Immortalius
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Immortalius reacted to Stealth22 in [WIP] Police Beats - Everyday PoliceworkGuys, chill out. This stuff takes a long time...some developers don't like to release code unless its absolutely perfect.
And not everyone has enough free time to devote to a project like this. Real life comes first.
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Immortalius reacted to Stealth22 in [REL] Code 3 CalloutsVERSION 0.6.0 HAS BEEN RELEASED (HUGE UPDATE!)
REQUIRES VERSION 0.34 (OR NEWER) OF RAGE PLUGIN HOOK! INCLUDES A NEW VERSION (v1.5.0.1) OF THE STEALTH.COMMON DLL! ADDED AN AUTOMATIC INSTALLER Don't worry, a manual option is still there for advanced users! Automatic installer will detect the location of the user's GTA V install directory (AS LONG AS YOU FOLLOW THE INSTRUCTIONS!) Automatic installer adds Code 3 Callouts to the Programs and Features screen of Windows Setup program only supports 64-bit versions of Windows 7, 8, 8.1, or 10 Setup program requires .NET Framework 4.6 to be installed (which requires Windows 7 SP1 or later) Added a Documentation file (PDF format) Fixed the suspect driving styles, so they obey intersections Assault - Added observation window showing physical condition of victim Radio animation no longer freezes player position (anim also triggered for most radio transmissions now) Changed the logic for finding suspect vehicles (Police Impersonator and Hit And Run calls) You will now receive ALPR updates, and the suspect's precise location will be blipped for about 2 seconds Dispatch will also give the approximate direction of travel However, the suspect will no longer be "found" if you simply drive by him. You need to be close to his rear bumper long enough to look at his license plate number!! Location updates will not be triggered if you are too close to the suspect...but don't worry, this only happens if you are literally right behind him Impaired Driver - Removed vehicle damage for realism; Also changed his driving style, and made this callout compatible with the Breathalyzer mod Intoxicated Person Make suspect run away instead of being 'deleted' if player hits the sirens when too close (Credit to Jeff Favignano for finding this one!!) Added a possibility for him to do something...interesting (aside from flee, or run at you with a weapon!) Suspect vehicle colors will be randomized now Assault - The stories/scenarios have been re-done, and they are much more realistic now Suspect also spawns closer now Police Impersonator - Suspect now wears clothing to make himself look like an officer I tried to make him drive police vehicles (to make it look like his car has lights), but LSPDFR does not allow the player to pull over police vehicles NEW CALLOUTS!! Road Rage in Progress Backup Required (Domestic Disturbance) See the documentation PDF for details on these callouts NEW FEATURE - Computer Aided Dispatch (CAD) information for all callouts (See documentation!) Player will now be alerted when arresting a suspect who had a weapon concealed Peds will now turn to face the player, when the player arrives on scene (most callouts) Hit and Run - EMS will now respond to the scene instead of already being there Unknown Trouble - Added more error checking, and made the homicide detective more fluid Ambient events now spawn further away, to prevent insta-popping (as seen in Jeff's videos!) Miscellaneous bug fixes Blip colors now conform to new standards agreed upon by some of the plugin developers -
Immortalius reacted to FinKone in [REL + WIP] Repeat Offender (Callout Series)Thanks for all the positive stuff guys. I got Albo on board also with adding detail to a high degree of callouts, while I didn't get to test his stuff, I know hes going to bring good stuff to the table also. We are both going to be working to make the points system a factor - both of us are rather busy lately however, so we often just... leave each other messages, but its going to be pretty kool because we can bounce ideas off of each other..
Doing little things like slowing time, adding sound, can really make the situation tense. I'm excited to see the YouTube videos of how you guys respond. I hope I can get it out soon. I know Albo is also pretty much ready to release his so we are going to aim for around the same time.
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Immortalius reacted to Albo1125 in [WIP][REL] Assorted Callouts - Store Robbery, Petrol Theft, Bank Heist, Traffic Stop Backup Required, Stolen Police Vehicle, Person with a Knife, Solicitation, Organised Street Race, Immigrants In truck &More-Currently in progress for the next release:
Solicitation 90% Collaboration with @FinKone's Repeat Offender callouts. -
Immortalius reacted to FinKone in [REL + WIP] Repeat Offender (Callout Series)Hey guys. Figured I would go ahead and share since its to late to turn back at this point. I've decided to make my first callout, its going to turn into a series of different callouts using what I call "Repeat Offenders"
What is a repeat offender some may ask?
Often its not uncommon for police to have more then one encounter with a person. They often have run ins and even get to know these people on a first name basis. With that said, this callout with be gear'd towards the city area. Davis area currently but I'll be expanding at some point.
This callouts going to be realistic in nature, meaning it will take time to clear, and you'll have to use your head. The first callout in this callout series is going to be a BnE (Breaking and entering of a vehicle).
There is going to be a points system at some point. Albo and myself have been talking, and will be making callouts that work in conjunction with one another. If you falsely arrest the subject you respond for because you didn't see them even commit a crime, you won't be walking away with any points. However, he might flee on foot, drop drugs, pull a firearm, knife, try to fight, break into vehicles, steal items from vehicles, drop stolen items, drop weapons, or just be passive in general - just to list a few.
I wanted to make a callout thats in general, deep, and has a high level or replay. The subject you respond to will have all types of different actions, mindsets, and out comes. Sometimes hes not even breaking into vehicles. Sometimes (rarely) he'll surprise you. The goal here isn't to make 10 callouts in a pack that you simply show up and arrest someone, the goal is to make a single callout, with high replay value, and add new callouts on from there.
Either way, we all love videos. Here are a few to check out.
DOWNLOAD LINK
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Immortalius reacted to LukeD in [WIP/REL] CalloutsV - The Successor to Callouts+New Version Released!
The latest version is 0.3.1.5 running on LSPDFR 0.3 and RPH 0.36.
See changelog for details. Happy policing!
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Immortalius reacted to alexguirre in [REL | WIP] Wilderness CalloutsI will look into that crash.
And yep, the camera position isn't very good, the funny thing is that I took those offsets from the GTA V script of the mission where you use the heli camera and the beeping sound is a debug notification that I forgot to remove(you can see it in the top left corner). Expect an update during this week fixing all the current issues.
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Immortalius reacted to alexguirre in [REL | WIP] Wilderness CalloutsWilderness Callouts 0.5.0
Wilderness Callouts has been updated to version 0.5.0. Requires RAGEPluginHook 0.34+, LSPDFR 0.3 and RAGENativeUI 1.2:
Changelog:
Added a new callout: Attacked police station. Added a new callout: Demonstration. Completely re-done suicide attempt callout. Now you can decide what to say and depending on that the suicide wil commit suicide or not. Added helicopter camera. Check README.txt file for how to use it. Added settings to change air ambulance and vet models and other things. Check .ini file. Now binoculars movement works with the mouse and the zoom with the mouse wheel. Added option to disable Ambient Events. In the Ambient Event Intoxicated Person, added compatibility with Breathalyzer by Qwerasdzxc. Added AI Responding audio for when you don't accept a callout. Minor improvents/bugfixes.
*New Suicide Attempt, Attacked police station and Demonstration callouts spawn lots of entities and this can cause some lag.
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Immortalius reacted to Harper in RAGEHOOK 35/MODS FOLDER - READI'll put this here just incase;
If your game is crashing when loading with the new ragehook, make sure to move the new update.rpf from the game directory into your mods folder, replacing the old one.
You will need to reinstall any mods you have in there such as VisualV. Car mods are unaffected.
This fixed my issue, Posting it inside this topic incase anyone else has issues too
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Immortalius got a reaction from greenman in Cant talk with suspect and take down unarmed suspectsI installed it properly with automatic install
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Immortalius reacted to LogicGaming in [WIP] A mundane callout pack, because not every callout involves arrests and pursuits.Here is a video teaser for callout 1:
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Immortalius reacted to Nutt in Official Law Enforcement Jurisdiction Script Coordinates Sharing ThreadWelcome to the official Law Enforcement Jurisdiction Script coordinates sharing thread. Here you can share your personal coordinates (must have photos) and setups with others.
A very helpful map on understanding zones...
http://media.gta-series.com/images/gta-5/maps/gta-5-los-santos-blaine-county-neighborhoods.jpg
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Immortalius reacted to Sam in Pursuit police AI has not improvedLooks like some people fail to remember that GTA V is a game and not a simulation of real life. One of them is even getting angry at how a Highway Patrol unit that was in traffic joins in his pursuit without being called in, despite the fact that to have a Highway Patrol SUV in traffic you have to actually mod your game to put it there. If you don't want cops in traffic joining in, don't mod your game to have cops in traffic!
The pursuit AI for chasing suspects in vehicles uses the same underlying GTA V AI that it has since the first version of LSPDFR - this isn't likely to ever change. I have experimented with many, many different ways of doing it and what we have is honestly the best approach I've found so far. The only problem with the current system is that other officers don't recognise the player as being part of their pursuits. There's currently nothing that we can do to change this. The key thing is that our current system delivers competitive police AI that can actually keep up with suspects. Go ahead and compare to GTA IV...
The pursuit AI in 0.3 can't be "any worse", as it hasn't changed at its core. The main changes have been additional features that we've added, and these have only made it better. It's fine to nitpick all the things that happen that you don't like, but at the same time people really need to remember that this is a heavily locked down game, with zero documentation as to how things work. We have to figure that out all by ourselves, and that has taken thousands of hours to do.
It sometimes amazes me the lack of respect that people can have for what we do, and the massive improvements that we've made since the first release of LSPDFR.
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Immortalius reacted to LogicGaming in [WIP] A mundane callout pack, because not every callout involves arrests and pursuits.I have been learning to develop specifically so that I could make mundane callouts. I listened to the police scanner for my local town while playing and it gave me a lot of ideas for what are "routine" calls.
(By the way, HUGE thanks to TitanSloth, AlexGuirre, Albo, Stealth, and all the other developers that have been patiently answering my questions as I learn to program. I can't wait to release this callout pack. TitanSloth and Stealth specifically gave me samples of their callouts to use so that I could learn how they work. Titansloth actually took the time to write my first callout for me based on my criteria, which also gave me a huge boost into seeing how everything works.)
For all of these callouts, the dispatcher will typically call out a description and/or identity of the subjects and vehicles if they are known.
There are only a handful of actual callouts in the pack, however there will appear to be dozens as the dispatch message changes based on the context of the call. This is very similar to what other modders have done (such as the arrest warrant callout) but with more mundane crimes.
The format goes something like this:
Callout 1 (Single stationary victim, single suspect)
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Callout 4 (Single car crash VS Ped/Animal/Object)
Callout 5 (Two or more cars involved in an accident)
Callout 6 (A suspicious vehicle called in by a caller)
Based on those 5 callouts, I can attach probably 50 different scenarios to each one, and change the dispatch message accordingly depending on which one is assigned, giving the game the illusion of having hundreds of callouts.
Examples:
Callout 1 (Single stationary victim, single suspect)
Domestic
Assault (physical)
Assault with a deadly weapon
Restraining order violation
Theft from a person
Vandalism
Making threats
Burgarly
Attempted car jacking
Attempted robbery
Solicitation
Tried to sell illegal drugs
etc.
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Basically a group version of any of the above
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Alarm company reports motion in (random room/sensor)
Caller reports a stranger in their neighbors house/business
Casing buildings
Casing vehicles
Acting emotionally distraught
Making loud noise
Screaming at passerbys
Asking passerbys for change
Following passerbys
etc.
Callout 4 (Single car crash VS Ped/Animal/Object)
Car vs Pedestrian
Car vs Deer (if in country)
Car slid off road
Car hit pole
Car hit median
Car overturned
etc
Callout 5 (Two or more cars involved in an accident)
2 car
3 car
4+ car pileup
etc.
Callout 6 (A suspicious vehicle called in by a caller)
Vehicle idling by side of road
Vehicle idling in parking lot
Vehicle circling the block
Vehicle parked with someone standing/talking to the driver
Other cool features:
EXTREMELY LOW CHANCE OF VIOLENCE. You shouldn't be arresting and shooting 8 people per shift. There is about a 1 in 30 chance the suspect will have a weapon and an even lower chance that they'll use it on you. The caller may or may not warn you the suspect is armed.
NO BLIPS OR SEARCH RADIUS OTHER THAN THE PERSON WHO CALLED THE POLICE except to tell you the location of the call. You are given a description (sometimes just gender, other times to include clothing, and sometimes full name and DOB) and you have to diligently search the area. The game will confirm you found the right person when you are within conversation range. Same for vehicles, you are given the description of the vehicle and have to find it. You don't even get a search radius.
For every situation there is a chance the suspect will stay at the location he was reported in, a chance he will casually walk away, or run away, on foot or in a vehicle. If you or another cop spots him, he may either walk casually hoping you don't notice, or just put his hands up and stop. He may also run away or start attacking you. His demeanor could change at any point.
Other cops will have a chance to intercept the suspects before you do if you take too long to find him (due to not having a blip). Every (random number) of seconds, another unit has a chance to intercept the (invisible to you) suspect on foot or in his vehicle. If found, the cop will attempt to stop him. If he is on foot the cop will just talk to him, and if he is in a vehicle the cop will perform a traffic stop and wait for your arrival. Once another cop intercepts your suspect, you are then given a blip to go and complete the callout. There is a chance the suspect could flee from the officer that stopped him as well before you get there, and you wind up joining the pursuit.
Additionally I want to make a separate plugin (so that it can be used with all callouts, not just this one) that compiles a madlib statement/story/accusation. It will literally just be a giant madlib that pulls in nouns, verbs and adjectives from different lists and compiles a computer generated story.
You can use the content of this story to make your decision, or you can choose to take action against the caller if their story keeps changing (there's a chance it will). There's also a chance that different witnesses and suspects could have slightly different stories. This plugin will take some time to develop, but I want to do it as a separate plugin so that it can be used with any callout, not just mine.
I will post videos demonstrating some of the mechanics as soon as the callouts are stable enough to do so.
Would love to hear feedback now and once you see them as far as what you want to see, and ways to accomplish things I may not have thought of.
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no
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@LukeD Do you plan on updating this for 0.3? This was one of my favorite callout scripts, and I miss the end callout menu lol.
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Immortalius reacted to Sam in LSPDFR 0.3 - November UpdateThis is the sixth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
Continuing with the idea of posting regular updates on our progress with 0.3 on Tuesdays, we're back with a look at what's to come in the next version of LSPD First Response.
First of all, let me very quickly pay attention to the success of the mod so far - we've surpassed the half-million mark in terms of total downloads, and despite there only having been two releases, you can clearly tell that everyone is still as engaged and excited as ever, awaiting what the future holds. Especially nice to see has been the flurry of suggestions and ideas that have been floated around by so many people throughout the community, and you can be sure that we're really looking forward to delivering LSPDFR 0.3, which features many of them.
In an interesting twist, one of the new features coming to 0.3 is actually something that we don't think has been suggested much. When developing the final versions of LCPDFR, we invested some time in creating a development system which basically turned LCPDFR upside down, putting the player in the position of a criminal being chased by the police. This turned out to be a vital tool for us when testing police pursuits, with the rationale being that if the cops could chase the player, they'd have no problems at all chasing non-player characters.
This system has actually been present in all versions of LSPDFR, although it was a last minute addition and therefore very rough around the edges, which might explain why it was tucked away as an 'Easter egg' (one that I won't spoil for those of you who haven't found it). In tandem with the development of our new pursuit logic, we also re-created the ability to be chased by the police, ensuring that our logic was designed both for players and peds. Therefore, while off duty with 0.3, you now have the option to hand over control of any pursuing officers during a wanted level to LSPDFR - making it so that you will be chased in exactly the same way that all other suspects are.
It's fair to say that the results of this can be staggering (literally)!
Perhaps it is also worth mentioning as well - while there's a massive number of big new features making their way to LSPDFR 0.3, we've also been making an effort to pay attention to the little details in a number of areas, including things like smoother animations and improved backup spawning positions.
Indeed, one cool example of this is the new 'hand on holster' animation that we've added in LSPDFR 0.3. Unlike some other ways of doing this, the player's body isn't rigidly locked, meaning that character body movement is actually properly synchronized with player movement. This also acts as a really cool way to draw your weapon, as the transition from holding at the holster to aiming down the sights is seamless.
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Immortalius reacted to Albo1125 in [WIP][REL] Assorted Callouts - Store Robbery, Petrol Theft, Bank Heist, Traffic Stop Backup Required, Stolen Police Vehicle, Person with a Knife, Solicitation, Organised Street Race, Immigrants In truck &More-Thank you CaptainSugarFree for creating this amazing trailer!
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Immortalius reacted to Sam in LSPDFR 0.3 - Hot PursuitThis is the fifth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
While we've already added an amazing amount of cool new features to 0.3, an update to LSPDFR, or even LCPDFR, wouldn't truly be an update without some further refinement of the pursuit system. It is, in many ways, one of the largest and most important parts of the modification and with 0.3, we've been taking the time to make a number of small but noticeable improvements. From more cautious cops to more daring suspects, we think you'll really enjoy pursuits in 0.3.
And in a refreshing change - I think for this update, we'll let the pictures do the talking...
Allow me to quickly note as well. No, we don't have a release date for 0.3. Releasing a new version of LSPDFR is actually quite the mammoth of a task - one that you can't simply put a date on. We're putting out these previews as it is something that the majority of our fans asked for, and it gives us a great opportunity to get feedback on the modification as we develop it.
Will your game be rocking LSPDFR 0.3 soon? Absolutely, but we're not quite ready to define exactly when that will be.
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Immortalius reacted to Sam in LSPDFR 0.3 - "Busted!"This is the fourth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary. Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.
As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar. The cool bit is that it looks like exactly like the user interface found in the original game, too.
Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control. As you do this, the progress bar fills (and it does so really quickly). Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up. Oh yeah, we're just getting started...
As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation. Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control. This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
Of course, all of this is a little bit mean so far. We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile? We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature. When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options. One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot. The results can be quite spectacular.
You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do. To seal the deal though, you can use the same process to release suspects from handcuffs now. It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.
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Immortalius reacted to Sam in LSPDFR 0.3 - Downtown Police StationThis is the third part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization
Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos. Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds. Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it.
The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins. We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale. Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station.
The cool stuff we've put in with the Downtown Police Station doesn't end there, though. To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens. By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after.
Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps. We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells. Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there!
Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day. Instead, stay tuned for the next part of this update series - you won't want to miss it!
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About
This is a mod designed to replace LSPDFR's Police Computer with a less boring one. As with the default one, you can search for people and vehicle plates. Apart from that you can locate said people on the map and get a wanted list from the LSPD HQ to hunt down criminals while you're bored. You also can do misc actions such as quit a callout and request Code 2 local backup. You also can use a gamepad!
I would love to hear your suggestions for new features!
Usage
Press G (or whatever you have binded Throw Grenade to) while stationary in a police vehicle. Then navigate with keyboard arrows or the DPAD on the controller, selecting with Enter/Gamepad A and canceling with Backspace/Gamepad B.
While searching, you can use your keyboard or use the onscreen one.
Installation
Download and install Ragehook v26 Download and install LSPDFR Place "RAGEComputer.dll" inside the GTA V/Plugins/LSPDFR/ directory. Place "RAGENativeUI.dll" inside your root GTA V directory. Media
Disclaimer
This mod accesses the internet to download pictures of peds from http://ragepluginhook.net/PedModels.aspx, make sure it isn't blocked in your firewall or all pictures will be question marks.
Special thanks to alexguirre, Stealth22 and LtFlash for porting NativeUI! Check it out here: http://www.lcpdfr.com/forums/topic/54970-dev-tool-rel-ragenativeui/
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Immortalius reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.
You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required!
With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.
The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
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Immortalius reacted to LukeD in LSPD First Response 0.2a UpdateNo we collectively decided to stop developing this just to watch you all lose your shit :)
Have a nice day :D
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Immortalius reacted to w35 in [WIP][REL] Arrest Warrant CalloutMost of mentioned functionality can be done right now, as RPH + LSPDFR allow this, given my free time.
Some parts of features - when API will have support for some functions, that I need to get this part done in a way I want.
In example - not allways wanted criminal in persona record check will be marked as wanted,even if my plugin wish to do so, etc. But Yes, most of this what I want to achieve is possible now.
I also work at my Rage Show My Location plugin to extend its functionality, which needs some time to check in-game world coordinates, and some testing, if county/city territorial belonging of given player location is correct.