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PNWParksFan

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Everything posted by PNWParksFan

  1. Right, I'm not surprised that it isn't in the initial update, just asking that API access to ped items for frisk purposes be exposed in the future API update 🙂
  2. I was able to load LSPDFR 0.4 earlier, now I'm getting an error when trying to load the plugin: ERROR: Could not load plugin from "G:\steam\steamapps\common\Grand Theft Auto V\Plugins\LSPD First Response.dll". Could not load type 'H42e$;k nR7llYn\+J}iH5PI\]"+OTr\]<fshG_JO#~TLG_S4s:' from assembly 'LSPD First Response, Version=0.4.39.22580, Culture=neutral, PublicKeyToken=null'. Curious if anyone else has seen this and has any idea how to fix it? I haven't changed anything since earlier today when it worked fine. EDIT: Replaced every file from the download again, now it works. Hadn't changed anything. Who the heck knows. At least it loads now.
  3. Related question: Is there any way to set a ped's items, so that you will find something specific when you frisk them?
  4. That would indeed be nice, especially coupled with access to the info from the various config XML files, as it could allow people to define stuff like coroner, tow truck, and other backup types in the native LSPDFR format and then use them for novel backup types which aren't built in. E.g. boat backup, animal control backup, fire backup, etc.
  5. Just taking an initial look here, more to come I'm sure. Thanks to the team for all your hard work getting this update out! I'm unable to perform traffic stops on boats, whatsoever. Used to be possible in 0.3.1 without having to do anything special, just boat up behind them and hold Shift. Unable to put an arrested ped in any car that has "unusual" doors - whether that's no doors, doors on the back like a van, etc. Ability to disable AI on a specific ped in a pursuit is awesome, thanks for adding that! Looking forward to checking it out. Maybe I missed it, but I didn't see any way in the API to tell whether an arrested ped is grabbed by the player. This would be helpful, as many mods have their own grab systems, and it would be useful to be able to tell when the ped is already grabbed natively through LSPDFR to avoid conflicts. The "M" menu has some concept of where hospitals and fire stations are, but I don't see them defined in stations.xml or accessible in the API. If those could be exposed as user-configurable and accessible in the API, I would use them in Better EMS, allowing closer integration with LSPDFR versus redefining everything in my own config files. Would be nice if RequestBackup let you specify a ScriptName and/or Agency from the backup configs, with perhaps also some functions to read in what all the available agencies and flags are. Ability to spawn a vehicle + peds yourself, then set it as backup. I.e. it would behave the same as if you had called RequestBackup, but instead you pass in a Vehicle and it becomes a backup unit. Same for Suspect Transport. Looking forward to future updates! EDIT: A few more things I've noticed If you have a waypoint set on the map, Code 3 backup responds there. Which is a useful feature to have, but is also really confusing as it's undocumented. Perhaps the backup menu could have a selector for "respond to self" or "respond to waypoint". You can get a call that's far away (like the built in market robbery call for example), respond at reckless speed to get there, and pass 5 ambient patrolling units on your way that are just driving along without a care in the world. Would be nice if there was some API method to request ambient units to respond to a location, with perhaps an optional parameter for max number of ambient units to respond. That way if you initiated a robbery call for example, you could configure ambient units to join the call, so if you approach an ambient unit on your way they'd also go Code 3 and respond to the same location. Likewise, I've called for Code 3 backup when an ambient unit was driving right by, and rather than respond they just kept driving, and a new backup unit responded elsewhere. Would be nice if ambient units would respond Code 3 when calling backup if they meet the criteria for the backup requested. Please add methods to the API for whether Pursuit Cop AI mode - Behavior, Tactics, and Lethal Force settings.
  6. I do have some plans for an oil spill callout. Probably won't make it into the initial public release - right now I'm focusing on getting everything ready for release so everyone can enjoy it, but I will continue to add new callouts in the future. There is some stuff sort of like that, but there are not a ton of beach callouts at the moment. I may add more in the future though!
  7. The contents of the mod are mostly ready for release. I need to make some final updates to the vehicles, including some adjustments for FiveM compatibility. I am also currently working on the custom installer, which will provide multiple installation options for different components of the mod, and will handle installing a gameconfig and other prerequisites for the mod to load. Not going to be many exciting screenshots in this time as it's all pretty boring behind the scenes work, but the final steps before release are being worked on! I'll have to see when LSPDFR 0.4 comes out how much I need to change to get the mod to run and not conflict with the new changes. Hopefully that won't set things back too far... I should be able to get basic support for 0.4 in the initial release of Coastal, with an update to follow eventually with deeper integration once I get a chance to explore the new APIs.
  8. It currently runs within LSPDFR, so you can choose whether to play as the Coast Guard, Police, Sheriff, or whatever you want. You can also enable/disable the actual callouts as you wish, and still have access to all the other features of the mod, so if you want to e.g. have the helicopter hoist for something else, you can still use that without getting any of the actual callouts.
  9. I'll admit, this has taken a lot longer than I anticipated. But, it's not like I haven't been doing anything this whole time. I could make all kinds of comparisons about timelines, release dates, etc., but you of all people should know what it feels like to want to get something right, to want it to be complete before releasing it, and how a hobby project can often take a lot longer than you think to get it where you want. The other big factor is that with a public release comes the pressure to support a nearly infinite number of users. With a semi-private beta, there is a more limited and manageable number of people to support, and the expectations are lower. One of the final things I'm currently working on before public release is an installer. This isn't just installing a couple DLLs, and the game archives that must be modified are too complex to install with a simple OIV. As anyone who has participated in the beta knows, the installation process isn't exactly easy right now, and I don't want to release something in that state. The scale of this mod is also immense. It's a huge plugin mod, with a lot of novel development and features that push the boundaries of what's possible in this game. A bunch of LSPDFR features don't work smoothly on boats (not your fault, LSPDFR wasn't intended to be a boat mod) so I've had to essentially re-implement them myself. It's also a massive DLC, with many vehicles that took time to customize, multiple highly detailed map mods, new buildings added to the game, custom peds, custom props, ambient world scenarios, and more. Essentially every single possible aspect of GTA modding is included in this mod in some way or another. It's not like I've just been sitting around for 2 years taking people's money for something that hasn't been worked on, this has been in active, near-daily development. I'm sorry if it came across like I was saying "waiting for LSPDFR 0.4 is why it took so long to make coastal callouts". That's not what I meant at all. I'm simply pointing out that a new version of LSPDFR will almost certainly break some things, and that it will take a bit of time to update for that. It's not anybody's fault, that's just how things go when there's a new major version of a dependency for a project. I called it "unfortunate" because this mod is already so close to the finish line, and I feel bad that it's going to take a bit longer now. I could release a public version compatible with LSPDFR 0.3.1 first, as that is nearly finished, but I'm not sure if that's really helpful. And slight correction, I don't charge people on a monthly basis. People have the option to donate on a monthly basis if they want to support what I'm doing voluntarily, which some people do out of generosity. I only ask for a donation of $20 for a year for beta access to all mods I'm working on (not just this one). I understand not everyone agrees with the premise of donor-only early access, but this isn't some massive cash grab. I've also always welcomed developers who want to use my APIs to participate in betas for free. I also set those perk levels before this mod had any wide recognition, and have never increased them despite a lot of interest in the mod. If you don't like having this here, let me know. I can find elsewhere to post updates, and eventually release the mod, if it's disruptive to the community for me to use this space.
  10. Thanks for your quick responses Sam. Glad to hear that most of these will already have been resolved. This one I have to disagree with a bit. I understand the idea behind what you're saying, and I see why it makes sense to do that. But this severely limits how much callout creators can add variety in their pursuits. The new pursuit scenarios may address this, we'll have to see when it comes out. But there will always be edge case situations where you want to do something custom that doesn't fit into the existing paradigm, but don't want to lose all the other AI. Being able to separately disable it for suspects and cops would be a huge step in the right direction; my biggest issue is wanting to give suspects custom tasks but not lose all of the effort that LSPDFR has put into the pursuits AI. Obviously I don't know exactly what your code looks like, but it seems like it shouldn't be that difficult to disable the AI on a single ped. Keep a List<Ped> of peds which are exempted from the pursuit AI. Whatever method is checking for and reassigning tasks, just check if the ped is in that list before assigning a task. If something is constantly checking whether the ped is still doing what you think it should be doing, that same code can be constantly checking if that ped is exempt. Do the Scenarios affect how the police behave too, or is it just for suspect AI? It would be nice to be able to set scenarios on pursuing police to set e.g. how aggressive they are, what type of force they use, whether they pursue on foot or by vehicle, etc.
  11. Everything in the Coastal Callouts DLC is non-ELS, and will stay that way. The boats have very simple lighting, and I don't see any point in using ELS for 2 flashing blue strobes. There's only 1 land vehicle and I'm not planning to change it, but you're welcome to put your own ELS vehicle in that slot if you want to.
  12. I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways. Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years.
  13. Has this ever actually been achieved? I've never seen an implementation of a standalone RPH plugin loaded directly by RPH (not by LSPDFR), which can use the LSPDFR API. There's been discussions of how it ought to be possible with cross-app-domain Reflection, but I've never actually seen it implemented. Do you have any examples of this?
  14. Probably. Coastal Callouts does some very complex integration with LSPDFR that will almost certainly break when the new version comes out. Unfortunately, the LSPDFR developers have refused to give plugin developers any kind of beta access, so I'll be getting it at the exact same time as everyone else. The unfortunate reality of this is that the timing of the LSPDFR 0.4 release will delay the public release of Coastal Callouts, but I don't yet know to what extent.
  15. It wouldn't be hard to establish clear criteria. "Anybody with at least 1 mod with at minimum X thousand downloads", for example. It's obviously up to the discretion of the development team how to handle developer interactions, but when you go two years between releases and don't even give developers the opportunity to give feedback/testing on the API, that is pretty frustrating. I remember right after 1.3.1 released, there was a GitHub for us to report issues and feature requests. There has been no activity on that page since 2016. The dev community provided ample suggestions and requests and has heard nothing back. Anyone who's ever played LSPDFR without any plugins knows it's plugins that keep it interesting and alive. Granted, 0.4 will add a lot more built-in, but at the end of the day LSPDFR is much less enjoyable and replayable without third-party callouts and plugins. I'm glad to hear that there will be backwards compatibility without having to recompile. I imagine most of the more complex mods will still have to be substantially though.
  16. Are there any plans to give LSPDFR plugin developers early testing access to update our mods? And will plugins compiled for LSPDFR 0.3.1 work immediately out of the box, or will there be breaking API changes that will require all plugins to be recompiled?
  17. You need to edit the carcols.ymt or carcols.meta file, and change the Falloff values.
  18. "Medical Examiner" is not part of Better EMS.
  19. They don't get saved, it's just for testing purposes. You need to keep track of what you entered. Maybe in the future I will make a version which can export.
  20. I do have them still, they just aren't available on lcpdfr.com at the moment.
  21. I've been extremely busy with work and have had to travel out of town a lot for projects. I can't work on this project when I'm not home. So, things are a bit behind where I wanted them to be by this time. However, I am still making progress. I recently finished adding a bunch of new plane-related features and callouts. I am currently working on the installer, update system, and related infrastructure that will be needed for the public release. At this point we'll probably miss releasing it in 2018, but it should be released in early 2019.
  22. Could you make one for the MH-65 Dolphin? I have audio files for an FSX Dolphin which may be helpful.
  23. Why not start learning how to make callouts then and pursue some of these ideas yourself? It takes time and effort to make callouts, and most devs already have more ideas than time to implement them. If you really want to see a particular callout, making it yourself is the best way to see that happen.
  24. I think the download is probably still around somewhere on my Discord server. None of the international packs are really finished, they're all in various states of partial completion and I don't have time myself to complete them as they're community projects. I'm hoping to include at least some of the international content as optional in the installer when it's released, but some packs might get released separately a bit later. Currently British, Australian, and Spanish packs are in various stages of development.
  25. Check out the API Development forum on this site: https://www.lcpdfr.com/forums/forum/894-api-development/ Coastal Callouts also has an additional API that lets you integrate custom callouts with the features of Coastal Callouts. Beta participants can use the API, and it'll of course be open to all plugin developers once Coastal Callouts is released.

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