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DLM3

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File Comments posted by DLM3

  1. Hey!

    I just want to let you know that this mod is great but there is one small bug with lspdfr. When I open the police computer and start typing, for example if I type r it goes cinematic and if I press o it activates Breathalyzer plugin. I tested it a few time to be sure and when I unplugged your plugin It worked fine.

    Hope you could get it fixed!

    - Make

     

    (sorry about the English, not my mother language :P )

    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.

  2. You're right, the search area should definitely not be that huge. In your case there, it appears the suspect made it on the freeway (I'm guessing), and just booked it. I hadn't seen the search area expand by that much before.

    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.

     

    I'll definitely be approaching that call from a different angle in an update. I actually thought I had spawned the car away from the scene, but I don't have the code in front of me, so I'm not sure.

    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 :smile: 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 :wink:

     

    I would love to have other cops help in the search. That was on my list of things to explore in the future.

    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.

     

    I didn't agree with everything you had to say, if I'm honest. But you brought up a lot of good points too, and I appreciate the time you took to test.

    Let me take a look at the code next time I'm free. I might be in touch with you via PM later as well.

    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 :smile:

  3. Sometimes police officers don't get a whole lot of information. Sometimes they get none at all and just have to roll up and see if there is anything going on.

    The Unknown Trouble call actually has a few different variations, the false 911 call being one of them. Which variation you get is based on random chance/luck.

    That being said, I'll see if there is anything I can do with that particular variation of that call.

    I may sound rude but it is just that the first attempts at these scenarios while simplistic were actually worth our time. I've got another hit and run callout.

    This is the search area after a few minutes of driving around:

    97780A1B7BF85E5E36175CD962AABCCAC4EFC714

    How are we supposed to find a car when the radius is so huge? It is just pure luck (I managed to find it the first time I got that scenario just when I was about to cancel the callout). Remember that we are alone, we can't call other units to assist us in the search so it's just luck, nothing else. It is not like we can call an helicopter to help cover another part of the region or something.

    And this is the radius after a while:

    3D034493A4C1E6F72BF7ECF890AA0F6AFB109FAB

    The problem is that while your first attempts were too simple, here you went for the extreme opposite and made this nearly impossible and simply frustrating. You just went too far, the suspect doesn't need to go so far away but should remain in the original search area. As I said in my previous post, this is still a game, things have to remain fun. And at this point, I am sorry for being rude but this is just 2 callouts out of 6 that I won't respond to anymore.

    I know that someone is going to say that suspects get away, cops don't always catch them. Which I respond to by repeating: this a game. When things get too frustrating "players" (not cops but players, because once again this is a game) don't bother anymore.

    [Edit] So by forcing new callouts I've been playing around some more with this scenario. The problem is that there is actually a very easy way out: the vehicle is still at the scene when you arrive (well it's possible that it was the case because I was waiting not far away from that spawn location in Senora desert so I was quickly on scene). So if you completely ignore the victim (I've seen the latest video from Jeff Favignano and he actually had the same reaction as me, calling a coroner to pick up the corpse and waiting for their arrival) there is no search needed at all. If I were you, here is how I would deal with this callout:

    • set up a reasonable search radius (not too small, not too large) whose size won't expand (the size in the first screenshot wouldn't be that bad if the suspect couldn't leave it)
    • have the suspect spawn somewhere within this circle but not on scene of the accident in order to avoid the easy solution where the car is actually bumping into the ambulance (happened to me twice)
    • have the suspect drive within that set radius (we don't want the suspect waiting for us either)
  4. I like most of the changes except that one callout. "Unknown trouble": I arrived at the scene and I was told to investigate the area... except that there is absolutely no clue what we are looking for. For instance your upgraded "hit and run" scenario (which is cool) not only has a radius for your search but you also have a description of the vehicle. Here you have no idea where to look and what to look for, you don't know if you are looking for someone, for a car, there is no dot, no radius on the map, this is way too vague and honestly I won't bother and I will just Ctrl+Y this scenario in the future.

    A radius for the search would be the minimum so that we know we are going too far away. Realism is nice (though I am sure that if it was a real situation we would have more details about the trouble) but this is also a game, hints are needed to keep things fun.

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