Everything posted by PNWParksFan
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Brute Ambulance Improved
- 22 comments
- 1 review
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Los Santos Rail Improvements [MAP]
- 8 comments
- 1 review
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Brute Ambulance Improved
Looks like the latest update broke the lights on the back. The lights on the top sides of the box are visible when very close to the vehicle (L0), but do not show up when you are more than about 20 feet away from the vehicle (L1, L2+) I tried to upload a video but YouTube is being buggy. You can see it if you just get out of the vehicle with the lights on and walk away from it while looking at it.
- 22 comments
- 1 review
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[REL] Coastal Callouts Discussion Thread
Hey everyone! Thanks for your patience! I know everyone is eager to try Coastal Callouts and for it to be released. And I know some people have even voiced skepticism that it would ever be released. I can't commit to specific dates, but rest assured that Coastal Callouts will be released to the public, free of charge, for anyone to download, play, make videos with, and enjoy, in 2019. As for an update on what needs to happen before release, the main thing I am working on right now is the custom installer. Now I understand some of you would prefer to just have it now and install it manually, but my mod my choice. The installation process is complex, even for people who've installed other mods before. I'd rather spend my time developing a good installer now, rather than spend much more time supporting everyone who can't figure out the manual install later. I will also be making a few tweaks after LSPDFR 0.4.2 is released to make use of some new additions to the LSPDFR API which will enhance Coastal Callouts. The DLC and callouts themselves are mostly ready, it's just a matter of wrapping up the little details. I am also making some minor updates to my other mods, including Better EMS and Police Tape, for compatibility with Coastal Callouts. I am planning to release those updates at the same time as or shortly before Coastal Callouts, so everything will work smoothly together. Thank you to everyone who has shown their interest in this mod through the course of its development! I excited for everyone to be able to experience this mod soon. and hope it will be worth the wait.
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Brute Ambulance Improved
Looks like the lights on the upper right/left side of the box don't appear properly below L0, and you can also see the emissives for the rear sirens (19/20) when looking back at the ambulance from the front when the lights are turned off.
- 22 comments
- 1 review
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Brute Ambulance Improved
Nice improvement on the original ambulance! This is a fun vehicle that is "lore friendly" while still looking much more realistic than the original ambulance. Works great with Better EMS too 😉 . Fun to use with @Darkmyre's Agency Callouts EMS mode. Still has full LODs for good performance Emergency lighting is improved, especially the front lightbar Uses extralights (high beams) for scene lighting, and area behind the ambulance is actually illuminated when high beams are turned on. Looks awesome to turn these on when on-scene or dropping off a patient! Turn signals on back lightbar work Only problem is some of the liveries conflict with the position of the lightbar. I'd move the lightbar to the roof of the cab, or else edit the liveries. If that gets fixed, 5 stars! Fixed in latest version!
- 22 comments
- 1 review
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LSPDFR 0.4.2 - Coming Soon!
Plugins compatible with 0.4.1 will not need to be recompiled to support 0.4.2 unless mod authors intentionally put version checking in to prevent their mod from working on newer versions. There are a bunch of new API methods which will open up many new possibilities for mod authors, but the previous API functions are all fully backwards compatible. This is a much less disruptive change than 0.3 -> 0.4.
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LSPDFR 0.4.2 - Coming Soon!
The best thing you can do to improve performance is to stop installing super hi-poly unoptimized models that don't have proper LODs.
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LSPDFR 0.4.2 - Coming Soon!
Looking forward to LSPDFR plugin developers being able to use all the great new API enhancements in this update! This update will really open up a lot of new possibilities for callouts and plugins. Big thanks to @LMS for being receptive to all the new API ideas. For those of you who are devs, you can post your own suggestions in the API Development forum for consideration.
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LSPDFR 0.4 API Update
On a related note, any idea @LMS why the file paths and line numbers in stack traces are often RTL in 0.4.1?
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Clean ALL The Things! Blip cleanup, delete or dismiss vehicles and peds, vehicle repair
It isn't an LSPDFR plugin, so it should still work fine regardless. I have noticed that LSPDFR 0.4 tends to be a bit better at cleaning up after itself when it crashes, but sometimes things still happen where this is helpful for cleanup.
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[WIP, REL] Better EMS
I'll have to look into it. Better EMS offers a pretty substantial API, which AFAIK Stop The Ped does not make any use of. I'm not aware of Stop The Ped having any API, but I can investigate.
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General Call Out Suggestion Thread
I always suggest that anyone who has a lot of ideas for callouts give a try to making their own! There's lots of resources available to help, and once you learn to write your own callouts, the only limit to what you can experience in game is your own imagination (and time).
- StackPath Blocked Me
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LSPDFR 0.4 API Update
So in that case, passing the Vehicle and the Ped(s) in the event wouldn't make sense, as they would all be invalid entities. Would it be possible to pass the Persona of the escaped ped, or is a Persona for a now-invalid Ped also invalid itself?
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LSPDFR 0.4 API Update
LSPDFR 0.4 seems to have some pretty good logic for pullovers and finding the "side of the road". I think this would be useful for a variety of things in callouts and ambient scenarios. Could this be exposed through the API? I'm thinking a few API functions would be useful, but would probably need to be tweaked depending on how the internal logic works. bool StopVehicleOnSideOfRoad(Vehicle) - I specifically didn't put "pullover" in the name, to avoid any confusion with all the other pullover-related functions that essentially mean traffic stop. This would make a moving vehicle w/ a driver find a place to stop on the side of the road as soon as reasonably possible. It would return true once they successfully stop, or false if for some reason it didn't work (i.e. got interrupted, ped died or despawned, whatever). Would have to be called inside a sleepable gamefiber and might take several/many ticks before returning. Vector3 GetStopPositionOnSideOfRoad(Vector3 position, float heading) - This would take a given position and heading, and find a suitable pullover location as if a vehicle were driving at that position with that heading. The purpose for this would be to find a place to put a vehicle that hadn't actually been spawned yet, e.g. for spawning ambient events, or making a vehicle drive to some location and then stop nearby, or things like that. I'm not sure how the logic to find a pullover location works, but this might take a few ticks to run as well.
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LSPDFR 0.4 API Update
I wonder if when a ped escapes if the ped and vehicle are promptly dismissed, or if they're kept around?
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[REL] Coastal Callouts Discussion Thread
I have gotten the beta version working with basic support for LSPDFR 0.4.1. I do plan to add much more integration with the new features as the LSPDFR API matures. In the meantime, I am continuing to develop the installer system and refine other details. My personal life has been very busy lately so my progress has been slower than I'd like, but it's progress nonetheless.
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New programer, does anyone know what's causing a crash here?
Whenever you ask for help with code crashing, you should specify what happens when it crashes. Saying "it crashed" could be anything. Post an excerpt from your log showing the particular exception.
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LSPDFR 0.4 API Update
Ah, I see what you mean. Yes, perhaps they could add an OnPedArrestStarted or something like that.
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0.4 lost suspect in pursit blip
Note that if you disable pursuit AI on either the suspect or the entire pursuit, they will not automatically get blips, so you'll have to manage blips yourself.
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LSPDFR 0.4 API Update
Subscribe to LSPD_First_Response.Mod.API.Events.OnPedArrested
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LSPDFR 0.4 API Update
I'm getting this exception logged constantly (as fast as the log window can scroll by) in pursuits when the pursuit AI has been turned off using Functions.SetPursuitDisableAI: [3/21/2019 11:11:10 PM.924] LSPD First Response: [TRACE] [CONSOLE] System.NullReferenceException: Object reference not set to an instance of an object. [3/21/2019 11:11:10 PM.925] at ???????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Tasks\TaskCopChasePedAdv.cs:line 488 [3/21/2019 11:11:10 PM.926] at ?????????????????????????????????????????.?????????????????????????????????????????(????????????????????????????????????????? ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\BackupManager.cs:line 703 Also noticed that when pursuit AI is turned off, suspects do not get blipped at all. I expect this is because the new more dynamic pursuits change the suspect blips depending on whether anyone has eyes on them. It's not hard to add a blip manually, but wasn't sure if that was the intended effect. Also, could you please add an API method to get whether pursuit "tactics" are turned on, and whether lethal force is authorized?
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[4k] 2006 American Lafrance Eagle [Non Els] [Fivem ready]
What's the poly count and does it have LODs? Would be cool to see a version with the classic American LaFrance lightbar:
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LSPDFR 0.4 API Update
I set that back to false and now I can load/unload/reload the mod. Interestingly, there is an exception that gets thrown during unloading when I have that option set to false which doesn't get thrown when it's set to true. [3/5/2019 11:20:18 PM.523] LSPD First Response: [TRACE] Exception when trying to save pending messages System.ArgumentException: Path must be longer than zero characters [3/5/2019 11:20:18 PM.525] at ?????????????????????????????????????????.?????????????????????????????????????????(String ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\IO\FileManager.cs:line 333 [3/5/2019 11:20:18 PM.526] at ?????????????????????????????????????????.?????????????????????????????????????????(String ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\IO\FileManager.cs:line 355 [3/5/2019 11:20:18 PM.526] at ?????????????????????????????????????????.?????????????????????????????????????????(????????????????????????????????????????? , String , Byte[] , Boolean ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\IO\FileManagerHelper.cs:line 97 [3/5/2019 11:20:18 PM.527] at ?????????????????????????????????????????.?????????????????????????????????????????[](????????????????????????????????????????? , String , Byte[] , Boolean ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\IO\FileManagerHelper.cs:line 93 [3/5/2019 11:20:18 PM.527] at ?????????????????????????????????????????.GetPendingMessagesForCurrentUserId(String path) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Connectivity\SyncManager.cs:line 125 [3/5/2019 11:20:18 PM.528] at ?????????????????????????????????????????.?????????????????????????????????????????(String ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Connectivity\SyncManager.cs:line 195 [3/5/2019 11:20:18 PM.528] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Connectivity\SyncManager.cs:line 176 [3/5/2019 11:20:18 PM.632] LSPD First Response: [INFO] LSPDFR has shut down