Everything posted by Nemesisx101
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@q57 Hey, thank you for reporting this behaviour—sorry to hear your having issues friend! Unfortunately I can’t really comment as I’ve never experienced nor received any reports of crashing with any of my plugins. I’m aware however, that R* changed some things with recent update so might be related. I personally run an older build. System crash suggests to me there is an anomaly happening at runtime as the game engine is parsing/handling a core task… my incapacitation system relies on health value tracking, animation execution timings and player state checks so if you happen to have a third plugin that is messing with related things at a very high iteration rate or there happens to be changes on backend by R*, I can potentially see something like this happening. I couldn’t tell you the root cause definitively, I’m afraid. Feel free to hit me up on Discord and I’ll be happy to further explore this odd occurrence with you! I would ask you to kindly provide a detailed account of what’s actually transpiring on screen before/at moment of the crash so I can better assess things for you. All the best.
- 179 comments
- 4 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@Vanheden1891 Hello there, Thank you for the feedback! I actually conceptualised the project with more casual engagement in mind (was initially for personal use) and wasn’t my intention to really impose on the Player. The goal was to provide light structure/direction for gameplay sessions, communicated in a diegetic fashion; essentially gentle nudges. I personally don’t worry too much about covering all the assigned areas and just casually patrol. The system isn’t entirely random as I curated zoning myself, ensuring to always string neighbouring/connected areas (e.g. A roads, etc) while also factoring thematics of a given assignment and general city planning. Yes, coloured markers on minimap is something I’ve wanted to do—hopefully find the time at some point to actualize that.
- 179 comments
- 4 reviews
-
Police Passenger Animation
- 81 comments
- 3 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@wtplayer Hey, thank you for reaching out. Yeah, I haven't got round to it yet I'm afraid as I've been preoccupied with things. I would need to look into a method for precise capture now that I can track damage more broadly. Still need to test horn to see if I can do it that way... let me know if you'd be up for that in the meantime. I can't say when I'll be in a position to properly sit down and study for collision-based trigger. As for the backup lines, I felt there would be a disconnect had I used them outside of actually calling backup-- unfortunately, it seems this won't be possible as UB and PR don't facilitate this with api functions currently available from what I've seen.
- 179 comments
- 4 reviews
-
Police Passenger Animation
Awesome! Fantastic idea, friend. Maybe animations for secured suspects? Don’t know if there are any appropriate animations for this though. Smooth you can add your own animations too.
- 81 comments
- 3 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
Hello there, Thank you for the feedback, that's lovely to hear--- glad you're having fun! Yeah, someone else also kindly reported the issue to me... this is due to certain menu items in this category being originally designed to act as headers and not actual questions themselves which PR doesn't like as they have no responses/answers associated with them; unfortunately resulting in crashes. I really oughta go in and rectify this. Crashes shouldn't be acceptable, my apologises.
- 179 comments
- 4 reviews
-
End Of Watch
- 20 comments
- 2 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
Appreciate you chiming in, m8. @dude477 Yeah, unfortunately I can’t give you a definitive reason for this I’m afraid as it doesn’t seem to be an game update issue. Perhaps try loading in with just TP (and remove any scripts in general that you’ve got running) to properly isolate and provide RPH log so we can better assess. Feel free to hit me up on discord @nemesisx101 for further support and I’ll try to get back to you soon— hopefully we can get to the bottom of this! All the best.
- 179 comments
- 4 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@dude477 Ok, I assume you mean both build and preset (default/standard preset). Can you now please confirm whether you were on the same GTA/RPH/LSPDFR version when TalkativePlayer was last running normally for you. Thank you.
- 179 comments
- 4 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
- 179 comments
- 4 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@dude477 Hi, Thank you for letting me know. Can’t really comment on this as I haven’t experienced any issues myself though I’ve only been jumping in to verify things. I shall investigate. Could you please confirm what build/version you’re using and provide some context (i.e. in a pursuit, etc.).
- 179 comments
- 4 reviews
-
Secretary of War Simulator: Operation Southern Spear
All sounds awfully familiar. A certain turn of phrase double tap being a great source of contention in many discussion.
- 20 comments
- 2 reviews
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
@dude477 Hello there, Glad you're enjoying yourself! Yes, this has been something I've wanted to do, but have yet to execute... I would need to utilize api for both UB/PR for this--- have it so condition for trigger being in combat/active pursuit. Thank you for bringing this is up with me
- 179 comments
- 4 reviews
-
The Peelian Way
@ebmsebm Hello again, Having taken a look, it seems the crash is due to the menu item not actually returning a response; it's just acting as a header (defines section in category) and not intended to be interacted with. Please note, CVE category is legacy material-- all credit to original creator @TROOPER923! My apologies for the confusion.
- 42 comments
- 7 reviews
-
The Peelian Way
Hey, Thank you for raising this! Sorry for the hiccup; I shall investigate Please confirm you are using version on this page and not other, more recent one, packaged with TalkativePlayer. Many thanks.
- 42 comments
- 7 reviews
-
GRIDWATCH
- 20 comments
- 1 review
- NoBlipBloat
-
AmbientDispatch (TalkativePlayer/PursuitMusic +)
Hello there, Yeah, I was actually planning to look into damage/injury tracking at some point so providing I get something figured out (including properly filtering out instances cop/Player collisions), sure. I’ve yet to verify whether using horn while siren mute function is active is still classed as horn input by game— if so, I could reserve blocked pursuit when actual pursuit is active and siren muted (would be an easier alternative presently).
- 179 comments
- 4 reviews
-
NPCI
Hey, could you elaborate on walkstyle element… not too sure what you mean by that— a menu to select Player walkstyle? Many thanks.
- 299 comments
- 15 reviews
-
The Peelian Way
- 42 comments
- 7 reviews
-
Dialogue System
- 10 comments
- 1 review
-
Disable Controls
-
Disable Controls
-
The Peelian Way
@ThinBlueV Hello there, sorry for the late response! Yes, not saying/doing things—and of course the opposite— can be a detriment. Every ped has their own personality unique to them however, reception to your conduct will vary. Perhaps they’ll even attempt trickery by lulling you into a false sense of security/control. Respect, empathy and professional courtesy should be the guiding principles; positive interactions naturally having better outcomes for everyone involved…. or you could just pull your gun out and wave it at them I guess, that tends to win over hearts and minds. Some may take your kindness for weakness. Entirely up to you how you play, and is designed as such to facilitate this while still providing incentives for observing procedural justice.
- 42 comments
- 7 reviews
-
The Peelian Way
- 42 comments
- 7 reviews