Everything posted by PNWParksFan
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[WIP] [REL] Custom Backup by Location
I just downloaded RPH 0.45 and it works fine. Please check your RPH log file for any errors and see if Custom Backup is loading. If it's still not working, post your log file and INI as attachments.
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Custom Backup
- 378 comments
- 23 reviews
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Custom Backup
- 378 comments
- 23 reviews
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[WIP] [REL] Custom Backup by Location
Ah. From the previous post it wasn't clear that the issue was in fact from updating RPH. I just got home from traveling for a week, so I'll update RPH and test it out tomorrow.
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[WIP, REL] Better EMS
If you have any custom vehicles added or anything like that, hopefully you put them in a mods folder. If so, rename the folder to something else temporarily so they won't get loaded. To verify game files, see this: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
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[WIP, REL] Better EMS
I'm seeing some odd animation related errors: LSPD First Response: [Better EMS]: Exception playing animation mini@cpr@char_b@cpr_str, cpr_pumpchest: Operation is not valid because the specified Rage.AnimationTask is invalid. It seems like your animation directories have gotten messed up. Please try verifying game files, and disable any mod folders. I've never seen that error before, which points to it being some kind of game issue.
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[WIP, REL] Better EMS
What the heck man. Have some respect. Upload the file as an attachment. Look at what it does to the page when you just paste 10,000 lines of logfile into here... impossible to analyze effectively, slows down the whole page, impossible to even try to look at on mobile. Please delete the log that you pasted into that post, so that this page can get back to a reasonable length, and upload the file.
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[Research/WIP] Custom Light Patterns through carcols.ymt
Never say never. You can do a lot when you directly modify the memory addresses... it may indeed be possible to switch sirensettings mid-game someday. Anyways, it's only 3 segments not 4, and at the moment I don't see a better way. As I said, I'm not sure the intricacies of sirens and extras, so somebody with more vehicle modeling experience may be able to comment on the practicality of it. For some models I do think it would be worthwhile. Some vehicles are such ridiculous christmas trees, and I'd much rather see a simple but realistic setup with a primary lightbar, a TA, and mirror and grille lights.
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[Research/WIP] Custom Light Patterns through carcols.ymt
I'm not intimately familiar with how extras and sirens relate... but as far as I know, any siren can be put inside an extra to make it possible to toggle off, right? Given that, it should be possible to make a proper traffic advisor! The following flash pattern sequences would give right-to-left, warning/in-out, and left-to-right: [light1][light2][light3] left-to-right light 1: 0111 light 2: 0011 light 3: 0001 [ | | ] [xx| | ] [xx|xx| ] [xx|xx|xx] light 1: 0001 light 2: 0011 light 3: 0111 [ | | ] [ | |xx] [ |xx|xx] [xx|xx|xx] center light 1: 1100 light 2: 0011 light 3: 1100 [xx| |xx] [xx| |xx] [ |xx| ] [ |xx| ] Now, as we can see, there are four different variations here: 0111, 0011, 0001, and 1100. That means at most a fully functional traffic advisor would only require 4 sirens. By putting each section of lights into an extra, one could toggle the traffic advisor mode by enabling/disabling extras. Or do all sirens of the same siren number have to be in the same extra? In that case it would require more sirens I suppose. The middle module is always 0011, so that could be a part of the vehicle and not inside of any extra. Unfortunately I'm traveling this week so I don't have access to my PC to test this out, but could somebody experiment with this and report back? @Captain14 maybe you can include this in your new Tahoe. I could put together a little script to toggle the traffic advisor mode by switching the appropriate extras. EDIT: Another theoretical pattern set for the left and right, in which the bar would fill up and empty gradually, vs. filling gradually and then turning off: light 1: 0111 1000 light 2: 0011 1100 light 3: 0001 1110 [ | | ] [xx| | ] [xx|xx| ] [xx|xx|xx] [xx|xx|xx] [ |xx|xx] [ | |xx] [ | | ] right-to-left-to-right light 1: 0001 1110 light 2: 0011 1100 light 3: 0111 1000 [ | | ] [ | |xx] [ |xx|xx] [xx|xx|xx] [xx|xx|xx] [xx|xx| ] [xx| | ] [ | | ]
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Better EMS
That seems odd, as all it does when they're not responding is monitor for a keypress. I have a lower tier CPU but a slightly better GPU, and haven't experienced an FPS drop from loading the plugin. Thanks for the heads up though.
- 781 comments
- 85 reviews
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[WIP, REL] Better EMS
This is under development for a future release.
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[WIP, REL] Better EMS
I can't help you if you don't upload your log files like the troubleshooting/support instructions say to in the readme.
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Better EMS
- 781 comments
- 85 reviews
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[WIP, REL] Better EMS
There has been no change to the responder behavior with regards to deciding whether go treat patients. The only time they would not get out and would just drive away is if there are no dead peds in the area. It's possible for a ped to appear dead but in fact be technically alive bit with a deathlike animation applied. Ems wouldn't be able to pick up on that.
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4k US Park Ranger and US Forest Ranger skins for Ford Explorer, F150, and Chevy Suburban
I have not created any more of the old style NPS skins for any newly released vehicles, as the NPS is transitioning all vehicles to the new design. If you want an old-style skin you could try making one yourself, shouldn't be too hard. It's just a stripe, a bit of text, and a logo you can download online :)
- 12 comments
- 8 reviews
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[REL] Coastal Callouts Discussion Thread
Oh. See you originally quoted me on a discussion about adding custom objects, which isn't possible right now, so I thought you were asking if I'd be adding custom objects with an OIV installer... which of course I won't because it isn't possible! Yes, there will be a custom DLC for the bundled vehicles, and I will set up the download to work as an OIV package.
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4k US Park Ranger and US Forest Ranger skins for Ford Explorer, F150, and Chevy Suburban
There should be one in here which works for that tahoe: http://www.lcpdfr.com/files/file/10154-4k-2016-us-park-ranger-texture-pack/
- 12 comments
- 8 reviews
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[REL] Coastal Callouts Discussion Thread
Will what be installed by OIV package?
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[REL] Coastal Callouts Discussion Thread
Not sure what you're asking.
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[REL] Coastal Callouts Discussion Thread
I've been intentionally not previewing any callouts, to keep the crazy new stuff a surprise. Mostly just been previewing the core features that will enable boat patrols and helicopter operations. Good ideas for callouts. The first release will only have a few callouts as I want to get the core functionality available to people sooner than later. After that I'll gradually work on adding more callouts though.
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[REL] Coastal Callouts Discussion Thread
This is still in development. While I am making a lot of progress implementing these features, the mod is very much incomplete. When I'm ready for a beta release I will post an update on this forum thread with information.
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Realistic Traffic Management Mod
Not OP, but I've thought about how you could do it with a custom vehicle. Wouldn't work for a static one (e.g. over highway) until we can import custom objects. For a vehicle, you'd have a limited number of messages you could display, and they'd have to be embedded in the ytd file. Have the message board be emissive, then have each message be an extra. Toggle extras on/off to turn messages on/off. It would be a pain to develop but would be possible.
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Better EMS
- 781 comments
- 85 reviews
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Realistic Traffic Management Mod
As far as I know, there is currently no way to import custom prop models into the game. Therefore, any kind of custom sign or anything like that is not going to be possible until they figure out a way to import custom props.
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[REL] Coastal Callouts Discussion Thread
Progress update: Lots of progress with improving maritime traffic stops! Integration with LSPDFR+ to alter traffic stop questions and ticket offense reasons for watercraft Improved player ped behavior on boats Added more ambient boats to make up for the disappointingly low numbers of boats found ambiently in the game by default Working on making arrests work at sea - this is still a major deficiency due to how LSPDFR runs the arrest animations. I've figured out the right approach to fixing it, but a fully functional solution is still a ways off. Created a Coastal Callouts menu with lots of useful options (all functionally implemented unless otherwise noted). Boat menu: Spawn boat on trailer Anchor your boat Anchor nearby boats Save your boat Helicopter menu: Spawn helicopter. Menu automatically lists all possible law enforcement helicopters available in the game. Checkbox allows searching through all helicopter models. Spawns at nearest appropriate heli landing location. If you come from far away it'll already be on the ground when you arrive, if you're nearby the helicopter will fly over and land as you approach. Hover mode, to force helicopter into a steady hover. Rappelling functionality: Still doing lots of testing and experimentation with ropes. Not fully integrated into the core mod yet, but will be. Seat switch: Not yet full integrated. Will let you switch to any seat and will set up a copilot to fly while you aren't in the pilot's seat. Additionally, I've put together some custom code to replicate the trailer attachment behavior seen in default trailers in game. There's no way that I know of to put a boat on a trailer with the default game mechanics. Now you'll be able to attach a boat to a trailer manually through the menu, and when you back the trailer into the water, the boat will detach automatically. You can also back a trailer into the water, drive a boat up onto it, and the boat will be attached to the trailer automatically. So as you can see, there has been a lot of progress, but there's quite a bit more work left to do. If you have any suggestions or ideas, let me know and I'll see what I can do about implementing them. At the moment I'm primarily focused on developing the core functionality to make LSPDFR work on the water. I have a good list of callout ideas that I plan to implement after I get the core mechanics working. Callout ideas of course are still welcome, but please do check previous comments here to see if it's already been suggested.