Everything posted by ziipzaaapM16A4
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AmbientAICallouts
Officer in need if assistance already contains foot pursuits. Then there is officer in pursuit. The search warrant has also foot pursuit but i don't know in which version
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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AmbientAICallouts
I would need a video to verify what happend. And a GTA V/RagePluginHook.log of course. same counts for here. need video and log
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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AmbientAICallouts
I couldn't find a Error line which throws a message. Did this happend more than once on the prankcall? But you had an third party AiCallout loaded. Fyi they become outdated as soon as an aaic update comes.
- 344 comments
- 42 reviews
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Making callout creation not canceling current call.
As an idea for the future: Having an Callout triggered by probability of an event is sometimes frustrating when the player has a callout already running because lspdfr then closes the current running call. Can we make the callout creation on a new Layer? While the Incoming callout hasn't been accepted the current callout can go ahead as soon as i accept the call that came in. As soon as the player waited to long or he rejected the call the new callout cleans up anyway and the player can go ahead with his own call.
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What Was Your Name Again?
I understand that but the main goal of this mod is to give a quick name response when having the suspect already seated and arrested. No advanced code so it keeps simple.
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AmbientAICallouts
No crash log. I would assume your have is overloaded by vehicles. How long can you play with this Is Aaic calling alot of vehicles?
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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[OnHold] EMS Support - LSPDFR Callouts Plugin
No updates for Search Vehicle Plugin until i fixed my feature. The animation oriented Progressbar but that F@#$%&! C$@& S*§$!% won't always finish the 100% of a search. You already can do cpr on random patients but there will probably no counter be there for them. See this Video as an example https://www.youtube.com/watch?v=r7vg2Tizbzg A Patdown is actualy a nice idea i will thing about that when i have free time again. About the narcan thing... i can't remember an actual animation for that so i guess i let it. Programming is not THAT hard. Its just.... it takes time, you know?
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random
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Officer Down - CPR on Scene
From the album: random
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AmbientAICallouts
working on an update with safer entity checks ----------------------------------------------- you can add them yourself. there is a file in the Grammar Police Folder where you can add some phrases
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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AmbientAICallouts
Full logs please if you want me to try fining out what happened. This little part is not enough. AmbientAiCallouts uses almost every time its own callout system. Not because i dont like lspdfr but because lspdfr is focused on cleaning up if the player didn't accept the call. And thats simply not the way AmbientAiCallouts works. You will are always able to see which Package this callout is from. On AiCallouts its a bit harder to find out in case the calls have the same naming.
- 344 comments
- 42 reviews
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Cannot use called in pursuit with crime report correctly
If the player becomes the first one who sees the suspect, the player should be able to report the suspect via crime report (Hold Key B) (GrammarPolice: "Show me in pursuit / i got visual on the suspect"). Either you report or the ai cops maybe lose or find the suspect and report it to the pursuit them self. After calling-in via crime report button the pursuit radar should apear but it does not. <--- @LMS you know what to do?
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Cannot use called in pursuit with crime report correctly
Hello, I have this while loop with an sleep of 100ms. It detects wether an officer or the player gets involved and controls the pursuit. while (suspectalive) { LogVerboseDebug_withAiC("Doing new check on All entitys."); if (false)//!Functions.EntityValidityChecks(MO, false)) { LogTrivial_withAiC("ERROR: in AiCallout object: At Process(): Some Entitys where invalid while having them on persistent. Aborting Callout"); return false; } else { //-------------------------------------- Player ----------------------------------------------------- #region Officer Tasks //If Player is near enough to the scene and other units spotted the suspect already => auto pursuit if (someoneSpottedSuspect && !playerSpottedSuspect && (Game.LocalPlayer.Character.DistanceTo(Suspects[0]) < 65f || Game.LocalPlayer.Character.DistanceTo(Location) <= arrivalDistanceThreshold) ) LSPDFR_Functions.SetPursuitIsActiveForPlayer(pursuit, true); //Player Spottet Suspect if (!someoneSpottedSuspect) if (NativeFunction.Natives.HAS_ENTITY_CLEAR_LOS_TO_ENTITY<bool>(Game.LocalPlayer.Character, Suspects[0]) && Game.LocalPlayer.Character.Position.DistanceTo(Suspects[0]) < 45f + (playerRespondingInAdditon ? 20f : 0f)) { LogVerboseDebug_withAiC("player has visual on suspect"); playerInvolved = true; //someoneSpottedSuspect = true; playerSpottedSuspect = true; LSPDFR_Functions.SetPursuitIsActiveForPlayer(pursuit, true); //what should i do? the player cannot get into pursuit after reporting //maybe due to the SetPursuitAsCalledIn(pursuit, false) LSPDFR_Functions.SetPursuitAsCalledIn(pursuit, false); //problem: not beeing able to repot the pursuit. no pursuit radar? } //wenn player nach ai suspect sieht if (someoneSpottedSuspect && !playerSpottedSuspect) { if (NativeFunction.Natives.HAS_ENTITY_CLEAR_LOS_TO_ENTITY<bool>(Game.LocalPlayer.Character, Suspects[0]) && Game.LocalPlayer.Character.Position.DistanceTo(Suspects[0]) < 70f) { LogVerboseDebug_withAiC("player has now visual on suspect too"); playerInvolved = true; playerSpottedSuspect = true; LSPDFR_Functions.SetPursuitIsActiveForPlayer(pursuit, true); //LSPDFR_Functions.SetPursuitAsCalledIn(pursuit, true); //the solution? no its not because the officer still wouldn't be able to call in the pursuit } } //Is near enough to the Suspect if (Game.LocalPlayer.Character.DistanceTo(Suspects[0]) < 15f && Game.LocalPlayer.Character.IsAlive) { LogVerboseDebug_withAiC("player is near enough to suspect"); suspectflees = true; LSPDFR_Functions.SetPursuitDisableAIForPed(Suspects[0], false); } //--------------------------------------- Unit Officers ------------------------------------------ foreach (PatrolUnit u in Units) { foreach(var o in u.UnitOfficers) { //Able to spot the Suspect if (!someoneSpottedSuspect) if (NativeFunction.Natives.HAS_ENTITY_CLEAR_LOS_TO_ENTITY<bool>(o, Suspects[0]) && o.DistanceTo(Suspects[0]) < 50f) { LogVerboseDebug_withAiC("cop" + o + "has visual on suspect"); someoneSpottedSuspect = true; if (playerSpottedSuspect) LSPDFR_Functions.SetPursuitAsCalledIn(pursuit, true); LSPDFR_Functions.SetPursuitCopsCanJoin(pursuit, true); } if (someoneSpottedSuspect) if (!LSPDFR_Functions.IsPedInPursuit(o)) LSPDFR_Functions.AddCopToPursuit(pursuit, o); //Arrived at the Scene still moving if (o.IsAlive && o.IsInVehicle(u.PoliceVehicle, false) && u.PoliceVehicle.Speed <= 4 && u.PoliceVehicle.DistanceTo(Location) < arrivalDistanceThreshold + 40f && !someoneSpottedSuspect) { if (u.PoliceVehicle.Driver == o) u.PoliceVehicle.Driver.Tasks.PerformDrivingManeuver(VehicleManeuver.Wait); } //Arrived at the Scene - Get out if (o.IsAlive && o.IsInVehicle(u.PoliceVehicle, false) && u.PoliceVehicle.Speed == 0 && u.PoliceVehicle.DistanceTo(Location) < arrivalDistanceThreshold + 40f && !someoneSpottedSuspect) { o.Tasks.LeaveVehicle(LeaveVehicleFlags.LeaveDoorOpen); } //Is near enough to the Suspect if (o.IsAlive && o.DistanceTo(Suspects[0]) < 15f) { suspectflees = true; LSPDFR_Functions.SetPursuitDisableAIForPed(Suspects[0], false); } } } #endregion #region Suspect Tasks if (!Suspects[0].IsAlive) suspectalive = false; if (suspectalive && !suspectflees) { //NativeFunction.Natives.TASK_COMBAT_HATED_TARGETS_IN_AREA(Suspects[0], Location, arrivalDistanceThreshold + 40f, null); var ped = getClosestOfficer(); if (ped != null) Suspects[0].Tasks.FightAgainst(ped); } #endregion } GameFiber.Sleep(100); } But i do get wierd responses if i SetPursuitIsActiveForPlayer(pursuit, true) l.28 with SetPursuitAsCalledIn(.., false ) l.30. - Like no pursuit radar after reporting the crime over Button B. But as soon as another unit arrives it triggers the first section officer - if statement. A SetPursuitAsCalledIn(.., true ) and i get my pursuit radar and units marking. So somehow in this construct i cant use B to trigger SetPursuitAsCalledIn(.., true ) which is my actual problem. and when i turn the //SetPursuitAsActiveForPlayer(true) at line 28 in comment. I am not able to report the suspect at all like he is protected from the crime report button (B) although he is actively shooting. After each pursuit with a pursuit radar the units keep their fancy lspdfr pursuit blip until the unit disapears.
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Search Vehicle Plugin
- 72 comments
- 6 reviews
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AmbientAICallouts
- OfficerDown is not an AiCallout. its one of the LSPDFR Callouts built into AAIC. - I gotta work on OfficerDown but its hard to work on when there is to less log. I will put more debug messages to that. @waynieoaks thanks for the research.
- 344 comments
- 42 reviews
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AmbientAICallouts
Maybe due to the increased units number around. Try not to force your texture pool to much with high detailed cars. This plugin requires to have at least space for a few units around in cache.
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews
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AmbientAICallouts
Same counts for parking tasks. If the built in Parking Task from GTA is all Rockstar could do for its Game then don't expect me to make it better. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 093232: Could be anything. there is no clue what or why it happend. The smallest clue tho could be to make RejectedCalloutAI more Stable anyhow. [AmbientAICallouts] [RejectedCalloutAI Fiber 51] INFO: dispatching nearby unit 092301: LSPDFR crashed here on its own. Not related to AAIC. Exception message: Could not spawn new vehicle. LSPD First Response\Mod\Menus\DutyGarageMenu.cs:line 110 084530: There was coming a bit of log. I appreciate the log. It crashed on a specific line and logged it making Debugging a lot easier. [AmbientAICallouts] [Callout OfficerDown] ERROR: Creating Scenario at OnBeforeCalloutDisplayed(): Rage.Exceptions.InvalidHandleableException: Operation is not valid because the specified Rage.Ped is invalid. at AmbientAICallouts.Callouts.OfficerDown.OnBeforeCalloutDisplayed() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Callouts\OfficerDown.cs:line 248
- 344 comments
- 42 reviews
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AmbientAICallouts
actually no but i suspect that lspdfr is preventing random callouts due to the increased radio traffic. try to increase the timespan for AiCallouts in the ini file. Everything should be well described
- 344 comments
- 42 reviews
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AmbientAICallouts
- 344 comments
- 42 reviews