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PNWParksFan

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Everything posted by PNWParksFan

  1. I am planning to work on giving the option of whether to send the fire department. It isn't the "law" in the US, but it's very common for the fire department and ambulance to respond. As to your second point, I'm working with albo to integrate this plugin with arrest manager, so that you can take a ped you've arrested, or one you've "grabbed" (like the taxi feature it has now) and send them with EMS instead of taking them to jail. And, I am also planning to add more interaction and dynamic behaviors on scene. Wanted to get the mod out for you all to enjoy, but I am going to give them animations, have multiple medics stand by one body if they have nothing else to do, etc. The GTA V driving AI is what it is. However, to avoid the issue you talk about where the AI slam into everybody at the scene, I have set it up so that when they get close to the scene (you can change in the INI file how close), they will slow way down (you can configure the speeds in the INI file as well). It works pretty well - they might occasionally bump into a car, but shouldn't be mowing down people. I would like to add air ambulance functionality eventually, but that's a whole additional complicated thing to do well, and Wilderness Callouts does already offer it. I have plans to eventually give more granular control over what units respond. A report does show up at the end, you can see it in one of the screenshots. Revived suspects are taken to the hospital like any other patient. I am planning to eventually add a feature to request a police escort for suspects taken to the hospital. @Alex_Ashfold it seems a bit unfair to give a lower review rating for lacking a feature you want, if all the features it's advertised as coming with work as expected. Feature suggestions aren't really a "review". That said, I am considering adding some functionality to let you start helping injured peds before EMS gets there, which would boost their probability of survival. I'll also eventually be making it so if a ped is clearly beyond saving, they won't try CPR, and if a ped has light injuries (like hurt on the arm from a car crash) they might be revived without requiring CPR. Definitely plenty of room for improvements to make it more realistic, but I hope you enjoy what's available now.
    • 645,432 downloads
    • Version 4.1b
    Better EMS brings a whole new level of medical response to LSPDFR. And given how often you crazy officers run people over, shoot them down, beat them up, and otherwise put their lives in danger... it's about time the medics in Los Santos picked up their game. Packed with features to give your casualties their best chance of survival, Better EMS has several key benefits: Integration with popular mods including Arrest Manager, Patrol Toolkit, LSPDFR+, Police Smart Radio, PeterU Callouts, and more! Realistic response units: A fire truck will dispatch from the nearest fire station, and an ambulance will dispatch from the nearest hospital. Customize your backup units and spawn points. Life guards respond near the beach, park rangers respond in the mountains. Use any vehicle as a response unit. Dynamic dispatch audio based on the injuries detected. Revival probability is dynamically adjusted based on injury type, body part hurt, and how long it took for EMS to arrive. Custom revival probabilities - edit the survival chances for any combination of injury and body part! Revived patients are taken to the ambulance and driven to the hospital, not just left to wander off! If more people get hurt while EMS is on scene, they will quickly tend to the new casualties. Detailed incident report tells you the name and status of each patient. Developer API allows plugin creators to call for EMS, or for an ambulance to transport a single ped. Full instructions are included in the README file; please read it carefully! This mod requires LSPDFR 0.4.6 or later. There are no other external dependencies besides LSPDFR and the files included with the download. If you have crashes, bug reports, etc, please post in the forum thread and upload a copy of your RagePluginHook.log, your EMSUnits.xml file, and your INI file. No support can be provided for problems reported in reviews, or not providing the required files listed above. A big thank you to everybody who helped with the development of this mod! @fiskey111 for helping figure out CPR animations @Albo1125, @alexguirre, and many others for their help with coding questions @Darkmyre for particularly helpful beta testing and other help @LtFlash and @Fiskey111 for advice on medical realism All beta testers! Original release beta team members included: darkmyre, fireboy6117, bardo2014, requies, alexguirre, frosty19, aler360, vampyre, unison, mazednik, SoUThPHiLLY20, OfficerEight, McAwesome6934, Lawdy, TmBB101TheUniT, DroidRZRLover, ScottehBoyy, IndianaJoe, Steiger4044 , Code5x, luminouscarcass, Quakex64 And of course, the whole LSPDFR and RPH teams for the awesome platform this was built on! SPECIAL THANK YOU to members of the Parks Benefactor Program who have supported my mod development! Their generous donations have helped to make continued updates to my modifications possible. Particular thanks to the Old Faithful donors who have supported me with noteworthy donations: AcePilot2k7, magiobiwan, Gallonman20, saman, Drixize, Neil H, 3-Poseidon, Mr Santos, FutureMedic96, Lestat1995, NickTragic, Swatteam911, Flynn40, h3killa, eboost, apearce91. You can join the Parks Benefactor Program by donating to support my mods, and to get early beta access to new modifications and updates to my existing modifications. Please do not re-upload, reverse engineer, modify, redistribute, or in any other way violate the copyright of this modification. Additionally, you MAY NOT advertise commercial installation/troubleshooting/support services for Better EMS or other mods by PNWParksFan.
  2. When you build your project, make sure you copy the PDB file it produces in addition to the DLL file. Then when you get a crash, it'll tell you exactly which line of the file caused the crash, making it much easier for you to debug.
  3. What you will need to do, is before the ped dies (perhaps in your callout initialization) is loop through the native GET_PED_TEXTURE_VARIATION for all ped components. The problem is that I don't think you can actually get the ped's component status, i.e. which components are set to what value. I'm guessing what you're trying to do is apply better handling of when the player dies in one of your callouts. What I would suggest is instead of waiting for them to actually die and trying to reset the textures, detect when their health is extremely low, then make them invincible temporarily, perhaps apply a death animation, fade the screen to black, then teleport them back "outside" the scene and give them full health and armor and remove invincibility. Count that as a "death" if you're keeping track of how many times the player dies during the callout, e.g. like @Albo1125's bank heist callout.
  4. Probably depends on your screen recording software and editing software. There should be an option somewhere in your editing software to scale up imported video. Standard heights for YouTube videos are 144, 240, 480, 720, 1080. You can do higher but that's uncommon. As you can see 1680x1050 is not a standard resolution, so your program is probably exporting at 1920x1080. You need to scale up your recorded video to that size. Or, if you can buy a 1080p monitor, do that and you'll have the right resolution. If you can afford a graphics card to play GTA you can probably afford a cheap 1080p monitor... often they're even available on Craigslist for well under $100. There are lots of new ones on Amazon even for $80-100 - http://amzn.to/1WDSYAi.
  5. "Someone replies to a status update I posted, is on my profile, or I have also replied to" Ugh... if only they could've separated those options out so that you could get notified for replies to your own statuses but not others'. Glad to hear they're working on it, bummed to hear it isn't a priority.
  6. Whenever you comment on a status, you automatically get subscribed to notifications every time anybody posts on that status for the rest of eternity. It gets very annoying when what started as a single off-hand comment turns into 50 notifications because a conversation got out of hand. This is especially annoying when it overwhelms your notifications resulting in you overlooking a notification that actually matters. I'd like a way to turn off status reply notifications altogether, and a way to unsubscribe from notifications for replies to a specific status. For example, like how on reddit you can click "turn off inbox replies" for a comment you've made.
  7. Sure but no need to repeat everything. I would do it as such, so you just switch out the part that actually changes. Random rnd = new Random(); int month = rnd.Next(1, 5); int caseSwitch = 1; Vector3 SpawnPoint; Vector3 SpawnPoint2; Vector3 coppoint; Vector3 suspoint; switch (caseSwitch) { case 1: default: Console.WriteLine("loc 1"); SpawnPoint = new Vector3(-281, -1352, 31); SpawnPoint2 = new Vector3(-281, -1341, 30); coppoint = new Vector3(-279, -1342, 31); suspoint = new Vector3(-280, -1343, 31); break; case 2: // set the spawn points here for case 2 break; case 3: // etc. break; } ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 30f); AddMinimumDistanceCheck(20f, SpawnPoint); CalloutMessage = "Code 3: Broken down car on the Highway"; CalloutPosition = SpawnPoint; Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_OFFICER_IN_NEED_OF_ASSISTANCE IN_OR_ON_POSITION UNITS_RESPOND_CODE_03", SpawnPoint); You need to have a default case, and need to break after each case.
  8. You don't even want to know how many peds I've slaughtered so I could call EMS on them! And I've had to kill them in every way possible too... "Attention all units. Medical assistance requested in Grand Sonora Desert for... a civilian shot an officer on fire a motor vehicle accident an ebola exposure. We have multiple injuries. Dispatch units from... Sandy Shores Fire Station... an ambulance requested from Sandy Shores Hospital. Units respond Code 3." ... soo many times!
  9. Once upon a time I ran into a weird bug that only manifested when I had run a Release build through an obscufator. Ever since I always make sure to triple-quadruple test everything before releasing it publicly!
  10. Nice! Did you generate that or find it online somewhere?
  11. You can do it a variety of different ways. But basically: Generate a random number: http://stackoverflow.com/questions/2706500/how-do-i-generate-a-random-int-number-in-c Depending on the number, do something different. Probably the easiest way is to use a switch() statement. https://msdn.microsoft.com/en-us/library/06tc147t.aspx
  12. There will be an update to Custom Backups soon to support Better EMS, which will also be released soon. Changes planned include: Integration with Better EMS Improved detection of XML file problems Support for setting vehicle mods, e.g. spoilers, bumpers, wheels, etc. This will enable compatibility with special features of the new all-in-one CVPI coming soon(ish) from bxbugs and prophet. The update will be released no sooner than the next RagePluginHook release, given that there is a GTA update coming this week which will require a new release of RPH.
  13. The mod is pretty much ready for release. I need to finish making some improvements to Custom Backups before I can release it though - I'm going to release Better EMS and the update to Custom Backup simultaneously as the two mods work with each other if both are installed. Stay tuned! Beta testers, please let me know how things are going. Even if you've had no issues at all, that's valuable feedback! Shoot me a PM!
  14. In the meantime, there's always site:www.lcpdfr.com on google. I had this issue the other day when trying to find some threads about raycasting/traceline.
  15. You want the full name, or just the model name? I usually just open the RPH console and type "spawn" and then the first letter of the vehicle I want and it auto-completes. All the default vehicles that weren't part of DLCs are listed in x64e.rpf\levels\gta5\vehicles.rpf or somewhere like that, so you can look there too. I don't know of any master text list.
  16. You can always just change the handling line in vehicles.meta. Just change <handlingID>police3</handlingid> to <handlingID>sheriff</handlingID> or whatever.
  17. Also I'm curious to find out where these warehouses are and if we can enable them in SP... can anybody say drug bust? Weapons trafficking?
  18. In the natives, ATTACH_ENTITY_TO_ENTITY has a collisions bool. The notes on nativedb say that affects whether the attached entity collides with the entity it's attached to. I'm not sure if that would affect collisions with other objects. Will have to investigate further.
  19. That's a good question. I haven't figured that out yet. Let me know if you do!
  20. It seems like there's ways to affect which vehicles spawn with boat trailers and what boats spawn on trailers, but no way to force a boat on a trailer to spawn. I'm currently figuring out a way to do it using AttachTo. What I've got working is attaching a boat to a trailer, and then a while() loop that waits until the boat.IsInWater. It's not as smooth as the built-in behavior in the game, but it seems there may not be a way to get that behavior from a boat spawned by a script.
  21. Haha this is awesome. Any way to do it with red/blue lights?

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