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SuperPyroManiac

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File Comments posted by SuperPyroManiac

  1. I am doing an entire rewrite on this plugin for 2.0. Since this was my first plugin it is lacking features as well as there are a lot of new things I have learned that I would like to implement into everything. I want to remake every callout with more attention to detail and way better dialogue. I don't have an ETA but I will try to be fast. If you have any ideas for features or callouts please let me know!

  2. 28 minutes ago, The Loot said:

    Hmm, I've still had police vehicles grabbed for Reckless Driver, the last one was a police transport right in the middle of picking up a ped (though it could have something to do with how Ultimate Backup handles it's Police Buddies, since I've also had times when they've been marked as suspects when calling in a crime).

     

    Hmm the way I check if it is police is by they're relationship group. So if they are not set as "COP" it would grab them. 

     if (_bad1 == Game.LocalPlayer.Character || !_bad1.IsHuman || !_bad1.IsInAnyVehicle(true) || _bad1.IsDead || _bad1.RelationshipGroup == "COP") {base.Failed(); return;}

    I can add another check to this which will see if the vehicle they are in has a siren. This will not fix the open carry event though as they are not in a vehicle when they get selected. I'll see what I can do to fix this. EDIT: I have also just added checks if they are MEDIC, or FIREMAN. Issue is if ultimate backup doesn't already set them as those than the plugin can still pull them.

  3. 9 hours ago, The Loot said:

    Error handling is always a must.

     

    No suggestion on new events at the moment, but there is a needed fix: emergency vehicles (or peds) can be chosen for events, which doesn't make much sense and can conflict with other plugin functions.

     

    Whoops, I have it check if they are a cop but forgot the other groups.

    6 hours ago, JDeuce21 said:

    [10/7/2019 1:15:42 AM.372] LSPD First Response: [FATAL] Forced termination
    [10/7/2019 1:15:42 AM.373] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager
    [10/7/2019 1:15:42 AM.651] LSPD First Response: [INFO] LSPDFR has shut down
    [10/7/2019 1:15:46 AM.781] LSPD First Response: ==============================
    [10/7/2019 1:15:46 AM.792] LSPD First Response: ==============================
    [10/7/2019 1:15:46 AM.878] LSPD First Response: All signs removed
    [10/7/2019 1:15:47 AM.033] LSPD First Response: ==============================
    [10/7/2019 1:15:47 AM.044] LSPD First Response: ==============================
    [10/7/2019 1:15:47 AM.343] LSPD First Response: Oops there was an error here. Please send this log to SuperPyroManiac!
    [10/7/2019 1:15:47 AM.343] LSPD First Response: SuperEvents Error Report Start
    [10/7/2019 1:15:47 AM.344] LSPD First Response: ======================================================
    [10/7/2019 1:15:47 AM.345] LSPD First Response: System.Threading.ThreadAbortException: Thread was being aborted.
    [10/7/2019 1:15:47 AM.345] at Rage.GameFiber.SleepThis(Int32 duration)
    [10/7/2019 1:15:47 AM.345] at Rage.GameFiber.Yield()
    [10/7/2019 1:15:47 AM.345] at SuperEvents.Events.PulloverShooting.<MainLogic>b__12_0()
    [10/7/2019 1:15:47 AM.346] LSPD First Response: ======================================================
    [10/7/2019 1:15:47 AM.346] LSPD First Response: SuperEvents Error Report End
    [10/7/2019 1:15:47 AM.350] LSPD First Response: SuperEvents: Ending Event.

     

    Hard to tell without the entire log but it looks like something crashed LSPDFR, and LSPDFR force ended the event plugin which generated an error.

  4. Here is a progress update for you guys, so I have added interactions to the events that could use them, for example the fight can now be stopped when you talk with them. (Default key will be Y)

     

    They are very basic but in the future I will have a full RageNativeUI for both of my plugins to really add more detail to the events and callouts.

     

    I also have made major changed to the way I handle events. With callouts they are very easy to keep stable but events have so much randomness it's easy to trigger an error and have a crash. Now though, if an error happens, the event will just end and the plugin will continue and not cause any issues with lspdfr or GTA. Here is what it looks like when an error does happen.

     

    bOxgH33.png

     

    Normally that would crash LSPDFR entirely. Now as you can see it just spits the error in the log then continues on, and will continue to generate new events!

     

    Now all I need is new ideas! Please let me know what you would like to see!

  5. 1 hour ago, LSPD OFFICER said:

    I appreciate this plugin!

     

    I got a little problem: Everytime an event starts, the NPCs who are involved say the same sentences about every 5 seconds. This is a bit annoying. Maybe you could add some more sentences for each event and increase the intervall between them 🙂

     

    Thank you!

    Yeah I added to to make it so you can hear them if blips are off. Once you get close they stop. I see about adding new lines.

  6. 2 hours ago, diablo1675 said:

    So I just got an exploded car event, fire all around. Can't call or dispatch LSFD fire truck(s). What do I do? Says to clear the scene.

     

    Fire dpt should be under code 3 backup. If not hit End to force end the callout.

    You can also disable the event in the ini file.

  7. 5 hours ago, Siracusa said:

    no bro @SuperPyroManiac , the problem no it your mod , it possible muck leavel of video memory ( yellow level) ? I lowered the texture level to ultra at normal, now the memory flag is "green", before it was yellow, I don't know if this can affect the game's memory? density always equal to the maximum, and to have ultra as a texture I had zeroed the variety of ped, now I have re-set it as before and see if it still creates memory problems, I tried removing your mod, but it created the same crash as game memory

    Inside of your main GTA folder, there is a text file called RagePluginHook.log  If you have the crash again please send that to me and I can see what plugin did it.

  8. 13 minutes ago, Sam316 said:

    Only one bug I have encountered, but not sure if its from your call out pack. When you get the shooting callout that someone is calling to report a dead body and had witnessed the shooter. Every time you arrive on site after being flagged down the victim is floating in the air above the ground. Can it also be possible that you can set this up for you to report a homicide to have detectives respond to area and use the police tape or police barriers to quarantine the crime scene for them. You wait for them to arrive on scene, there is an animation of them examining the body and requesting the coroner to pick up the body. for which time you leave the scene to search for the killer. 

     

    Again not sure if its your callout that generates this during the shootout call outs

     

    That's not from these callouts.

  9. Update 1.1

    Fixed spawning issues and made changes to multiple events added 4 new events.

    UPDATE PUBLISHED, MAY TAKE UP TO A DAY TO BE APPROVED BY STAFF

     

     

    • Added "Suicidal People" event.
    • Added "Road Rage" event.
    • Added "Mugging" event.
    • Remade/Added "Reckless Driver" event.
    • Fixed grammar issues.
    • Adjusted spawnpoints more.
    • Fixed multiple crash issues.
    • Added issue handling to the events so if something goes wrong it will just end the event rather than crash LSPDFR.

     

    Interactions were not enabled in this version. I was not happy with them yet. Sorry I promise they will be in 1.2!

     

    Known issues:

    If you teleport your character at the same time an event start LSPDFR will crash.

    I do not know how to set the Ped as an owner of a vehicle with Stop The Ped addon.

     

    Hope you all enjoy!

     

    INSTALATION

    REPLACE:

    SuperEvents.dll

    SuperEvents.ini

  10. 33 minutes ago, 115 adam said:

    i feel you just they stand there doing nothing and some looks like there high as a kite lol. 

    which stop the ped or traffic policer say there clean. 

    not you lspdfr in general  seeing peds drinking in public  and you stop then and they end up clean or peds just driving off hand cuffed they have some some talented peds in los santos lol

    Yeah, I set some as drunk and whatnot but 3rd party plugins don't recognize it. I'm still looking for a solution.

  11. 30 minutes ago, 115 adam said:

    well if you can please bring some life in the peds with interaction or fighting after getting into a wreck or something.

    I'll have interactions included on the next update. I just didn't feel they were ready for this first release.

  12. 2 minutes ago, Payday112 said:

    ohhh, i understand now, Thank you! however, i didn't spot no event so far whatsoever are they rare or do i have to finish gta on singleplayer fully?

    You installed it in the LSPDFR folder inside your plugins folder right 

  13. 6 hours ago, Carsen21 said:

    That's odd, do you have custom peds installed? It acts like it does not know what model the ped is even though it works for everyone else.

    I assume you have the latest GTA update with diamond casino?

    LSPD First Response: [FATAL] OnCalloutAccepted crashed: System.InvalidOperationException: Cannot load invalid model with hash 0xfb6c0b97.
    1 hour ago, AntonisUSA said:

    Can't wait for the ambulance escort of the officer shot that i recommended callout. Looking good!

    I'll have it in the next version.

  14. 1 minute ago, thisridiculous said:

    I just had that in my last game and it did what u said. I assume the ped as frightened from something as it spawned? Not sure but it worked for me before

    Well thanks for letting me know, I guess there was probably a crazy driver or someone shot a gun to scare them. I don't want to disable their AI because that would defeat the purpose of it being a random event. So I guess if they run it's up to you to decide haha

  15. 45 minutes ago, thisridiculous said:

    noted. and no it was its own event, not accident related

    That's really weird, there should be 1 person crying by a dead person. So the injured person shouldn't be able to run away because they're dead. I'll test it out some more and see if I can reproduce that issue.

  16. 40 minutes ago, thisridiculous said:

    Any way to speak with the accident peds? I cant seem to interact with them besides the STP menu, which is only sometimes applicable.

    Also I had an injured ped spawn but he was running away as fast as he could so I could not attend to him. idk if that's supposed to be or not, but just bringing that up

     

    Currently no interactions from this plugin have been added yet. That's odd he was running away, this was also for the car accident?

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