Everything posted by liberto
-
Better EMS
Awesome! Simply awesome! I never felt the desire to have things related to ambulances, but this makes me want to call them for every situation now :D I have a few suggestion if you don't mind. I guess some of them can most likely not be done easily, but oh well :) It would be sweet to choose which of the ambulance and firedepartment you want. For now, it dispatches both, but sometimes you just need ambulance (maybe it's the "law" in the US to send both, I don't know) Sometimes I want to call an ambulance just so that they check the ped, even if he's not lying down half dead. For instance, at the end of the kidnapping call. It would be nice if they would check a particular ped (I guess this one is tricky to do as you need to figure out a way to point a ped... Maybe like the towtruck system?) When they arrive on scene, make them go out of the car/truck even if there's no injury. Like maybe get them walk to me (the officer who called) and then make them leave the scene. So then from that on we can roleplay a bit more :) Really looking forward to future versions :)
- 781 comments
- 85 reviews
-
[WIP] LSPDFR+, British Policing Script's International Sister Modification
Not really related to traffic stops, but if there is a way to avoid dismissing backup units that are on scene once you have arrested the suspect, that would be cool (or for instance backup units stay on scene until you hit a particular button that dismisses them all). I mean, for now, as soon as you arrest the ped, every cop is getting in their car and drive off (running you over at the same time :p ). This particular behaviour means that there is no real "crime scene", since you are left alone right away and kills the immersion a bit. Same happens when you call for a backup during a traffic stop btw (with the LSPDFR backup system). The cop stops, gets out of the car, walk, and then drive off. Just my 2 cents :)
-
[WIP] LSPDFR+, British Policing Script's International Sister Modification
Really excited to see this! :) One thing I would like is having actual IDs showed on screen. For instance, the driving license, with the picture of the ped, etc. Which lets you check everything is in order manually (date of validity, corresponds to the insurance paper, etc etc). It's a bit like in the videogame "papers please". Of course I'm aware this may not be possible, but something along those lines would be pretty cool :) Edit: just checked out "ticket time" which was mentionned above. That's exactly what I was explaining :p
-
Repeat Offender [Callout]
Thanks for the help, but to be honest, I don't think it's related to the game files. I mean, it was working like a charm before RPH 38, so it might be something in either RPH or the Repeat Offender plugin. Plus, if something was in a wrong place, I couldn't even get the plugin working, like at all.
- 102 comments
- 35 reviews
-
Repeat Offender [Callout]
I mean it was already in the main folder (as well as in the plugin folder). Removing it from the plugin folder didn't change anything :s
- 102 comments
- 35 reviews
-
Repeat Offender [Callout]
- 102 comments
- 35 reviews
-
Repeat Offender [Callout]
I've just updated to RPH 38 (as well as the latest Repeat Offender version) and now some of the functionalities are broken for this plugin :( I'm talking about the "Suspect Interaction" menu: all questions I ask are left without any answer, so I can't conduct my police work :/ However, the "face away from me" and such are working. The reporting person interactions are bugged as well, except for the "give me your ID" and the "why did you call" / "do you mind coming id him" Can't find anything useful in the log, but there you have it:
- 102 comments
- 35 reviews
-
LSPD/LSSD 2014 DODGE CHARGER PURSUIT
Amazing car! There's a slight issue with the spotlight mod though, it doesn't display any light in front of the car (if I move the spotlight light to the side, it works, but it's as if something was blocking the light in front).
- 265 comments
- 83 reviews
-
The Menu
This method works, but if I put a "None" flag on the first one, it only plays the first one. <MenuItem Title="Lean on car"> <Animation flags="None">amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation> <Animation flags="Idle">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b</Animation> <Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_c</Animation> </MenuItem>
- The Menu
-
The Menu
I know, it was just an idea for a future improvment, no need to hurry :) Animation chaining are working great with delays btw! Putting one to 2000 inbetween the 2 animations did the job. And thanks for the tip with None, that's what I wanted to achieve.
-
The Menu
Alright, just tested the new 0.7.5. The flags for animations are perfect! :) (well, I just can't figure out how to chain an "enter" animation followed by a idle|loop "idle_a", but I guess this is related to my understanding of RPH). For now I have this: <MenuItem Title="Lean on car"> <Animation flags="">amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation> <Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b|idle_c</Animation> </MenuItem> This code only plays the second animation. If I remove the second animation tho, the first one plays fine, though, so it might be related to the chaining or flags I put on them. The RPH documentation isn't very verbose on flags :p Also, pressing A still cancels the traffic stop. Maybe I'm missing something. Is there something I need to configure in the xml?
-
The Menu
Great! Will test that this evening, and I'll let you know. Didn't expect it to be that quick :) Regarding the part of my message you didn't understand, I was referring to some other mods, like for instance CalloutV, which has a built-in menu to request roadblocks. This menu requires to hit the A button on my controller to validate which roadblock I want (light, heavy, etc.) and is not configurable AFAIK. I found a workaround for this tho, by doing a macro like this: <KeyPress>+r<KeyPress> <KeyPress>{down}<KeyPress> (repeated multiple times, depending on which roadblock I want) <KeyPress>{enter}<KeyPress> Another example is the Road management menu from Albo. In the past I did set the left thumbstick to validate items from The Menu, but then when it opens Albo's Road Management menu, I have to remember it's now A to validate, and not the left thumbstick anymore. I hope it was a bit more clear, I'm not a native english speaker so... :p
-
The Menu
Would it be possible to "sandbox" The Menu, so that pressing on button doesn't do LSPDFR things? For instance, I'm used to hit A on my xbox 360 controller to validate menus (and some other plugins with menu have that key hardcoded), but if I do this during a traffic stop, it "un-blips" the suspect. I know I can reconfigure it in the xml file, but not all plugins allow this (which gives me some headaches since I need to remember which menu uses which key to validate), so I was just wondering if that would be achievable. Maybe it's too much related to LSPDFR and you can't do anything, I don't know. Also, regarding animations: it seems like only the upper body is animated. I tried for instance "amb@world_human_leaning@female@wall@back@holding_elbow@idle_a", which should make my ped lean against a wall, but the legs aren't moving, he's just holding his arm as if he was injured. I've checked the RPH documentation to try to understand, and apparently there is an animation flag called "UpperBodyOnly". Is that in use? Lastly, could it be possible to have a "LoopAnimation=true/false" so that animation can be looped? :) (or maybe there's another way around this?)
-
Allow users to configure keybindings for LSPDFR
Not sure what you are talking about but... Button A to perform a traffic stop DPad right to arrest people Source: I play with an xbox controller Now, concerning keybindings configuration, I would like to have it as well (I don't like the binding on A, since when I navigate through menus, it blips everycar nearby). IIRC, devs said they will add that option eventually
-
The Menu
With the latest version, it seems like the xml file gets deleted whenever I quit GTA V :( I first thought I did something wrong, but after redoing all my configs, I launched the game, and it crashed some minutes after. The Menu.xml was missing again :/ Also a little request if that's doable: is it possible to "sandbox" the menu so that it doesn't interfere with LSPDFR commands? (For instance, pressing A on my controller validates one item in the menu, but it also disengages the blip from the traffic stop)
-
The Menu
Finally! Finally someone did this! As a controller user, this is THE mod to have! No more switching from controller to keyboard + no need to remember every single hotkey for each plugin. It takes a bit longer to do the task you want (need to press multiple buttons for a single action depending on your setup), but it's very, VERY helpful! Highly customizable also, with lot's of documentation. Very well done, sir! Edit: Also forgot to mention, the "bullet time" feature is perfect to be able to use The Menu during a chase without wrecking into everybody
-
The Menu
Excellent mod! One question tho: is it possible to "hold" keys? I'm thinking of Albo's Mimick feature. In order to stop mimicking, you have to hold Q for a second, but I can't figure out how to do this with The Menu.
-
Use Sirens without holding down buttons
You can use something like Xpadder. It's very powerful and lets you toggle keys, which is what you want, if I understand correctly :) At least that's what I use with my xbox360 controller, since holding the left thumb-thingy is a PITA :) I'm planning on doing a tutorial for controller rebinding to better suit GTA5/LSPDFR, including the XPadder config, but I still need to find out some time to write all this down.
-
Realistic ALPR/ANPR System
France ;) However StolenPercent is working and also have the same formatting, so I don't know :s I will add that it doesn't do any particular "bad" thing. It's just that a message is displayed at startup saying that the percentage doesn't correspond to a number (and therefore I have no ANPR hit on warrants). Not the end of the world, but still annoying. :)
- 149 comments
- 29 reviews
-
Realistic ALPR/ANPR System
I'm also having the issue. Maybe this has something to do with the computer locale or something? I'm using the default INI file.
- 149 comments
- 29 reviews
-
Basic Vehicle Actions
I was reticent to use it, as I'm missing the wheel lock feature from MoreControlV, but oh man is this BVA mod good! I found 2 issues so far: - with @Albo1125 Traffic Policer mod, when I exit the vehicle leaving the door open I can't re-enter my car without shutting the door first. (I think it's related to the "autoLockDoors" feature in Albo's mod). Maybe you want to check this out with him :) - sometimes the exit 2 doesn't work (I hold Y until my guy is out, but the engine still runs) Last note: the sounds are a great addition! However I find them a bit too quiet (especially keys), and when you start your engine (or turn it off) you don't have the starting/stopping sound. Also, is there a way so that indicators do a "tick tick" sound? (if you know what I mean) Very good mod anyways :)
- 108 comments
- 24 reviews
-
Safer Chases (Smarter Driving for Cops)
Not related to RDE, I have the issue but don't have RDE ;) (I didn't try with the new RPH-ported version tho)
- 176 comments
- 46 reviews
-
Safer Chases (Smarter Driving for Cops)
Having the issue as well. First time I'm having it, first time I'm using this script, btw. The issue started once I died. I mean, I'm using Skin Control, my "custom" character died, so I insta popped as Mickael, but died in the following second (for real this time). I reloaded the custom ped, and since then I had the issue. After unloading / reloading LSPDFR I got it fixed. I didn't try to reproduce these steps tho (my gaming time is over for tonight), but maybe this will help to understand.
- 176 comments
- 46 reviews
-
What is going on here?
I will add to my previous post (and regarding your new one): LSPDFR is in version 0.3. This means, it's not "released" yet (= not finished). So, you/we shall consider this as like an "early access". So we are beta-testers, in a way. You don't beta-test something you've already beta-tested and that is intended for other beta-testers, if you see what I mean :)