iansonwheels reacted to TheHC09 in I have found the ELS siren strings! 100% WORKING!
After extensive research I have finally found the siren strings for ELS and all but two siren tones are now working in-game!
They seem correspond to the OpenIV assigned names but they have the beginning part of the string added. These were all found by me personally through research and experimenting, so you're welcome (also would appreciate this being a pinned topic for others to find). From what I gather the string is basically referring to the location of the siren file in the game's archive ('RESIDENT' being the RESIDENT.rpf and 'VEHICLES' being vehicles.awc, followed by the siren name). Strangely, the siren names identified by OpenIV for the main LSPD tones and the Sheriff Granger tones don't work so I will need help with that. Anyway, enjoy!
LSPD Main Police Siren:
"VEHICLES_HORNS_SIREN_1" - Police Primary
("RESIDENT_VEHICLES_SIREN_PA20A_WAIL" doesn't work for some reason)
"VEHICLES_HORNS_SIREN_2" - Police Secondary
("RESIDENT_VEHICLES_SIREN_2" doesn't work for some reason)
"RESIDENT_VEHICLES_SIREN_FIRETRUCK_WAIL_01" - Firetruck Primary
"RESIDENT_VEHICLES_SIREN_FIRETRUCK_QUICK_01" - Firetruck Secondary
Police Bike Siren:
"RESIDENT_VEHICLES_SIREN_WAIL_03" - Police Bike Primary
"RESIDENT_VEHICLES_SIREN_QUICK_03" - Police Bike Secondary
Sheriff (Granger) Siren:
"RESIDENT_VEHICLES_SIREN_WAIL_04" - Sheriff (Granger) Primary
"RESIDENT_VEHICLES_SIREN_QUICK_04" - Sheriff (Granger) Secondary
^ These two aren't working for some reason
"RESIDENT_VEHICLES_SIREN_WAIL_02" - FIB Primary
"RESIDENT_VEHICLES_SIREN_QUICK_02" - FIB Secondary
"RESIDENT_VEHICLES_SIREN_WAIL_01" - Ambulance Primary
"RESIDENT_VEHICLES_SIREN_QUICK_01" - Ambulance Secondary
Siren Warning/Priority Tones:
"VEHICLES_HORNS_POLICE_WARNING" - Police Warning
("RESIDENT_VEHICLES_POLICE_WARNING" doesn't work for some reason)
"VEHICLES_HORNS_AMBULANCE_WARNING" - Ambulance Warning
("RESIDENT_VEHICLES_AMBULANCE_WARNING" doesn't work for some reason)
"SIRENS_AIRHORN" - Airhorn
("RESIDENT_VEHICLES_AIRHORN_EQD" doesn't work for some reason)
"VEHICLES_HORNS_FIRETRUCK_WARNING" - Firetruck Horn
("RESIDENT_VEHICLES_FIRE_TRUCK_HORN" doesn't work for some reason)
My three requests are:
1. Why are a few of them not working, particuarly the Sheriff Granger ones? Could someone with knowledge help?
2. Can we get an AI Sirens mod that makes the AI change siren tones based on the vehicle's VCF siren setup?
3. Is there any way to remove the pitch filters that are applied to some of the sirens? (e.g. the ambulance and fire truck sirens in-game are lower pitched than the actual file itself)
iansonwheels 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.
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.
iansonwheels got a reaction from jb431 in Best Lightbar/Rare Lightbar
I have always loved the Liberty SX; it fits on any vehicle and has the same authoritative appearance as the Crown Victoria itself. I have also recently taken a liking to the new Federal Signal Allegiant. On the inside, by far the best visor bars are the nFORCE and Supervisor Flex, both of which have equally good looking rear deck counterparts.
As for less commonly used lightbars, the Feniex Fusion and Code 3 Defender QuadCore.
iansonwheels reacted to Albo1125 in Wired UK featured British LSPDFR!
Following some critical Twitter posts, I was contacted by a number of journalists who expressed an interest in the British Police Modding scene. This has now resulted in a very positive article about British LSPDFR, modding and FiveM community!
You can check the article here: http://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police
iansonwheels reacted to Sam in LSPDFR 0.4 - The Technology
This is the third part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
So, this article is a little bit different than most. Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code. While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
The Crime System
To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System. The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
This is back in LSPDFR 0.4, but with a big twist. The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over. Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it. This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear!
Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect. This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle. Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios. In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world. In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops. This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop. Perhaps they exit their vehicle while you're approaching? Do they have a weapon, or are they just angry and complaining?
From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios. Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
The scene after an escaped pursuit suspect's burned out vehicle was located.
Finally, in 0.4, we've re-worked a lot of our artificial intelligence. We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
Stay tuned for more news about 0.4, coming soon.
iansonwheels reacted to Sam in LSPDFR 0.4 - Announcement + First Preview
Been a while, huh?
You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes: there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well. And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself. But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it. While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them. Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
Aside from the cool little additions like this, though, the major theme of 0.4 is Character. Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR. There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too. And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant. With 0.4, this separation is gone.
No, these shots aren't taken from GTA Online. This is our own, fully-featured, LSPDFR Character Creator.
Of course, we'll talk more about the new Character features in LSPDFR 0.4 later. The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to. Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
Officer Ronson and his clones obviously couldn't make it to the flashlight party.
Stay tuned! We'll be sharing more about 0.4 soon.
iansonwheels reacted to Twurtleee in TurtleGod3000's DEV Parts WIP
Haven't posted an update on the valor in a while now so more than likely everyone thought I never finished it.............. Got it finished last night gonna send it to be textured today. Expecting to get it released sometime soon as a development part so keep your eyes peeled!
iansonwheels reacted to t0y in Was the Ford Crown Victoria the best police car ever?
What does being liberal have to do with a hybrid police car? NY has had hybrid fusions for almost a decade and the cops dont care at all. am I just confused what your point is?
iansonwheels reacted to thegreathah in Was the Ford Crown Victoria the best police car ever?
Fairly certain the Ford Fusion Responder was made specifically for cities already using the hybrid vehicles (Like NYPD since around '09) but aren't pursuit rated. Less to do with "drinking the Democrat[ic] party's Kool-aid" and more to do with reaching a new market and providing for said market. Plus, they are fuel efficient which I am sure saves departments as large as NYPD loads of cash. I don't know about you, but I haven't really seen a lot of cops upset about what car they are driving, in fact I doubt most of them know the differences between an explorer and an FPIU.
I doubt the Taurus will continue, the FPIU is just a superior car. Doesn't make sense for a department to use both. The F150 is good in concept, but it seems impractical for any department with a population larger than 100. Other than being a special use vehicle I don't see it becoming any more popular than it is already.
iansonwheels reacted to OfficerUnderwood in OfficerUnderwood's DEV models thread (Current project: Who the fuck knows)
iansonwheels reacted to Sam in New Rockstar statement on modding
As I'm sure everyone will be aware, the single hottest topic recently, throughout the entire GTA community, has been the closure of OpenIV and the controversial statement released by Rockstar Games shortly after.
Today, Rockstar Games have released a new statement, answering Are PC Single-Player mods allowed?:
Obviously, this is fantastic news for everyone, and we're grateful to Rockstar for clarifying the situation. Furthermore, it's been incredible, just amazing, to see the support from across the gaming community for our cause.
Very quickly, let's also say a special thanks to our very own LSPDFR member @t0y, whose petition to save OpenIV amassed a mind blowing 75,000 signatures in the space of a week!
It's been truly awesome to see the outpouring of support from everyone regarding this. Thank you to everyone who has contributed towards bringing us this very welcome piece of news.
iansonwheels got a reaction from FCV96 in Chevrolet Caprice PPV and Chevrolet SS Discontinued
I wonder if Chevy will just produce police trucks only, unless they plan to make a newer police package Impala.
iansonwheels reacted to Original Light in Chevrolet Caprice PPV and Chevrolet SS Discontinued
Thursday was a sad day for RWD, V8 sedan enthusiasts. The last Chevrolet Caprice PPV and Chevrolet SS were produced. As tradition holds, and as we did for the Ford Crown Victoria, I figured I'd honor its discontinuation with a topic. I'm surprised no one has made one already.
The Dodge Charger is now the only brand new, V8, RWD American Sedan you can buy at a dealership.
iansonwheels reacted to Sam in Ready or Not (SWAT Game)
As someone with eyes (hopefully), you should be able to see that the title of this forum includes "Gaming"!
On topic though, this is a nice find - it looks quite like the old SWAT games which I really enjoyed. Could be great fun to play with others in co-op.