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File Comments posted by DLM3
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I'll try turning the camera around (in the back of the suspect) then turn the officer also back to the suspect and I'll see if he turns face to the camera, thus face to the suspect.
I forgot to keep you informed... So I tried this, officer with his back to the suspect, the camera in their back, I ran the ped search and the officer had the same behaviour, he turned face to the suspect, pushed him, then turned his back again to perform the search in the air.
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Version 1.5c available for download now. Maybe this version will fix some of your problems @harrison90
Thanks, there is no confusion possible now

Honestly I am lost lol I am sure that I downloaded my current version before saturday (which was the date that the website said that you updated it to 1.5b) and the version I am using right now doesn't cause a crash when I am using the T key.
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Hi Albo. I just wanted to let you know your ANPR callout can be subject to a bug (I have been able to repeat it). Since the 2 suspects can be brutal (when I am getting wasted it is actually because of the melee one) so I tried a new way of dealing with them, which is ordering them to leave the vehicle by holding E (I wanted to avoid getting in the interaction menu, this is typically what is getting me killed because it resets your current weapon, you are ready to pull your shotgun, you go through the interaction menu and you end with your tazer when things get hot).
Holding E causes the callout to crash (it appears on screen in a brown letter message). I am pretty sure that I am able to get other callouts and ambient events following this, it just ends the callout abruptly, the car and the suspects instantly despawn. Everything is almost up to date (I am still using RH 0.22).
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This is actually a really good idea, I'll see what I can do!
Great, I hope you can work this one. Will be awesome the day we can 'arrest' people without cuffing them, it will really feel like transporting people where they actually belong to

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And thank you for keeping it updated! (already left my 5 stars some time ago
)I have just thought about something and wondered how you would feel about it. What do you think of adding some extra drop off locations at a few hospitals?
It's mostly because during various callouts we have to deal with people who most likely do not belong to jail, for instance these people who seem mentally ill (the bogus calls from Code 3 Callouts), the drunk guys from various callouts who seem to be a danger only to themselves or the suicide attempts from Wilderness Callouts. I think it would be cool if we could leave them at one of the various hospitals in LS.
Heck, if one of the modders working on some callouts watches this, one nice callout could be to transport a seriously wounded person at an hospital in a given time frame.
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I am curious how do you guys deal with the suicide attempts? I "arrest" them because it is probably not the best thing to let them go unchecked... but at the same time it feels wrong to me to arrest them (that would be nice if LSPDFR had an option for "peaceful arrests", more like simply carrying a suspect without cuffing them) probably because an EMS would be the best choice in that case.
I was also wondering, are the fire rescue teams supposed to do something during the aircraft crashes? Because mines either get themselves stuck in the aircraft or hang around doing nothing.
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2015 - 08 - 24
He means the DLL file, inside the archive

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August 13th 22:38 (+/- a few hours due to different time zone):
That's the same date and hour than the file in my plugin folder. Was the T key a sure cause for a crash, no matter your keybinds? When I have a chance I'll check what it does to make sure.
Could it be possible that you actually released 1.5b earlier than saturday? (I don't remember having any issue with that key)
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Easy test: Try pressing T when in ggame and when my mod is loaded. If the game or my plugin crashes then you're correct and it's the old version. If it doesn't, you're using the 1.5b version.
I am not playing at the moment but if the files in your archive have the same size, the same date and the same hour of creation it means that they are the same files unless you are saying that you made the 1.5b hotfix on August 13 at the same hour than 1.5

I have noticed by downloading past versions that you keep the same name for your archive (BreathalyzerRAGE.zip) you should add the version at this name (like BreathalyzerRAGE1.4.zip, BreathalyzerRAGE1.5b.zip), it is possible that the website doesn't recognize it has an updated version and thus sends us the last version that we got (1.5 for me, 1.0 for harrison). I have just tried with another browser and it is downloading 1.5 too.
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Are you sure you have updated the download? It is still donwloading 1.5, not 1.5b

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No problem, anyway I was mostly wondering if it was just me or if anyone else experienced the same thing (as for the video, it was convenient that the key I am using with Shift in order to frisk people is the one that zooms out the map so you can easily see when I start the search). All the animations I tried including the default one do the same thing, steps ahead, turns around then does the animation back to the suspect.
I just realized that I forgot to try something else, since it seems that the character turns face to the camera I'll try turning the camera around (in the back of the suspect) then turn the officer also back to the suspect and I'll see if he turns face to the camera, thus face to the suspect. That might help to pinpoint what is going on, I'll report when I can check this out.
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In case you want to check it out, here is the animation I am using for ped searches:
AnimationDictionary=amb@world_human_maid_clean@
Animation=baseFeels much less weird to me than the one used for vehicles

I have a question about the search animation though, I can't get it to work "on" the ped. Disregarding the fact that if you held E to stop a ped they will always face you so you can't technically get behind them, I actually can't get my officer to stay in front of them. I face a suspect, hit my keys for a frisk, my character makes a step ahead pushing the ped, then turn his back to the ped (thus facing the camera) and does his animation. Here is a video of what happens.
So you would think, no problem, since my character turns around I'll start the animation back to the suspect. Well... just no. The officer turns around face to the ped, makes a step ahead, then turns around again to make his animation with his back to the ped. Here's what happens.
Is it just me? Is there a way to stop him from turning back to the suspect?
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Well random has been nice to me in that case. I had the assaults happen a few times in one of the back alleys in the residential area where you drop the bikes for the Pacific Standard heist in Online, a kind of yard between apartments and stairs, it was a great scenery for this situation. Same deal when it happens in back alleys in Rancho. I am a kind of night crawler during my patrols so that also makes it for a great ambiance.
I was wondering why you were calling the 1-ADAM-12 an easter egg, I guess it's not only about age but also nationality
From what I gather from wikipedia it was never broadcasted here... Thanks for the headsup! And I'll check back for this update 
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May I suggest an improvement with the Terrorist callout? It wasn't really an issue till yesterday because they spawned in locations easy to find in Los Santos, like right in front of Vinewood Police Station, etc. but yesterday I was patrolling in La Mesa and had a couple of Terrorist callouts happening here. The problem is that once you accept it, it creates a huge blip area on the map (blue/red flashing) that completely hides the roads, which makes it hard to pinpoint their location when they are on freeways (it's already a pain to find the right ramp but it's even harder when you can't even see the roads on the radar) or even in the canal (I had them spawn there once and it took me a while to realize that they were in the canal). Is it possible to make the blip area more transparent like a 33%-50% alpha instead of 100%? To be honest I'd say it doesn't even require a blip area, red dots for each baddie would be enough.
Thanks!
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Definitely sure I'm using 2.0.4; I've reinstalled RPH 22 and have manually reinstalled 2.0.4 multiple times, each time the plugin loads, I receive the following:
[8/14/2015 8:13:03 AM.680] Plugin "Vehicle Search v2.0.4" was loaded from "VehicleSearch.dll".
[8/14/2015 8:13:03 AM.979] Vehicle Search v2.0.4: System.ArgumentException: The specified type is not an Enum type.
[8/14/2015 8:13:03 AM.980] Vehicle Search v2.0.4: System.ArgumentException: The specified type is not an Enum type.I was about to ask the same thing. Everything is up to date and I am getting these 2 messages, though the mod seems to be working fine.
If that helps, the only modifications I have made to the INI file are:
SearchKeyboard=W
SearchKeyboardMod=Shift
Items=~r~a gun, ~r~explosives, ~o~opened alcohol, ~o~bags of money, ~o~a roach clip, ~y~forged ID cards, ~y~shaved keys, ~b~license plates, ~b~dog fur, ~b~cat fur
(I looked for a list of illegal stuffs and came up with dog and cat fur lol and I chose colours by level of "severity")
DrugItems=~r~some drugs, ~r~packaged drugs, ~r~used needles, ~r~a scale, ~r~a burnt spoon, ~r~a roach clip
(added the roach clip to both lines to check out how things would come up depending on my search or K9) -
literally this. It hopefully is noted and fixed in a future update to ensure once they are arrested they stop shooting. I can get armed and shooting suspects to surrender, most of the time but that doesnt matter if they get shot to death while in handcuffs by the officers on scene.
maybe it can be triggered via Crazy callouts, the dev would have to add something that calls when someone is arrested using his plugin.
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.
Thank you @Sonny236, @officerAMR, and @DLM3 for letting me know about these issues you are having, I would just like to say that I have been working a few days trying to fix these problems, I will release a fix soon, @officerAMR, I will look into the crash issue right now, Thanks for the feedback everyone!

Looking forward to this

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I've always had said issue, with lspdfr. I think its a bug with the mod itself, but I don't know. Its just 99% impossible to arrest armed suspects, which is hopefully improved on. The only way I've been successful is ordering them to surrender before they start shooting or aim their gun (or see you at all). If any cops are shooting at them and they surrender, they'll still be shot up.
overall, i've taken a break from lspdfr until the next version. I'd like to see some more core features and whatever other cool ideas they come up with before I play, right now its an early version.
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).
Pretty nice callouts actually, enjoyed some extra action. however, arresting peds with guns seems bugged still (for me), it seems the police actually listened with your callouts, but attempting to arrest peds spawned by your callout just glitches them out, instead of surrendering they put their hands up and shoot their gun while stuck in an animation, OR they just wont surrender and start spazzing out (inbetween normal running and on his knees animations.) This may be a problem with LSPDFR but see if you can have them respond to being arrested better, I do like trying to apprehend armed suspects instead of always shooting them but for now it seems i cant.
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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I didn't have much time to play so I have been able to check only one hit and run...
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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Thanks for the clarification
I'll correct my settings.Is it possible to have an idea of what kind of distance is the radius? Is it in meters? Because I once again had a pursuit ending on foot over maybe 200m and the suspect's vehicle was gone when I came back.
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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=trueDo 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?)
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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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Dashcam V
in Script Modifications & Plugins
Posted
Hi PieRGud, I am a little confused. Are you able to see the speed in the default view or is it IVDashCam only?