Everything posted by download500
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How do I convert my old working callout to work with the new LSPDFR? It worked on the old one fine.
OHHH ok, so just replace the old LSPDFR dll in my project folder with the new one? or is there a new API example I should be using?
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Open/close roads
Would be nice if it dispatched a unit to block the road off on the point where it places the invisible road blocks, would be more realisitc
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How do I convert my old working callout to work with the new LSPDFR? It worked on the old one fine.
I am fairly new to coding and just modeled it after the API example. What do I need to check/change on an otherwise working callout for the old LSPDFR to make sure it's compatible for the new one?
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Emergency Strobes - Now with Wig-Wag Lights!
Is there a way to have it wig wag just the high beams and not the headlight on and off? In real life the lights do NOT alternate on and off, the high beams do.
- 246 comments
- 45 reviews
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Assorted Callouts (Bank Heist, Store Robbery & More)
Albo, is it possible to make a mod that would have a chance for any and all callouts to already have an officer on scene by the time you arrive? Also, is it possible to dispatch backup to a point on the map (like the callout location) rather than your own? Also, any fix for the cops randomly shooting peds as soon as they arrive to your backup request? I could be on NO callout, just chilling in the city, call backup to my location and they will randomly shoot peds upon their arrival. Drives me nuts, and it didn't used to do this. Is there a way to fix this?
- 1,081 comments
- 166 reviews
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Assorted Callouts (Bank Heist, Store Robbery & More)
I was going to make a traffic stop backup callout and you beat me to it. Great work! Can't wait to try it out! Maybe also have it to where any callout has a chance of backup already being on scene? And having the ability to dispatch backup to a point on the map (i.e. the callout location) rather than just your location?
- 1,081 comments
- 166 reviews
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Can someone who is experienced at coding C#/callouts message me? Have a few callouts I want to release but had some questions.
I am having trouble getting them to show up in game, I am working on a mundane callout pack as not every call should be a shots fired/high priority. I have the callouts planned out but for some reason they are not working in game, hoping someone can help. I have Skype, and can chat with you there, either through text or voice. I can even share my screen. Any help is appreciated!
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Whenever I make a callout in Visual Studio, it passes intellisense but for some reason the callout never comes up in game
[11/23/2015 11:37:12 PM.676] LSPD First Response: Registering callout CalloutsV.Callouts.TrafficCollision My callout is called MVA, I have these littered throughout the log: [11/21/2015 11:05:26 PM.753] LSPD First Response: GetAudioFileForAction: No file found for: MVA [11/21/2015 11:05:26 PM.761] LSPD First Response: GetAudioFileForAction: No file found for: MVA [11/21/2015 11:05:26 PM.762] LSPD First Response: PlayAction: Failed to find MVA This is my code, what did I do wrong? using LSPD_First_Response.Engine.Scripting.Entities; using LSPD_First_Response.Mod.API; using LSPD_First_Response.Mod.Callouts; using Rage; //Our namespace (aka folder) where we keep our callout classes. namespace APIExample.Callouts { //Give your callout a string name and a probability of spawning. We also inherit from the Callout class, as this is a callout [CalloutInfo("ExampleCallout", CalloutProbability.VeryHigh)] public class ExampleCallout : Callout { //Here we declare our variables, things we need or our callout private Vehicle myVehicle; // a rage vehicle private Ped myPed; // a rage ped private Vector3 SpawnPoint; // a Vector3 private Blip myBlip; // a rage blip private LHandle pursuit; // an API pursuit handle private Ped ped2; private Vehicle veh2; private Vehicle ems; private Ped ambdriver1; private Ped ambdriver2; private object get; private object set; /// <summary> /// OnBeforeCalloutDisplayed is where we create a blip for the user to see where the pursuit is happening, we initiliaize any variables above and set /// the callout message and position for the API to display /// </summary> /// <returns></returns> public override bool OnBeforeCalloutDisplayed() { //Set our spawn point to be on a street around 300f (distance) away from the player. SpawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(300f)); //Create our ped in the world myPed = new Ped("a_m_y_mexthug_01", SpawnPoint, 0f); ped2 = new Ped("A_F_M_BodyBuild_01", SpawnPoint, 0f); ambdriver1 = new Ped("S_M_M_Paramedic_01", SpawnPoint, 5f); ambdriver2 = new Ped("S_M_M_Paramedic_01", SpawnPoint, 6f); ambdriver1.Tasks.StandStill(-1); ambdriver2.Tasks.StandStill(-1); //Create the vehicle for our ped myVehicle = new Vehicle("INTRUDER", SpawnPoint); veh2 = new Vehicle("GRANGER", SpawnPoint); ems = new Vehicle("AMBULANCE", SpawnPoint, 10f); ems.IsSirenOn = true; ems.IsSirenSilent = true; veh2.EngineHealth = 0.0f; myVehicle.EngineHealth = 0.0f; //If we made it this far both exist so let's warp the ped into the driver seat myPed.WarpIntoVehicle(myVehicle, -1); ped2.WarpIntoVehicle(veh2, -1); // Show the user where the pursuit is about to happen and block very close peds. this.ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 15f); this.AddMinimumDistanceCheck(5f, myPed.Position); // Set up our callout message and location this.CalloutMessage = "Motor Vehicle Accident"; this.CalloutPosition = SpawnPoint; //Play the police scanner audio for this callout (available as of the 0.2a API) Functions.PlayScannerAudioUsingPosition("CITIZENS_REPORT CRIME_RESIST_ARREST IN_OR_ON_POSITION", SpawnPoint); return base.OnBeforeCalloutDisplayed(); } /// <summary> /// OnCalloutAccepted is where we begin our callout's logic. In this instance we create our pursuit and add our ped from eariler to the pursuit as well /// </summary> /// <returns></returns> public override bool OnCalloutAccepted() { //We accepted the callout, so lets initilize our blip from before and attach it to our ped so we know where he is. myBlip = myPed.AttachBlip(); this.pursuit = Functions.CreatePursuit(); Functions.AddPedToPursuit(this.pursuit, this.myPed); return base.OnCalloutAccepted(); } /// <summary> /// If you don't accept the callout this will be called, we clear anything we spawned here to prevent it staying in the game /// </summary> public override void OnCalloutNotAccepted() { base.OnCalloutNotAccepted(); if (myPed.Exists()) myPed.Delete(); if (myVehicle.Exists()) myVehicle.Delete(); if (myBlip.Exists()) myBlip.Delete(); } //This is where it all happens, run all of your callouts logic here public override void Process() { base.Process(); //A simple check, if our pursuit has ended we end the callout if (!Functions.IsPursuitStillRunning(pursuit)) { this.End(); } } /// <summary> /// More cleanup, when we call end you clean away anything left over /// This is also important as this will be called if a callout gets aborted (for example if you force a new callout) /// </summary> public override void End() { base.End(); if (myBlip.Exists()) myBlip.Delete(); if (myPed.Exists()) myPed.Delete(); if (myVehicle.Exists()) myVehicle.Delete(); } } }
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Whenever I make a callout in Visual Studio, it passes intellisense but for some reason the callout never comes up in game
I have noticed if I experiment with new options, sometimes it will cause the callout to NEVER load, despite setting it's frequency to "very high". Does the game refuse to load the callout if it will crash or something? I wish it would tell me if/why it wasn't loading so I could fix it. I know I have it installed right (in the plugins/LSPDFR folder) because it works if I leave it as the example callout, but the moment I start spawing more vehicles, etc it stops being triggered in game. Also, what script would I use to bind my callout to trigger on a hotkey, so I can test it?
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How do I spawn a random vehicle or ped?
When I change: myVehicle = new Vehicle("INTRUDER", SpawnPoint); to myVehicle = new Vehicle(SpawnPoint); the callout never appears in game. Any idea why? How do I spawn a random vehicle vs specifying model?
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Improved Spotlight and LED
PLEASE! How do I edit the distance and intensity at which emergency lights reflect off objects? I want to make it so that my emergency lights reflect in all directions day or night off signs/cars etc up to 500 feet away like in real life. anyone who's ridden in a police car knows that for a few hundred feet in all directions, all reflective surfaces light up with the strobing lights. It looks like you've tweaked this some already, but how can I increase the value to my liking??? THanks!
- 246 comments
- 40 reviews
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New Graphics Mod Possible
ok?
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How do I modify the red and blue police lights so that their reflection is visible on objects in front of me when I'm inside the dash view?
In real life you can see the reflection of your police lights from inside the car, what file do I need to modify so that I can see the reflection of the red/blue lights on signs/vehicles/the road etc in front of me? That way I can tell when my lights are on and it makes for better videos.
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x0000005 Access Violation
This just started happening recently and it appears I'm not the only one experiencing it. I'll post a log when I get home but I don't see what good it will do as it says "no plug-ins ticking at the time of crash" Half the time it crashes before GTA even gets to the title screen and other times In the middle of gameplay which tells me it's not related to a custom vehicle model unless they load that early.... I don't get whats suddenly causing this as I haven't added any new scripts or plug-ins recently
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GTA 5 Keeps Crashing at random points
I am having this exact same issue, I did not install any taxis. What else could it be? IT crashes even when I don't have LSPDFR up.
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Invincible Police Vehicles
I'll do you one better, can we make ALL vehicles invincible with a toggle switch? I can't tell you how many times I'll be on a traffic stop when some fucking idiot will start a chain reaction that makes the hadron collider look like a nerf gun, and before I know it half the city is on fire and I can't even possibly begin to tune out the chaos and stay immersed in my traffic stop because my suspect is a charred piece of bacon 6 lanes away.
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Invincible Police Vehicles
Holy Jesus cockfuck, and whatever other offensive exclamation I can think of to emphasize how badly this was needed, especially with the increased damage mod.
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If I want to replace Policeold1 or policeold2, or policeb (the bike), how do I get the lights and handling to work properly?
I wanted to replace the bike with a CHP car since it's the state, but despite changing the policeB handling file to that of the police buffalo, it still does not want to let me enter it. Also, when i replace policeold1 and policeold2, their emergency lights are the old halogen style and not the LED style when they are on....the lights on the replacement car light up (its LED light bar) but instead of the quick LED pattern its a slow halogen pattern. How do i COMPLETELY replace the car with the downloaded model (police buffalo, tahoe, etc) so that it has LEDs as well?
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Combine LSPDFR with this mod for an awesome, realistic policing experience
https://www.gta5-mods.com/scripts/rescue-mod-v-fd-ems-coast-guard Basically let's you choose between being a fire, ambulance, or lifeguard driver. Adds it's own callouts on a seperate dispatch system that runs paralell to LSPDFR (i.e. you could have a call from both LSPDFR and this mod at the same time). It uses Scripthook instead of Rage so no conflict issues either. Adds -Motor vehicle accidents -Vehicles on fire -Structures on fire -Gunshot victims -Medical calls etc. Why is this awesome when LSPDFR has similar calls? Because this game assumes you are a paramedic/firefighter, so it already has the police on scene most of the time (but not always) which is EXTREMELY realistic, especially on car accident scenes. You will NOT always be the first officer on scene. If you roll up on an MVA in this mod, the police will already be there directing traffic and/or giving CPR to the victim. It also allows you to dispatch EMS/fire etc from it's own console, something LSPDFR does not do yet (except for police toolbox which is buggy with this feature) and even police toolbox doesnt allow for fire dispatch. To use it concurrently: 1. Go on duty with LSPDFR 2. Launch this mod 3. Select a job, station, and vehicle 4. Once you are on duty with the mod as a firefighter/paramedic, change your skin to your desired police skin and spawn your cruiser using the native trainer. 5. You can control the callouts (end, spawn, etc) for this mod with a seperate menu. Have fun! (NOTE: I did not make the mod)
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We need some mundane callouts
I am surprised noone has made a mundane callout pack yet. You could take 5 different scenarios: 1. Ped on foot by building 2. Ped idle in vehicle 3. Ped on foot in business (one of the interiors open in the game) (retail frauds, refusing to leave, etc) 4. Ped in vehicle pulled over by (Random) police model that needs assistance on his stop (where you wait for him to complete it, and pull security) 5. Felony traffic stop (where you assist an officer on a felony stop, providing security for him as he orders the suspect out of the vehicle) These would not at all be hard to code, and you could create countless variations of them with ease. I.e. once you code the "random ped spawn on foot by building" You could make 20 different callouts from it in 5 minutes just by changing a few lines of code Suspcious (Race) (Gender) reported by (location) as (potential burglar/peeping tom/trespassing/casing/stalking/harassing) etc this is 90% of police work, routine calls that have a small chance to go bad, but for the most part are check out and release, and possibly cite and release Police officers, even from other departments, will typically pull behind you if they see you on a traffic stop to help provide security. They will also roll up code 2 to calls you are on. These are all things that can be scripted easily, but unfortunately I am new to learning C#. It is my goal to make a robust mundane policing mod, so maybe if someone has made the 5 different scenarios as "template scripts" i could modify them (as i know how to change things like ped model, vehicle, etc) in the script, and together we could make a huge mundane policing pack with hundreds of callouts! I am an unlimited fountain of ideas, I listen to the police scanner for my local city while I play for added ambience, so I have a wealth of ideas for mundane calls. Is there anyone who is better at scripting than I am who would like to partner on this?
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
Can you code a "follow me" function that works from the rear? So that if i pull way over to the right they mirror me?
- 3,646 comments
- 306 reviews
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
Albo, is it possible to mod this so that the ped's by default pull FAR onto the shoulder? Very often they will park half on the road unless I specifically use the T command to make them follow me, which is not very realistic (in real life, it would be rare for an officer to trust someone they just pulled over enough to pull in front of them.) Having a driver follow you makes sense in certain situations, but it's not tactically sound on the beginning of a T-stop, especially if you just want them to pull over on the shoulder more. Could you add a function that allows you to call over your bullhorn (could be an imaginary bullhorn) to "PULL TO THE SHOULDER MORE" and have the driver either pull over 1 meter more to the shoulder (each time they are commanded to) or if that is too much work, just teleport their vehicle over 1-2 meters?
- 3,646 comments
- 306 reviews
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
I have entitypersistence off by default (i dont load on startup) and i unloaded all plugins during my FPS drop and it did not improve it. It's gotta be a windows 10 thing or something with the new nvidia drivers.
- 3,646 comments
- 306 reviews
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
Ok. Also do you have any idea why my FPS plummets when I go in the mountains or in certain areas, or change my video settings during gameplay? I.e. I do fine at X video settings, but if I change the video settings at all during play, my FPS drops to like 5 FPS. Then when I reload the game my FPS is 50 FPS at the same settings as before. It mostly does this (in addition to changing resolution/graphics settings) when I enter the rural area to the north, and it's the worst when I'm in the middle of the mountains that divide Vinewood and the desert to the north. It's only done this since upgrading to Windows 10. I have Herocop custom sounds under root/lspdfr/policescanner Am I supposed to have it in the root directory?
- 3,646 comments
- 306 reviews
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
Yea, I put arrestwarrant in the right folder. I was having this issue before that though. The problem is sporadic...the game will work fine and then every once in a while when I go on duty it does that. I maybe end the game on my own about 20% of the time, 80% of the time the game will inevitably crash while playing and i kind of come to expect that as everything is alpha/beta. But this particular crash I'm posting about happens as soon as I enter duty for the first time, and it is totally random whether it happens or not. Sometimes it will happen 10 times in a row, and others every third time I load the game. It does not crash the game or Rage, it just crashes LSPDFR. HOWEVER, when I try to re-load lspdfr (or any plugins) from the console after it crashes, it will give me the invalid handle error FROM WITHIN THE RAGE CONSOLE. The errors I get in the pop ups I showed you earlier range from "access to the path is denied" or "invalid handle" I have Windows 10 Steam copy of GTA An i73930k processor 16 GB DDR 3 RAM GTX 970 x2 SLI and a SSD I have all the redistributables, etc installed.
- 3,646 comments
- 306 reviews