Everything posted by PNWParksFan
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[REL] Real Police Tape Mod
Enjoy a couple of videos by @acepilot2k7 and @OnyxEyeRocketCityGamerZ demonstrating the Police Tape mod in action! Also, after watching these videos and seeing how people interact with the mod.... I've made quite a few changes to the UI to help make it a bit easier to figure out what you're doing. I've also added a continuous taping mode which will start a new tape strand wherever your previous strand ended. That update is now available to beta testers. I've also created an API which is compatible with LSPDFR and non-LSPDFR RPH plugins, and a tape scene import/export menu. If you're a callout developer who wants to try out the API, feel free to PM me to request access. Still doing a bit more beta testing and figuring out if there's any more features that should be added or changed. I'm still on track for releasing the mod sometime in May. In the meantime, if you have any suggestions please leave them below, or you can try out the mod for yourself during early access beta if you're a member of the Parks Benefactor Program.
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Rage Native Functions
@NoNameSet you can have any return type you want on a native if you don't intend to use the result, but there's no reason to have a return type if you don't need one. Just call it like NativeFunction.Natives.NATIVE_NAME(whatever). @zloganrox08 The reason your peds aren't taking cover is probably because they're cop peds. LSPDFR resets ped tasks constantly. I've tried to get cops into cover before and it just doesn't work because LSPDFR is interfering.
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[REL] Coastal Callouts Discussion Thread
Thanks for the supportive words! I've got a good group of folks who have helped out (my credits file is over 100 lines long now), but there's only so much I can delegate to other people. Fortunately I'll be having more time to work on it again soon!
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Getting ScriptHookVdotNet script to talk to LSPDFR/Rage script
Yikes. That is.... a fairly fragile way to do things, but if it fits your objectives, then congratulations. You might be able to use decorators to store an int of a pointer to a string I guess, but I haven't tried that. You can also abuse the AppDomain model to store data using AppDomain.SetData/GetData, but I don't particularly recommend that. It's unfortunate but as of right now there's no flexible and robust system for passing data between mods :(
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Rage Native Functions
The first hash is the one you use. But, that native isn't guessed (doesn't start with _ ), so you can just use the native directly with NativeFunction.Natives.TASK_SEEK_COVER_FROM_POS
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[REL] Coastal Callouts Discussion Thread
Well 2018 ain't over yet! I've been extremely busy with work lately so unfortunately I'm a bit delayed. But overall things are going well with development and I still anticipate releasing this year.
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[REL] Real Police Tape Mod
Just added the main things needed before public release! The update is available to my early access beta testers now. I plan to release it publicly later this month, after the beta testers get a chance to check out the new update and make sure it doesn't have any bugs. Added a menu to manage the tape (delete nearest/most recently placed/all/specific tape) Added a developer API (compatible with LSPDFR and non-LSPDFR RPH plugins)
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Getting ScriptHookVdotNet script to talk to LSPDFR/Rage script
This will not work. SHVDN runs in a different AppDomain from LSPDFR. In fact, every RPH plugin runs in its own AppDomain. Further, you can't call RPH functions from outside the RPH environment. If your plugin isn't loaded by RPH, it can't use RPH functions. It is possible to do cross-domain function calls using Reflection, but that's quite complicated and in my experience doesn't really work for interfacing with LSPDFR plugins from outside of LSPDFR, let alone from outside of RPH. Is what you're doing something that absolutely needs to be done in SHVDN? Maybe you'd be better off doing it as an LSPDFR plugin. I don't know of anything SHVDN supports that can't be done with an RPH/LSPDFR plugin.
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Signing out.
No comment on all the allegations and whatnot, but just want to add another voice saying yes, we'd very much like to hear about the AI improvements. Get technical! Sure, not everybody cares about the details (just like not everybody cares about new character integration), but some of us really do. And, showing a bit of the technical complexity behind the new developments might actually give the average user a better appreciation for all the effort that goes into the mod. LSPDFR's AI is definitely much better than default GTA V AI. It's also got a whole lot of shortcomings. Shortcomings which take time to address - I don't think 1.5 years is actually that long for a hobby project involving this level of complexity for the AI stuff. But it is a long time for the community to be waiting without any information, and it's a very long time for developers in the community to be waiting with no API updates for issues that were reported literally years ago. More communication about the progress of LSPDFR development would definitely help keep people invested in the mod and the community. Take your time, but keep us in the loop, ya know?
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[REL] Coastal Callouts Discussion Thread
There's definitely a lot more to do than just one suspicious vessel callout ;)
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[REL] Coastal Callouts Discussion Thread
Those types of calls were actually sort of the original intent of the callout pack. Then one thing led to another, I got carried away, and here we are. I might add some calls like that someday, but probably not before the initial public release. I don't want to hold things up with developing more calls at the moment, and those types of calls don't really fit with what the rest of the pack is like at the moment.
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[REL] Coastal Callouts Discussion Thread
Hmm, I haven't turned off messages or anything like that, so IDK why it would say that. Anyways, anybody who has donated should check the email associated with the paypal account they donated with, I send out an email with all the info whenever I receive the donation confirmation email from PayPal. I check daily, so usually you should hear back within 24 hours.
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Better EMS
They stick around until all peds in the area have been taken care of. Then they leave. You can only call one of each currently. Maybe someday I'll change that. If their lights are off, it's probably because of ELS acting up, and there's nothing I can do about that. I don't use ELS because it has too many issues.
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- 85 reviews
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[REL] Real Police Tape Mod
Sorry, but I've been asked this question dozens of times between here, youtube comments, discord, etc. It's quite frustrating to be asked the same thing over and over again. You're right that he was the first to ask that in this particular forum thread, so I apologize for overreacting in that particular response. I did specifically mention it in the FAQ though exactly because I knew people would have that observation.
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[REL] Real Police Tape Mod
Since everybody seems to think they're the first ones to notice that the tape isn't very tight, and thinks that I would never have possibly noticed that in my own testing and thought to fix it, I will repeat what I have already posted here before, bigger this time, so that people might perhaps read it:
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[REL] Real Police Tape Mod
With the recent addition of cloth physics editing to zmodeler3, I decided it was time to make a mod that I've always wanted for GTA V... a police tape mod! This is still in development and needs a bit more work before it'll be ready for release, but I think it's working well enough now to share it with the world. Check out the video below to get a quick look at how the mod works, then scroll down for some more info: How do you use it? Press a key combo to activate police tape placement mode. You can then aim and click (same as using a weapon) to attach tape to props and world objects, such as fences, telephone poles, walls, street lights, mail boxes, etc. You can also spawn barriers/cones using the mod, and the tape will automatically attach to the barrier/cone. Does it actually stop peds? Yes! Ambient peds are blocked from crossing any police line you set up. Once you remove the police line, peds will be allowed to walk through again. Peds with navigation tasks (such as police backup, peds you've ordered to follow you, bodyguards/partners, etc.) may go through the tape sometimes. Does it stop cars, too? Yes. It uses several methods to prevent cars from going through, including preventing some ambient traffic from going through that area, and if any vehicles do make it through, they will be stopped before they can cross the line. The traffic control isn't perfect still, and that's one of the things I'm continuing to work on. Additionally, emergency vehicles are always allowed to pass through the police line. How do you remove tape? Right now, with a console command. I'm working on adding an RNUI menu that will allow you to manage all active tape strands. Will there be an API? Yes, that is something else I'm still working on. Developers will be able to use police tape in scenes for callouts, etc. Does it require any other mods? Only RPH. It runs as a stand-alone RPH plugin. When will it be released? I don't know yet, but sometime relatively soon. Probably before Coastal Callouts. You can get early access through the Parks Benefactor Program if you're so inclined. The tape seems to bend/blow in the wind/droop through the ground a lot... Yeah, I know. There's limitations to what's possible with cloth physics right now. The zmodeler3 devs are still researching cloth data formats, and I'm still experimenting with the various parameters. I don't know if it'll be possible to eliminate this issue, but it is definitely mitigated by using shorter strands (i.e. placing cones more frequently). Is it hard to install? I don't know, how good are you at installing mods? The tape requires installing a simple DLC. I might make an OIV installer for it before public release, we'll see. Can you put text on the tape? You're welcome to edit the tape texture. But in my testing, I found that text looks really weird and distorted, due to how rendering of cloth material works in the game. Can I beta test it for you or use it in my YouTube videos? Beta testing and video use is available to members of the Parks Benefactor Program. Please don't send me unsolicited PMs asking for beta access, especially if I don't know you.
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[REL] Coastal Callouts Discussion Thread
You can put peds in a stokes litter or rescue basket that is attached to the rescue hoist on a helicopter, but there are no other stretcher/gurney functions at this time. Edit - @Kal74 I forgot to mention, patients will also be put on a gurney when you drop them off at the hospital from a helicopter, and the doctors wheel them into the hospital.
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[REL] Coastal Callouts Discussion Thread
Alright, it's about time for another Coastal Callouts progress update! There's been quite a few changes since the last development update. Yacht Fire callout is completed! Small Plane Crash callout is completed! Stranded Hiker on Coast callout is completed! @SkylineGTRFreak added two new helicopters, the AS-332 and the AW-139. They have both been released publicly on gta5-mods.com, so you can play with them right now even without Coastal Callouts. They have been directly integrated into the Coastal Callouts DLC and are fully compatible with the features such as the rescue hoist, heli camera, etc. SkylineGTRFreak also added real flags with cloth physics to all of the boats in Coastal Callouts, now that zmodeler supports custom cloth objects We completely reworked the Defender boat. Removed the text which was modeled into the side of the boat, fully UV mapped it, and made it multi-livery. I also created a new port police and county sheriff version of the Defender with a larger lightbar and their own liveries. Added the USCG C-27J medium-range surveillance plane. Fixed a bunch of the internal code to improve performance and remove bugs. Redid the boat trailer code, it works much better now for putting boats in the water and pulling them back out. Also redid the large boat trailer model So, what are we still working on prior to release? Still working on the installer system. Some awesome work recently by the Codewalker project has opened up an improved way to design the installer which will make it more robust and user-friendly. I've still got a lot of work to do on this - the installer is one of the main major tasks remaining before release. To ward off the inevitable questions about why I don't release it now with a manual installer... well the manual install method is what we've been using in the beta, and even with a limited number of people in the beta I still spend way too much time hand-holding people through the installation process. It's too easy to mess something up, and when it's released to the public I'd like to have it be as robust and easy to install as possible. The mod is very complex and if you get one part wrong the whole thing won't load, so this is important to me from both a point of releasing quality work, and also reducing support requests. I'm working on a mountain rescue callout which I'd like to include before the public release. This is about 20% done right now. That will probably be the last callout added before the initial release, but you never know, I might decide to add something else. Don't worry, I've got dozens of ideas for other callouts to add eventually, but at some point I have to stop trying to add every possible idea before releasing. @bobmat4 has been working on a life raft model, and it's going to be pretty cool. I've still got some work to do to add it to the script, but you'll be able to deploy them from the back of a rescue plane so that shipwrecked peds below can climb onto it to await rescue, and it'll also spawn with victims of sinking ships sometimes if they abandon ship. I'm also working on some additional plane features, so that you'll have something to do with all the coast guard planes. You will be able to drop items like flares, medical supplies, emergency pumps, and life rafts from the back of the plane for various callout scenarios, and will be able to choose at the station which supplies to load in your plane. I've gotten realistic physics working for dropping the supply barrels, including parachute deployment and parachute effect on the velocity of the barrel. This will give the player a challenge to release the load at the right moment so it hits the target! I'm still working on the system for tracking which supplies you have on board and various actions for when they are used. Enjoy some screenshots below, and check out the Coastal Callouts youtube playlist for the most recent preview vids. You can also get early access to the beta through the Parks Benefactor program. We are on target for release later in 2018! Screenshot by SkylineGTRFreak - C-27J and C-130J taxiing Staging for mountain rescue callout Port Police defender Waving flag
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In Development: Police Tape Mod
From the album: PNWParksFan WIP and screenshots
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[WIP, REL] Better EMS
This is not the page for that EMS Mod.
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LSPDFR 0.4 - Epic Customization
Thanks :) As a starting point, we still have quite a few well-fleshed-out API feature requests open on the LSPDFR-API github here: https://github.com/LMSDev/LSPDFR-API/issues?q=is%3Aopen+is%3Aissue. If the LSPDFR dev team is still using that issue tracker to monitor requests from plugin devs, we can promote this on the plugin dev Discord and in the API forum here on lcpdfr.com to let developers know that it's a good time to think about requests.
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LSPDFR 0.4 - Epic Customization
I understand long release cycles (and am guilty of it myself), all I'm asking is that we be included in the discussion before it gets released, so we don't have to wait another 2 years to get any shortcomings of the API addressed. ;)
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LSPDFR 0.4 - Epic Customization
I hope you'll be reaching out to developers before the public release so we can give feedback/requests on the API and update our mods to be compatible. With the level of complexity of some LSPDFR plugins, and the amount of changes here, it could take a lot of work to update some mods. For 0.3 we never got consulted on the API, and as such many mods are chock-full of fragile workarounds that often cause performance issues and delay plugin development. A more robust API and the chance for us to weigh in on it before release would be a very nice gesture to the development community which has kept LSPDFR alive during its long silence.
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Callout crashing LSPDFR when trying to enable a route.
Also before using a Blip or Entity, always check if it is non-null and exists. There's a shorthand way to check this in RPH, just type if(blipVariableName) or if(entityVariableName).
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[WIP] Free GTA Memory (no more ghost car, improve GTA stability)
I find it surprising that this is any more than placebo effect. Entities which are not marked persistent already get cleaned up (very aggressively!) by the game engine when they are not within view of the player. If you aren't cleaning up persistent entities, then the total entity count will still rise. Essentially all this is doing, is making the cleanup process more aggressive. I guess it works for some people, and since the game doesn't let you customize the aggressiveness of the cleanup it's a help for some people. Those who have these types of issues might also try out this heap adjuster which increases the total memory that GTA allocates for itself: https://www.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap