Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

LogicGaming

Members
  • Joined

  • Last visited

  1. I have been learning to develop specifically so that I could make mundane callouts. I listened to the police scanner for my local town while playing and it gave me a lot of ideas for what are "routine" calls. (By the way, HUGE thanks to TitanSloth, AlexGuirre, Albo, Stealth, and all the other developers that have been patiently answering my questions as I learn to program. I can't wait to release this callout pack. TitanSloth and Stealth specifically gave me samples of their callouts to use so that I could learn how they work. Titansloth actually took the time to write my first callout for me based on my criteria, which also gave me a huge boost into seeing how everything works.) For all of these callouts, the dispatcher will typically call out a description and/or identity of the subjects and vehicles if they are known. There are only a handful of actual callouts in the pack, however there will appear to be dozens as the dispatch message changes based on the context of the call. This is very similar to what other modders have done (such as the arrest warrant callout) but with more mundane crimes. The format goes something like this: Callout 1 (Single stationary victim, single suspect) Callout 2 (One or multiple stationary victims, one or multiple suspects) Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't) Callout 4 (Single car crash VS Ped/Animal/Object) Callout 5 (Two or more cars involved in an accident) Callout 6 (A suspicious vehicle called in by a caller) Based on those 5 callouts, I can attach probably 50 different scenarios to each one, and change the dispatch message accordingly depending on which one is assigned, giving the game the illusion of having hundreds of callouts. Examples: Callout 1 (Single stationary victim, single suspect) Domestic Assault (physical) Assault with a deadly weapon Restraining order violation Theft from a person Vandalism Making threats Burgarly Attempted car jacking Attempted robbery Solicitation Tried to sell illegal drugs etc. Callout 2 (One or multiple stationary victims, one or multiple suspects) Basically a group version of any of the above Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't) Alarm company reports motion in (random room/sensor) Caller reports a stranger in their neighbors house/business Casing buildings Casing vehicles Acting emotionally distraught Making loud noise Screaming at passerbys Asking passerbys for change Following passerbys etc. Callout 4 (Single car crash VS Ped/Animal/Object) Car vs Pedestrian Car vs Deer (if in country) Car slid off road Car hit pole Car hit median Car overturned etc Callout 5 (Two or more cars involved in an accident) 2 car 3 car 4+ car pileup etc. Callout 6 (A suspicious vehicle called in by a caller) Vehicle idling by side of road Vehicle idling in parking lot Vehicle circling the block Vehicle parked with someone standing/talking to the driver Other cool features: EXTREMELY LOW CHANCE OF VIOLENCE. You shouldn't be arresting and shooting 8 people per shift. There is about a 1 in 30 chance the suspect will have a weapon and an even lower chance that they'll use it on you. The caller may or may not warn you the suspect is armed. NO BLIPS OR SEARCH RADIUS OTHER THAN THE PERSON WHO CALLED THE POLICE except to tell you the location of the call. You are given a description (sometimes just gender, other times to include clothing, and sometimes full name and DOB) and you have to diligently search the area. The game will confirm you found the right person when you are within conversation range. Same for vehicles, you are given the description of the vehicle and have to find it. You don't even get a search radius. For every situation there is a chance the suspect will stay at the location he was reported in, a chance he will casually walk away, or run away, on foot or in a vehicle. If you or another cop spots him, he may either walk casually hoping you don't notice, or just put his hands up and stop. He may also run away or start attacking you. His demeanor could change at any point. Other cops will have a chance to intercept the suspects before you do if you take too long to find him (due to not having a blip). Every (random number) of seconds, another unit has a chance to intercept the (invisible to you) suspect on foot or in his vehicle. If found, the cop will attempt to stop him. If he is on foot the cop will just talk to him, and if he is in a vehicle the cop will perform a traffic stop and wait for your arrival. Once another cop intercepts your suspect, you are then given a blip to go and complete the callout. There is a chance the suspect could flee from the officer that stopped him as well before you get there, and you wind up joining the pursuit. Additionally I want to make a separate plugin (so that it can be used with all callouts, not just this one) that compiles a madlib statement/story/accusation. It will literally just be a giant madlib that pulls in nouns, verbs and adjectives from different lists and compiles a computer generated story. You can use the content of this story to make your decision, or you can choose to take action against the caller if their story keeps changing (there's a chance it will). There's also a chance that different witnesses and suspects could have slightly different stories. This plugin will take some time to develop, but I want to do it as a separate plugin so that it can be used with any callout, not just mine. I will post videos demonstrating some of the mechanics as soon as the callouts are stable enough to do so. Would love to hear feedback now and once you see them as far as what you want to see, and ways to accomplish things I may not have thought of.
  2. Still figuring out the walking. I could make them wander but the trick is making them all wander in the same direction. I will work with the (far more experienced) developers on seeing if that's possible. As far as violent vs normal, yes I could do that. The problem I'm having is telling them to attack the nearest ped, though realistically a protest likely wouldn't turn violent on itself, it would turn violent on passerbys. So I suppose I could have a random chance for "provocateur" peds to spawn and argue with them, as well as a chance for a vehicle to spawn and them to attack the person in the vehicle, and then you have to save that person. As we've seen in real life, the protests are typically peaceful until provoked. Also when one turns violent, I'll see if I can throw some kind of a flag that would trigger all the other nearby peds to join the mob mentality. Another idea would be to pair this with the "Open Interiors" mod, and have them randomly rush inside buildings (like the jewelry store) and start looting, etc.
  3. Yea I'm still experimenting with that, I kind of like the realism of cars honking at them though, and them pulling drivers out of cars. I would like to see if I can get them to target and burn police cars with no occupants inside, as well as get them all to march to a specific point on the map while staying in a group.
  4. My first callout, still a WIP due to some bugs. You are first on scene and your job is to disperse the protesters peacefully. There's a catch though: While post protesters and peaceful and cooperate, every time you call for them to disperse there's a chance some may disobey and fight back. Any provocation of them will also increase the chance for otherwise peaceful protesters to become violent. It's best to call for backup first, but due to poor LSPD policies regarding code 3 travel......well....you'll see how it turned out: Tell me what you guys think, and if you have suggestions or would like to see more. I hope to release it once I work out the bugs.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.