  22. This step is done after compiling your DLL. Whichever tool you use, it will want to know where to find the Rage SDK and LSPDFR DLL's. Just keep copies of those two in the same folder as your callout DLL when you go to obfuscate it. This goes for any DLL's that you reference in your project, by the way. I have a build folder on my hard drive that I copy all of my compiled DLL's into. (i.e. C:\Builds\Code 3 Callouts\0.1.0) I compile my DLL with Visual Studio, then copy that DLL to my build folder, along with all my referenced DLL's, and obfuscate it. Then, I test the obfuscated DLL in GTA V, and upload it. Also, when obfuscating, if you get any errors that it can't find an assembly called "RagePluginHook", and your RagePluginHookSDK.dll is in the same folder as your DLL, rename it to RagePluginHook.dll. I really pulled my hair out until I figured out that one.
  23. It works fine for lots of people, so the issue is not in the plugin code itself. That being said however, the next update will have some optimizations in the code, as well as an option to disable the dispatch audio, which I believe is causing some people's issues. I will also include the rest of the unit types. I only had ADAM and LINCOLN in there initially because it was quicker than adding all of them, and it was "good enough" for my own testing. In my excitement to release the mod, I forgot to include audio for the rest of the unit types. There will be an update coming soon which, aside from what I mentioned above, will come with some new features. As well, there will be at least one new callout, possibly two.
  24. Check out the animations list in the Rage documentation: http://docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm And the PlayAnimation function of TaskInvoker: http://docs.ragepluginhook.net/html/4DB19EAA.htm And a basic code example... (This is very rough, you'll want to add error checking and what not. And my project is in VB.NET, I've translated it into C#, so my C# syntax might be rusty) Ped myPed = new Ped("ModelName", SpawnPoint); if (myPed != null) { if (myPed.Exists) { // Make the ped walk like he is drunk AnimationSet animSet = new AnimationSet("move_m@drunk@verydrunk"); animSet.LoadAndWait(); myPed.MovementAnimationSet = animSet; // Playing an animation // The list of hyperlinks on the Rage Anim list page is a list of Anim Dictionaries // Each one has a set of animation names underneath it // "amb@world_human_bum_standing@drunk@idle_a" is the dictionary name // And "idle_a" is the anim name // I'm not exactly sure how blend speed (not anim speed, but apparently its the speed that the anim blends in) affects anything, but I just set it to 1 // Anim flags tells GTA to loop the anim, or ragdoll the ped when something hits it, etc. // The object browser or Rage docs can tell you all the AnimationFlags myPed.Tasks.PlayAnimation(New AnimationDictionary("amb@world_human_bum_standing@drunk@idle_a"), "idle_a", 1f, AnimationFlags.RagdollOnCollision); } }
  25. Yup, its called obfuscating your code. There are .NET tools that will do this. I prefer not to say which one I am using, but there are several available, including free ones.

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