Everything posted by Nemesisx101
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NPCI
Outstanding! Well done. Perhaps you’ll have custom user strings/questions in the future or hopefully figure out a means to parse STP XMLs. Nevertheless, I find it complements CQs STP nicely especially with the actual command functions (e.g. turn around)— save me going back in menus for snappier interactions. All the best.
- 295 comments
- 15 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
@WarEagle34 Hey— unfortunately I can’t give you definitive answer regarding dictionary errors (just not enough testing conducted to make a determination), and my plugins will never crash your game presently. Sorry for any inconvenience. Thank you for your interest in my work.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
You’re making me blush. Thank you for the feedback— glad you’re pleased! Yeah, Player character is a nasty piece of work (probably on something too); in keeping with Rockstar sensibilities.
- 179 comments
- 4 reviews
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LSPDFR & RAGE Plugin Hook Enhanced and Upcoming Site Upgrades
Let's go
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ShotSpotter Callouts
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
@dude477 Hello again, just a follow up update. I’ve established the cause for this behaviour and will rectify code accordingly— instead of firing upon detection, I’m actually running a delay for speech event after the fact. Silly error I overlooked. I will also further refine logic.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Thanks for reporting this behaviour. Haven’t actually experienced this myself, but I will say the detection method is rather finicky. I’ll look into it.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Hello there, thanks for the feedback. The way I see it is that LSPDFR stuff (callouts/plugins) operates on a main radio channel that either directly involves or relates to the Player/other units and concerns the local area as situated within the game world. The aim of AmbientDispatch is to treat Dispatch as it’s on separate entity as it were and establish a sense of the macro by presenting unrelated and far-removed activity outside of Player’s bubble in an informative, lower-resolution manner— the lowered volume (like with native scanner) conveys a certain disconnect… distance essentially. I too use AAIC (big fan), and think it perfectly compliments my project as it covers the middle ground, serving as a buffer for the immediate and distant. Hopefully this have provided greater insight on my creative vision for the project, and potential avenues of interest.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Thank you for reporting this! Something must of went wrong when uploading to sever. Reuploading now.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Hello there, It’s a persistent issue which I can’t quite figure out myself I’m afraid— I’m looking to reach out to seasoned devs to help me out on this. Appreciate it!
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Thank you for your the feedback. Yes, I increased frequency of vehicle chases… I shall revert back to original randomized timing values! I actually have all chase voice line sets implemented with all variations (please note game characters vary in terms of available sets and voice line variations) and will trigger when certain conditions are met— in this case, that particular voiceset triggers when other cops (or if partner is in Player vehicle) are also in pursuit. I believe I may have accidentally not included the rest of the sets for group chase scenario so I’ll be sure to fix this! … No, I didn’t— my apologises.
- 179 comments
- 4 reviews
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No more LSPD shoutouts | Custom agency roleplay | Kifflom replacement.
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Feel free to send log via DM and I’ll take a look! All my plugins operate independently from one another so the crash won’t be related to AmbientDispatch being absent. Nevertheless, feel free to DM your log and I’ll be happy to take a look for you. I’ve never herd of, or encountered, any instances of my plugins failing (outside of the dictionary not found errors of course) so it would be interesting to see what exactly you are referring to. Please note however, TalkativePlayer will populate log with technical jargon if anything crashes LSPDFR— I should really tidy this up. You’re most welcome. Appreciate your interest in my work.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Choose either Recommended or Default..if recommended, pick a preset folder (or just base files) then place AmbientDispatch files in Plugins/LSPDFR and NAudio files in root. Default uses LSPDFR api meaning audio will come through like callouts do (which will be picked up by XScanner), whereas Recommended plays in the background independently from LSPDFR at a volume of your choosing. Hope this clears things up for you.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Player character will become angered by peds actively following or staring and will issue a verbal warning… with intimidation enabled, like with cops, Player character will deride/insult peds in their presence (at reduced frequency with this preset)/chance to respond negatively/threaten dynamically if spoken to (normal gameplay— outside of world interactions). Full effect means the ped may end up walking away from Player character.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
Sorry for the confusion— pick a dll/pdb from a folder of your choosing. Main dll/pdb is default version. I’d recommend ‘limited world interaction’ presets if you use StopThePed.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
- 179 comments
- 4 reviews
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Rich's Police Enhancements
Did you add catches for world entities going in invalid for some of your events? Kept crashing back in the day so ended up disabling most. Oh, that’s the Ambience plugin.
- 386 comments
- 30 reviews
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FaithPatrol+ (CUSTOM VERSES UPDATE)
I’m thinking of reading through the bible myself at some point, actually. Big Bang is bs. We’re here by design, and everything has meaning. Surge in bible sales right now too— I’m seeing a lot of people around me disillusioned with the modern world making a return. I think there is something to be said about this shift of outlook. God bless.
- 37 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
AmbientDispatch is feature complete, if that’s what you’re referring to. AmbientDispatch can use @BlueLine Vibes stuff— just drag and drop at your leisure for system to use. Dictionary errors are still affecting certain people though, unfortunately. Sure, no worries.
- 179 comments
- 4 reviews
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AmbientDispatch (TalkativePlayer/PursuitMusic +)
@MrButterHoles @Cokys @dude477 @Lilspurs123LSPDFR@Kimina Thanks for letting me know guys— terribly sorry about this. I did not stop to verify things first as I should do! Please bear with me as I work to resolve this. I will always test after making any code changes moving forward.
- 179 comments
- 4 reviews
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AI TRAFFIC Fluidity & Discipline
Hey, can you elaborate on the various mechanisms of the script— I’m rather intrigued. Can you set probability values for the various attributes outlined in description… specify number of vehicles handled by script at given radius?
- 366 comments
- 32 reviews
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Callout Launcher
I’d like to see an option for callouts to be delivered to the Player automatically like they normally would based on distance, to overcome backend dev probabilities so every callout has a equal chance to trigger if within given distance.
- 22 comments
- 1 review