Reputation Activity
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CriticalBrit reacted to Albo1125 in Be able to run names without typing itI don't think it is, and that's a good thing. It would decrease realism tenfold.
I personally liked the LCPDFR system where the name of the last person you checked appears while typing in the police computer. This could be pretty easily implemented by adding a few lines of code, making LSPDFR have a LastPersonaChecked field, from which the name is taken and displayed as a subtitle while typing in the police computer/radio. @LMS might be a nice idea?
As for the keybinding issues with other mods: just tell the authors of those mods to fix this, as they're simply not implementing a simple check to see whether the police computer is open before making something happen. I've personally ensured all of my modifications check whether the police computer is open before acknowledging a keypress.
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CriticalBrit reacted to PNWParksFan in [REL] Coastal Callouts Discussion ThreadI've just begun working on my first callouts pack: Coastal Callouts. Currently there isn't much going on at sea in LSPDFR, and I'm working to change that. This will be a callouts series focusing on marine patrols and incidents. I'm planning to eventually have enough to make a boat-based marine patrol fun and interesting, but the callouts will also be designed so that a land-based unit could respond to a dock, grab a boat (or maybe a helicopter or something else), and then head to the scene.
Callouts will include law enforcement and SAR missions, both in the ocean and on beaches, in ports, and around the terminal and docks.
For all you modders out there, if anybody's interested in collaborating, shoot me a PM. I have some ideas already for specific sub-functionality which could be tackled by individual contributors and would make development move much quicker.
If you have suggestions, please let me know! Again, this is very early in the process, I'm still scoping out good locations for callouts and brainstorming what to put in them. So, it's a good time to make your ideas heard!
UPDATE DEC 2019: COASTAL CALLOUTS IS NOW RELEASED!
And, check out these first two Coastal Callouts episodes by @Darkmyre and @Albo1125
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CriticalBrit reacted to Cosmo in (WIP) Mobile Command CenterYes, well I fixed the weird bug that had the bus going all over the place.
Then I added all of the interior parts and it was still fine, but then once you got inside, you couldn't get out because of the collision I believe,
So I made the collision for the door frame wider so that you could get out, but now the bug that makes the bus go all over the place is back again. x_x
But here are the interior screens from in-game
(Note: The whiteboard is blue but it is white now. I also think I will change the color of the bins under the desk, any suggestions?)
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CriticalBrit reacted to Yard1 in Yard's Models and SkinsKept you waiting, huh?
LSPD version will be up as soon as the handsome individual known as @BroCop makes some sexy screens :)
Also, sneak peek:
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CriticalBrit reacted to Cosmo in NOOSE Command CenterFinished up the last corner of the inside.
Overall, 40+ unique props in the interior alone.
And if all goes well, it should only take a few more days to get it all ready :)
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CriticalBrit reacted to officerAMR in NOOSE Command CenterWhy don't you make a thread on the vehicle showroom so more people see this? It looks fantastic
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CriticalBrit reacted to Cosmo in NOOSE Command CenterI searched through so many props but couldn't find the gun rack I was looking for, so I just made one.
And maybe the door will even be able to open and close by using a trainer (opening/closing passenger door).
And some satellites and solar panels as extras, because I think customization is key
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CriticalBrit reacted toDeactivated Memberin Stockade + Lightbar = Enforcer@CriticalBrit
Look what I've found on Gtaforums site.
http://gtaforums.com/topic/822945-ivpack-for-grand-theft-autov/page-46#entry1068592083
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CriticalBrit reacted to MCP in NOOSE Command CenterYou guys are the pro's. ..I'm very pleased with or without the lights/sirens
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CriticalBrit reacted to Cosmo in NOOSE Command CenterSo I've kind of run out of ideas for extras to put on the exterior, if anyone has any ideas or things they would like on the outside then comment and I'll see what I can do.
Noose providing security and crowd control at a beach event?
More pictures in spoiler:
Now it's on to the interior. My plan so far is to have two areas, one with a projector and conference table, and the other section will have desks with monitors and communication equipment.
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CriticalBrit reacted toDeactivated Memberin Stockade + Lightbar = EnforcerThat's like saying. "I want the first-gen Vapid Stanier police cruiser." and then getting a Crown Victoria.
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CriticalBrit reacted to PNWParksFan in Stockade + Lightbar = EnforcerWhy not just download the Bearcat which is a real-life vehicle?
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CriticalBrit reacted toDeactivated Memberin Stockade + Lightbar = Enforcer -
CriticalBrit reacted toDeactivated Memberin Stockade + Lightbar = EnforcerI did this a little while ago, but I guess I can do it again.
Once I finish my 1996 Crown Victoria, I'll get to this.
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CriticalBrit got a reaction from Eriiaa in Stockade + Lightbar = EnforcerAnyone able to add a lightbar to the Stockade vehicle present in-game, or figure out a way to port the old Enforcer to Grand Theft Auto V? It would be greatly appreciated as me, among many others I presume, have been looking for a proper lore-friendly SWAT van instead of the new "Riot" van that Rockstar chose for Grand Theft Auto V. Something with the new riot van just doesn't sit well with me, despite it being similar to the Enforcer. I just deeply miss the Enforcer, haha.
I presume it shouldn't be too hard, but if it is, there's no obligation for anyone to do this. I understand that Rockstar made some changes to the Stockade when they put it into Grand Theft Auto V, such as the rambar and windows(unfortunately), but I'm guessing porting the original stockade from GTA IV would be more time consuming than just adding a lightbar to the current Stockade, so I really don't mind what you do.
If you need help with liveries, I'll be happy to assist you.
Thank you if anyone does take this task up - I would appreciate it greatly.
I notice there's already a thread on this, but it seems to be dead. Basically I just want a lightbar on the current stockade as it's probably the most simple to do.
-CriticalBrit
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CriticalBrit got a reaction fromDeactivated Memberin Stockade + Lightbar = EnforcerAnyone able to add a lightbar to the Stockade vehicle present in-game, or figure out a way to port the old Enforcer to Grand Theft Auto V? It would be greatly appreciated as me, among many others I presume, have been looking for a proper lore-friendly SWAT van instead of the new "Riot" van that Rockstar chose for Grand Theft Auto V. Something with the new riot van just doesn't sit well with me, despite it being similar to the Enforcer. I just deeply miss the Enforcer, haha.
I presume it shouldn't be too hard, but if it is, there's no obligation for anyone to do this. I understand that Rockstar made some changes to the Stockade when they put it into Grand Theft Auto V, such as the rambar and windows(unfortunately), but I'm guessing porting the original stockade from GTA IV would be more time consuming than just adding a lightbar to the current Stockade, so I really don't mind what you do.
If you need help with liveries, I'll be happy to assist you.
Thank you if anyone does take this task up - I would appreciate it greatly.
I notice there's already a thread on this, but it seems to be dead. Basically I just want a lightbar on the current stockade as it's probably the most simple to do.
-CriticalBrit
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CriticalBrit reacted to 11john11 in Stockade + Lightbar = EnforcerI can try it, i don't like the riot either..
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CriticalBrit reacted to Cosmo in NOOSE Command CenterSo it's getting there. Thanks to CriticalBrit for the awesome skin.
More pictures in spoiler below:
The exterior is just about done, besides the shade thing, please give me any suggestions you have as to things that should go on it or in it. I know cameras are a thing so there's a camera pole on there. And I'll be testing out that cloth now too. (Almost forgot about the extending side, I'll get that done soon too)
And for some reason it doesn't want me to stand on the bottom when inside so I have to fix that somehow, and then I can start adding some desks, chairs, and other props to fill it up.
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CriticalBrit reacted to PNWParksFan in [WIP] [REL] Custom Backup by LocationNext feature planned: ability to add custom entries to the backup menu. This will allow you to request specific units when you want them, like calling for a motorcycle cop, or calling for a bearcat instead of general NOOSE backup.
Question: would you rather have custom-defined entries go on the main menu, or have them in a sub-menu to reduce clutter? Maybe have an option for whether to put it on the main menu or not?
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CriticalBrit reacted to PNWParksFan in [WIP] [REL] Custom Backup by LocationGot the basics working. I'll also add a submenu and option to place additional backup types on the submenu. As an example, I added a police bike option so you could specifically call one when desired:
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CriticalBrit reacted to Starmix in Limit to add on modded cars/vehicles?No game engine can be expected to do that, out of design. Get rid of some of those damn cars! As far as I know, they are loaded into memory even when not being used. I don't know why or how you have 60 modded cars, but that is insane
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CriticalBrit reacted to PNWParksFan in [WIP] [REL] Custom Backup by LocationMOD RELEASED:
So, I've been working on this for several weeks now, and am finally ready to share some details. Please note this plugin will not be available for a while longer - it's very much still in development, and only the basic framework has been built so far. That said, I can't wait to release it to the community! If you're interested in beta testing please send me a PM.
This plugin will allow you to define a custom CustomBackup.xml to override the default LSPDFR Backup.xml in certain geographical areas. It will also correctly implement vehicle extras (which seems to be broken in the default Backup.xml), and will have the ability to change the "chance" of every vehicle set, vehicle, and ped (the default Backup.xml only lets you set a chance on peds). You'll be able to set vehicle color, and what distance range from the scene each type of vehicle should spawn at, so that you can configure special units to spawn further away.
This gives you infinite control over how backup responds in different parts of the map. For example, for my testing, I have configured certain regions which are parks to have the park ranger respond in Mt. Chiliad, Raton Canyon, Cassidy Creek, Paleto Forest, Mount Josia, and San Chianski Mtn Range. I have also configured for Fort Zancudo to have base security respond as local patrol, military HUMVEEs respond as local SWAT, and Rhino tanks respond for NOOSE swat. I've also set the Annihilator, Buzzard2, and Savage to respond as local air support, and the Hydra and Lazer respond as NOOSE air support... that's right, fighter jets in your backup menu! At the airport I have an Airport Police livery which responds, as well as Federal Police. At the ports, the Port Police responds, and on the beach there's a chance of the Lifeguard responding for local patrol and a Coast Guard helicopter responding as the air unit.
You specify what units should respond based on the WorldZone, meaning you can override for an entire county, or a specific area like "Sandy Shores" or "Vinewood Hills". The custom backup XML file only has to specify the options you want to override; if a zone isn't defined or you only define one response type (e.g. only override local patrol unit), then it'll use whatever your default LSPDFR setting is automatically.
Current progress status of the mod:
Completed:
Create CustomBackup.xml format Parse CustomBackup.xml components: Create backup menu with dynamic options depending on if pursuit is active Determine correct response when backup is requested (choose a vehicle set correctly) Spawn correct backup vehicles and peds, and add to pursuit New 2/2/16: Implemented basic Code 2 and Code 3 response. Code 2 responds at a slower speed, with flashing lights but no sirens. Code 3 responds at higher speed with sirens. New 2/3/16: Implemented configuration of vehicle liveries and extras, vehicle color, and vehicle spawn radius range. New 2/4/16: Implemented setting ped model components, improved Code 2/3 response driving code. New 2/5/16: Implemented ped hat/prop selection. Added various options to config file.
Implemented 3 levels of Code 2 response options - no lights/siren; lights only; and no lights until arrival on scene, then turn lights on when arriving on scene New 2/7/16: Implemented audio when calling backup, e.g. "Attention all units... backup requested at <location>, units respond Code 3", and option in ini file to toggle audio on/off. New 2/7/16: Implemented specification of custom weapons for responding peds, and chance of each weapon spawning New 2/22/16: Lots of small details have been cleaned up significantly. Better controller support, ability to override LSPDFR backup menu, more customization options in the XML file, better Code 2 and Code 3 response AI, partial ambulance support, detection of police computer in use to avoid unwanted interaction, and more. Public release should be by the end of the month. Thank you to the beta testers for all your help!
And, here's a preview screenshot of custom backup arriving at Ford Zancudo. Yes, that's a fighter jet about to take a bombing run at the suspects!
And here we are over in Raton Canyon and we get Rangers responding in various vehicles including an ATV:
Here's an image showing the livery and component selection. At the airport, LS Airport police and Federal Protective Police spawn. The airport police cars have pushbars and regular cop peds, the federal police have no pushbars and have IAA agent models.
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CriticalBrit reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyTo follow on from the previous update I posted yesterday, we're still hard at work preparing LSPDFR 0.2 for release. At this time, it would appear that all issues caused by the latest update to GTA V have been resolved. Indeed, I spoke of the problem and its solution in more detail in the previous update regarding 0.2.
Unfortunately we're still experiencing issues with LSPDFR 0.2 which appear to be unrelated to the recent update and more of a problem with the modification itself. These are in the form of script crashes that some, but not all, have encountered during pursuit testing and this is something we've been looking in to. Unfortunately this seems to be quite a tricky problem to find as different users are experiencing different results. Nonetheless, I'm hopeful that we'll find the problem and resolve it relatively soon.
While LMS has been hard at work debugging most of our issues (both the ones caused by Rockstar's protections and ones of our own making), I've taken advantage of the extra time to add more polish to LSPDFR 0.2, and even introduce a new feature which I know will be very popular. To complement the police computer in a vehicle, here's a sneak peek of the equivalent system on foot:
Bear with us as we work this out. I guarantee you that LSPDFR 0.2 won't disappoint.