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Everything posted by DLM3
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I'd say that this is definitely an issue that should be addressed by LSPDFR since this is a core mechanic that is even not related to specific callouts and that actually occurs outside any callout with random peds. Or maybe someone can look into this and make a plugin to remove the hostile flag once they have surrendered. Looking forward to this
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I was discussing this issue with someone regarding callouts but I guess it applies to any hostile suspect (especially those who opened fire) even outside callouts. Could it be a "simple" question of hostile flag on suspects that could be removed as soon as we cuff them?
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Just yesterday... Loaded story mode on Michael in front of Vinewood Police Station (the one I use most of time), decided I'd go on a sheriff patrol in Paleto Bay instead, teleported Michael to a waypoint next to the police station, went on duty and as I was leaving with my car I noticed that Michael was still in front of the police station. Started patrolling for maybe 10-15 minutes, responded to a callout (I think it was an unknown trouble from Code 3) which was a dead body on an offroad near the police station, called the detective as requested, after he showed up and investigated the crime I heard someone shooting at us with an automatic weapon! I got in cover behind my vehicle, the detective and I shot back to that person in the distance, for some reason it seemed I couldn't hit him, the detective quickly died as the unknown suspect was getting closer and I was still unable to hit him. Since he wasn't going after me I left my cover to approach him and realized... that it was Michael! I guess the officer drove close to him or maybe even hit him, it also kinda makes sense why I couldn't hit him and why he was ignoring me, we are probably like the same entity.
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Just yesterday during a different callout I was able to arrest a suspect after he opened fire (yeah I know... I am that nice!), I wounded him to the leg and while he was on the ground I managed to have him surrender so maybe it is something else on your end? I don't think I ever had these issues of suspect being glitched during arrests since LSPDFR 0.1 and the kidnapping / homocides ( ) suspects are the only that glitch for me. On the other hand, it is indeed impossible to stop backups from killing a suspect once they have started shooting even if he surrenders. I think the issue is even deeper, if the suspect is known to have opened fire earlier, even before the backups arrive on scene, they will shoot him when they arrive even if he is already cuffed. So I guess that these suspects get an hostile flag when they start shooting (or they are created with an hostile flag) that is not removed when they surrender.
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I don't know if this just me or has anyone seen the same thing? It seems that the police units coming in for the terrorist and homicide callouts don't despawn correctly. They either go around with their sirens after it's over or they just leave their vehicle and they don't despawn. I even came back at the scene of a terrorist attack 10 minutes later during a patrol and the police cars were still there in the middle of the street (had to call several tow trucks). Yeah I think that something was broken in the last version, I would guess because of Rage 0.22 since it mostly affects animations and I could swear you could arrest them with no issue in the previous version.
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Quoting yourself FTW. So I have been able to play some more since then and I had a few hit and runs, I can confirm my first feeling: very well done! The improvements really make this scenario enjoyable (not like the other ones are not, though I hope you will expand on the assault scenario to get more variations - btw I don't know how the spawn location works but it seems not to be so random since I had the same back alleys a few times during assault callouts, great choice for these locations!) Edit: I was wondering... Since we can customize our unit, is it possible to have the "1-ADAM-12" during the loading to reflect our choice? Not really a request, just thought that would be cool.
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It seems that peds are even not affected by the terrain. I just had a pursuit ending on the beach and along the ocean. As you get close to the water it becomes muddy and it greatly slows you down. The suspect was flying like nothing while I was struggling to advance.
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Is it possible either to have a slight boost to our running speed or nerf the suspects' speed a little bit? If your suspect is not a fatty, there's no point running after him/her because in the best case you have the same exact speed, and this is easily 95% of the pursuits on foot (the remaining 5% being the fat lady, the old fart and the idiot running into a speeding car). I have even seen a couple of cops running faster than me, this is how bad it is... I don't know if our officer has his own stat or if they are based on the character we used to go on duty but if this is the latter my stats are maxed on each character so it shouldn't be an issue. And if we have our own stats then these officers suck or every single suspect is an olympic sprinter. Backups are next to useless since they always stop their car behind the suspect and then start the chase on foot from behind (it would greatly help if they could be smarter and at least stop ahead of the suspect). Just for kicks I spammed backups - like 20 units - and you just end up with a herd of cops running behind the suspect. At this point as soon as I see that I won't catch up I get back to my vehicle... which defeats the purpose of a pursuit on foot. And from what I see from people on YT it seems that I am not the only one who doesn't bother anymore running after a suspect. If I am alone I gently knock them off, if I have backups I just force the suspects to run into the officers. In both cases this is not really satisfying when you want a real pursuit on foot. I am not asking for an easy button, we don't have to be twice faster, heck a few suspects could still outrun us, but it shouldn't be the vast majority of them, the way it is right now. That would be great! Please.
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Entity Persistence - Keeps entities persistent!
DLM3 commented on FtDLulz's file in GTA5 Mods Scripts & Plugins
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Entity Persistence - Keeps entities persistent!
DLM3 commented on FtDLulz's file in GTA5 Mods Scripts & Plugins
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Entity Persistence - Keeps entities persistent!
DLM3 commented on FtDLulz's file in GTA5 Mods Scripts & Plugins
This mod is definitely needed given how cars are so quick to despawn. I just have a few questions because it seems that things still despawn on me so maybe I haven't set the INI files correctly. I only wanted unoccupied vehicles (since they are mostly like the suspect's vehicle left when they get out) and dead bodies to be persistent, so I have set: VehiclePersistence=false VehiclesUnoccupiedOnly=true PedPersistence=false PedsDeadOnly=true Do I need to set VehiclePersistence to true if I want UnoccupiedOnly to be taken into account? If I set VehiclePersistence to false is it false for every vehicle, occupied or not? For instance I just had a pursuit on a freeway, the suspect left his vehicle after a successful PIT and I had to run after him on about 200m. When I came back his vehicle was gone. Are the values for PersistenceRemoveRadius in meters? If not, is it possible to have an idea of the distance that it represents? I haven't seen a performance drop so I'll probably ramp up the values. Anyway this mod looks really promising! (maybe an option could be to manually flag the vehicles we want to be persistent? or vehicles that we blip for a traffic stop could be automatically added to the persistence list?) -
I would go even further: the ability to transport someone without arresting the person. Like transporting a witness to the police station after a callout. Or sometimes the assault scenario from Code 3 callouts where I have no element to procede with an arrest but I'd gladly transport the person that said to be assaulted to the station so that she can lodge a complaint.
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Unless you spawned a vehicle using the console (I doubt you did since you are asking what to do to get a new car), the vehicle that you get when going on duty never despawns even if you end far away from it so there's no need to spawn a new one. Unless you destroyed it you can always get back to it. Open the Rage Hook console (F4 by default) and type: WarpIntoLastVehicle You will be teleported back into your seat.
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Actually I think that the current situation is the best scenario since it allows people working on LSPDFR to focus on the core mechanics of the mod. The time that various modders spend on callouts or tools is time saved that can be allocated to making LSPDFR even better. Sure it requires some effort on our part to keep each one of them updated (I have about a dozen of different plugins to check out regularly, I bet that some people have way more) but that's a price I gladly pay to have much more content than they could probably put out.
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I didn't have much time to play so I have been able to check only one hit and run but that's really a nice improvement, great work! I like the fact that you are now allowed to drive outside of the search area without cancelling the callout (that was kinda an issue when you wanted to make a U-turn especially on a freeway without going against the flow). I love the dispatch's updates, it sounds great. And overall it looked more like a real search instead of hoping you were lucky to be on the right road
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This is something I hope will be tweaked in the future. It is not the fault of the mod, the AI in the game is beyond stupid... it is not an issue when you play the story because it is heavily scripted but it becomes obvious here since we interact much more with peds and other cops. I can't tell how many times my car ended in a tree because other units will just push you out of their way. Cops are complete psychos whose only goal is ramming into the suspect at all cost and knocking everything off the road. I can't tell how many times I have had backups shoot the paramedics, the coroners, the tow truckers. I can't tell how many times I had a simple arrest ending into a complete nightmare with cars blowing up and various crap of that kind.
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Real Time Sync Reborn (Weather included)
DLM3 commented on Sp4s12's file in GTA5 Mods Scripts & Plugins
I experience the same issue and I am 200% sure that this is due to this mod since it only happens when I load it and things come back to normal when I unload it. Basically all keys used by the game are activated when you use them with the RAGE console or other mods asking for your input. For instance if you open the RAGE console and type Repair the P key will open the pause menu and will prevent you from typing the rest of the word till you close it. If you open the LSPDFR interaction menu and use the Up arrow key to navigate this menu it will bring up your phone. If you use the LSPDFR computer to check a plate or a suspect ID and type something with the letter R it will activate the cinematic camera, etc. Can you please fix this because except for this very annoying flaw, your mod is great. -
Suggestion: flagging down vehicles on foot
DLM3 replied to cschnipke279's topic in Discussion & Suggestions
Wow that will save me a lot of hassle as I was pulling over most of these vehicles lol -
Suggestion: flagging down vehicles on foot
DLM3 replied to cschnipke279's topic in Discussion & Suggestions
The Traffic Control mod also comes in handy. This is the solution I use when I want to stop 2 vehicles at once (absolutely no one respects red lights when they are on the lane on the right, so you sometimes have 2 vehicles running the red light at the same moment). Which makes me think: is there a way to fix this issue? Because at this point I believe that it is not a matter of drivers being careless about traffic regulations but it seems to me that is just GTA being bugged and it is like red lights do not exist for vehicles on right lanes because no one ever respect this light. -
Patroling units involved in pursuit
DLM3 replied to killerschlumpf's topic in Discussion & Suggestions
Well this is how the massive pursuits start with almost 2 dozens of vehicles. All available unit joins in the fun. Doing a simple patrol and having a chase going on close to you makes you available, it is a simple matter of priority. When I pull a vehicle over for running a red light and I have a callout for a bank robbery or an armed suspect pursuit, it takes priority on what I am doing and I let the driver free to go to respond to the emergency. -
I actually checked the freeway before the second screenshot but it branches out at one point toward 2 different entrance of LS so I might have missed it while I was looking on the wrong part. That's actually the issue, since the getaway increases the radius it lowers your chances of finding the vehicle. It is realistic for sure, not denying it, but at this point it becomes a matter of luck and no longer of methodical search. If the radius was set in size with the vehicle freely moving inside, it could still slip away from your fingers for some time but by being methodical you would know that at one point you could find it. It would both keep things interesting (as in, not too easy) while rewarding and not frustrating. When the radius became too large, I started to use the console to teleport my car to different roads at the edge of the circle. Then I guess the suspect successfully escaped because the circle simply disappeared and I got a new callout shortly after. Well I was surprised at first to see it that close (I guess the ambulance was blocking its way and the AI being stupid it kept bumping into it) but it actually made sense to me since in the first version of the callout the chase started from the accident area (I automatically called a backup helicopter to follow the car while I was cleaning the scene). And it also made sense to have the car starts its runaway from there. But if the purpose of the new callout is a search instead of a chase, indeed it would be better if the car spawned elsewhere. Keep in my mind that I was also waiting very close to the location of the accident since I was waiting for that specific hit and run at this location. So maybe it affects the spawn of the suspect when we are too close. It also happened only twice, it might be just a usual case of the AI being stupid. Though in my experiences it seems that if you are quick to respond on the scene, if you don't call and wait for a coroner (after all there is a rescue team to deal with this) and quickly deal with the witness you will find the suspect in the vicinity. This is the expected scenario? I was also wondering: does the (>) symbol in the center of the circle indicate the direction of the suspect? [Edit 2: have you seen the latest video from Jeff Favignano? The suspect came back right to the scene crashing into the cars, stepped out of her car and just waited there with the paramedic] I'll mention that in one case I also had the witness dead under the wheels of the ambulance When I arrived, I had the message from him asking to talk to him. But he was dead, I still tried Y just in case I could trigger the dialogue, moved the ambulance away (though he was still dead lol), tried Y again but it seems that dead people really can't talk I wanted to mention the idea when I said that we were alone for the search but I didn't, I guess it would be hard given that it is not a real chase. But that would be great indeed. Since we have a bunch of different radio messages with different locations, maybe is it possible to have dispatch updates us on the location of the suspect? The car is known and can be sighted. So we could have a message from dispatch every minute updating us on the last known location. In the case of my huge search area it would have been great to know that he was fleeing on the freeway for instance. It would still keep things interesting (no blip on the map so we still have to actually find the car relying on the information given to us) and it would be realistic. And it wouldn't make things impossible when the area becomes that huge. Thanks, I can be quite abrupt (I was rather frustrated too, I am rather methodical when I search for things and it was really frustrating to see that it didn't pay out because the scenario quickly becomes unbalanced) but I do really appreciate your efforts and I feel sorry, this is not negativity toward the changes. It is great to have some much variety, and also callouts that don't include shoot outs or high speed chases. The first time I had the new hit and run callout, I thought it was great, it wasn't easy, it took a few minutes of carefully checking various roads and I was eager to get that call out again. Till I found out that the search radius wasn't set in size

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