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DLM3

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Posts posted by DLM3

  1. After watching closely the behaviour of the local air units (Police Maverick) I came to realize that they are always shooting at the suspects, whether lethal force is required or not. There is no mistake, you can see the bullets flying in the air coming from above, you can see the glasses being shattered by the impacts and you can hear the suspects moaning as they get hit.

    I thought that maybe it was the second officer inside the helicopter shooting at them so I changed the number of peds inside to 1 and the air unit is still shooting the suspects.

    Could it be looked at and hopefully fixed?

  2. I think I have found out what the issue is. Air units (Police Maverick) are shooting the suspects even when non-lethal force is required. I have been chasing suspects who simply evaded a traffic stop and the helicopters around that joined in regularly shot at them (you can hear the shots and you can hear the suspect in pain), I guess the second officer inside the helicopter has nothing else to do so I'm editing the backup XML file to have only one person aboard. I'll see if that makes it better.

  3. On 2/2/2016 at 11:52 AM, Steele1925 said:

    I'm confused. Most of this already happens for me. I never know what to expect during traffic stops.

    That's more or less true. While some suspects will still take off from you, either when you first come to them or when you come back to them after checking their information, if they are not part of a callout (so we are talking about random traffic stops) they won't pull out a gun, I have yet to see that.

    And then even when it comes to callouts with the overpowered takedown mechanic of 0.3 I have lost any sense of danger because they always surrender and never resist. You are performing a felony stop on a suspect in a vehicle: you aim your weapon toward the vehicle, hold E, the suspect comes out peacefully hands in the air, will maybe panic for a couple of seconds and even pull out a gun but without making any sign of resisting and then lay down on the ground. Most of the callouts with an unpredictable ending have now lost this sense of danger when arresting people.

    Takedown needs tweaking so that it doesn't nullify any chance that the suspect will resist.

  4. 25 minutes ago, Yard1 said:

    try comp_head, prop_head is usually the helmet.

    There is already a helmet property set to true or false for this? :smile: I'll give it a try though.

    It is not much of an issue for this ped, actually it's best this way since it adds more variety... but I was planning to add CIA peds too and these ones are more annoying because when they are in shirt you can see their arms which are always white, so if you get a black face obviously it looks wrong and this is where being able to choose a head specifically is interesting.

     

    [EDIT] Damn, just gave a better look at the tags at the beginning of the file, looks like it is comp_face.

  5. Plenty of callout packs come with that kind of situations already where you are not engaged in pursuits or traffic stops: welfare checks, drug deals, disputes, etc.

    And if you mean a specific patrol on foot, you can just ignore the other callouts to only accept the ones that you want... though you might have to run a little bit to the different locations!

  6. Hey. I was wondering if I was doing something wrong or if there was an issue setting a specific head in the backup XML file.

    I have added a FIB unit to the backup roster and was planning to use these peds:

    <Ped prop_head="0" chance="60">s_m_m_fiboffice_01</Ped>
    <Ped comp_shirt="1" comp_decals="1" comp_pants="0" prop_hair="0" prop_head="0" chance="40">s_m_m_fibsec_01</Ped>

    Then I tested it by calling several of them and it seemed that their head was always random. I have no issue with the components, shirt/decals=0 gives the bulletproof jacket, but I can't seem to choose the head. Is it a current issue with the XML file or just some peds?

    [edited title]

  7. 37 minutes ago, Minty_AUS said:

    I have GTAV on Steam and its crashing for me

    Then it is probably a different issue. The title of this thread actually is misleading as this is not about RPH more like a discrepancy between the original game files and the files copied in the "mods" folder (so it has nothing to do with RPH but with Open IV and how modded files work).

    That's actually how I found out that GTA had been updated 30 hours or so ago: I was modding a car and modifying the vehicles.meta file and suddenly Open IV told me that update.rpf in the "mods" folder was a different version from the original one.

  8. 45 minutes ago, Stealth22 said:

    I don't mind the AI traffic on T-stops, actually. If it gets too crazy, I just use my Traffic Control plugin to slow them down. That usually makes them pretty calm.

    That's also my experience. You get the very occasional idiot hitting you while you are writing your ticket but that's too rare to be an issue in my book (and well that happens IRL too, though you don't write a second ticket when that happens! :tongue: ).

    It used to be problematic before FollowMe and then Mimic from Albo's plugin since stopped cars were in the middle of the lane most of time so you really were standing in the middle of traffic but now that we can pull them all the way to a side it is more manageable.

  9. It was already this way before 0.3, when I am on a road I always try to place myself the furthest from traffic or I wait for the nearest vehicles to move. If I stop other peds I just deal with them first by giving them a warning so that they can get back in their vehicle ASAP instead of blocking traffic.

    It's kinda annoying but at least we got used to it. I am much more annoyed by the new feature of 0.3 that uses E both for arrests and opening the back doors of our car. I can't count how many times I have placed myself into cover behind my car, while pressing E to order a suspect to give up... only to end opening my door. I think E is starting to be used for a little too many things, it should be a different key for the door at least.

  10. On 25/1/2016 at 3:50 AM, xAKRONSFINESTx said:

    I believe in one of jeffs videos he mentioned how the ai for the bike cops is actually less aggressive and doesnt ram during pursuits, and that he mentioned it to sam to look into. Maybe it will be possible to distribute the way the bike ai works to the rest of the police ai. 

    AI is always mindful of bikes (and trucks too in a way), whether it's a suspect on the run that will just come to a stop behind if needed or cops, so if there was a way to make the AI consider our unit as a bike I am sure it would be the perfect solution to be acknowledged as primary for good. Have you guys look into that possibility?

    As for me, I don't think the AI is worse, it would be very hypocritical, sometimes you can see that the AI tries to avoid you, this is a definite change to 0.2b where they would ram you all the time. It is not yet possible to be a primary unit without being PIT'ed but this is an improvement. Then there is also the fact that the AI is now way better at boxing the suspect's vehicle, that's super nice to see.

    Overall I think that 0.3 is great, my only gripe is that we lost control of how much units we want to respond with the auto-backup feature, I still have to install and check Albo's new plugin!

  11. That's a weird issue because I have been playing a lot since the release of 0.3 and it never happened... But now this issue has been recurrent for 2 days, the only mod I have installed in 2 days is Emergency Uniform Pack and I doubt this is the cause for this.

  12. On 21/1/2016 at 0:20 AM, willpv23 said:

    If it is only specific NPCs, then it's GTA V taking control back and putting the ped back in the scenario they are supposed to be in.

    I'll try to pay a little more attention to what happens prior to the arrest to see if there is a pattern, like which arrest I made (peaceful or not), if there is anything specific about the suspects, etc. but so far it seems rather random. I have seen this behaviour with suspects from callouts as well as people from random traffic stops.

    That's not too much of a big deal although it doesn't look really realistic, I just call for a prisoner transport and it seems that the suspects then behave. I was just curious if that was a glitch or not.

  13. This happens once in a while where I place a suspect in my vehicle and as soon as I get in my seat they leave it. And this could go on forever. One of the lattest video of Jeff Favignano also had this happening so I guess that's not just me.

    Is it a normal behaviour from some NPCs in 0.3 (like some suspects are a real pain though exiting a car while cuffed seems hard), a glitch or an issue with some callouts?

  14. 1 hour ago, allboutbenjamins said:

    the lighting does look great during the day.

    That's actually the solution here :wink: There is nothing that can really be done, it's a matter of contrast with the darkness surrounding the car.

    All the lighting tweaks around pretty much work the same way by changing some values in visualsettings.dat and they do improve lighting by daylight but it's way too powerful by night. So I use the default file by night and use the modded one by day. Obviously it's not possible to do this on the fly while in game but since I use real time, I know that when I play by night I'll need to use the default one.

  15. 14 hours ago, Azteco said:

    Right now is perfect example. Downtown near the station I am seeing patrols of ai pretty much saturating the area. To me normal. It's downtown and the ai is going around as normal so in areas like this you may get sat patrol. Now I go out to mo man's land and back up seems like it'll never get there. This was also case in previous versions. I think allot people didn't suit out at downtown or certain stations much and since the release of 0.3 since it was show cased at downtown more are going there to start game taking calls right away. Sitting here watching the ai to me is normal and has dame reaction it always did. If I go watch activity farther north away it seems same as before and feels like back up takes bit to get to you. I think it's normal and most haven't noticed it much before as they didn't suit out downtown or a couple  other stations where ai saturates naturally. Before 0.3 allot I think drove quickly and took calls going away from those areas but now are actually getting to see close calls in the immediate vicinity and ai crimes with the normal saturation. Just what I think. To me it's all normal.  I like it though. I wish they'd be like this when I'm by stab city alone lol. The miss daisy thing earlier was joke though I couldn't resist ;)

    It's actually not just Downtown but all the city. Wherever you are the AI will respond too close and swarm the suspects. I cannot speak of the county as I have never been too keen patrolling there but in Los Santos I can definitely tell that the difference is huge.

     

    unr3al I am not going to post a long answer as I am done with you, till you won't understand that this is a video game, as much as a game try to be a sim, discussing with you is pointless. You can post all the videos of police swarms that you want, you cannot bring the RL argument into a videogame, you still don't get the point: in terms of gameplay you cannot have a game play and resolve situations for the player. This is something that you will never see in any game. This is called player input, if your only input is only to press Y to accept a callout and then sit back while the other units will take care of 2/3 of the situations by themselves, where is the fun? I don't need to play 3 months to spot an obvious issue, that's something I am used to in my line of work, making a judgement with little time and I am pretty good at it.

    Play any game that comes with a party controlled by the AI (any decent game, there are obviously some crappy games with a lousy AI having that kind of problems) and the AI will never be able to win without the player. This is nothing about being the hero but about being in control, that "player input" I was talking about. Read any game design theory book...

    I will just leave that link, give it some thought. A couple of months ago The Old Republic had a new expansion that came with an overhaul of the companion system that actually rendered them way overpowered, you had plenty of videos on YouTube of people showing how their companion would deal with any pack of mobs up to dealing with champions boss fights and still survive while the player would just sit back and watch. It took a couple of weeks for the nerf bat to come and here's what the developpers had to say:

    Some of you will certainly ask, why the need to nerf Companions? (...) What we saw in those instances is that Companions, simply put, were just way too good. Their healing and damage output could be greater than that of a very skilled player with a fully maximized character.

    (...) Companions, from a combat perspective, should complement and provide support to your character, not overshadow them. However, in looking at how strong Companions are, we may have gone a bit too far in that direction. Simply put, while playing through much of the game, there are a lot of situations in regular combat where it is practically impossible for you to be killed if you have a healing Companion. Although this can be fun for a time, this wasn’t our goal. Companions should be strong, they should fill any role you need, but they should not make your actual gameplay be overshadowed by how strong they are.

    This is the same exact situation with swarms of police units spawning on top of the suspects and taking any challenge out, especially coupled with the fact of how easily suspects now surrender. There is no need to play 3 months to see this issue.

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