Everything posted by MyHogs
-
Give me request
If you want to take on something a bit more challenging as far as lights goes, I got one. Model: Crown Vic Interceptor, or Taurus Interceptor. Lights: Quite a few of them. This is where the challenge is. lol There'd be two cars, a slicktop and a non-slicktop one. Slicktop: - Front Top Windshield: https://www.speedtechlights.com/product_detail.php?iid=1&catid=1&id=185 - Front Windshield bottom corners: https://www.speedtechlights.com/product_detail.php?iid=1&catid=1&id=185 - Rear Top Window: https://www.speedtechlights.com/product_detail.php?iid=1&catid=3&id=49 - Rear Bottom Window: https://www.speedtechlights.com/product_detail.php?iid=1&catid=3&id=196 - Center Grille: https://www.speedtechlights.com/product_detail.php?iid=1&catid=2&id=308 - Corners of the Grille: https://www.speedtechlights.com/product_detail.php?iid=1&catid=2&id=31 - Mirror Lights (On the back of the side view mirrors, facing front) Non Slicktop: All the same as above, plus: - On top: https://www.speedtechlights.com/product_detail.php?iid=1&catid=5&id=1881 Extras: Slicktop: Spotlight only (no pushbar), Backseat Window, Laptop, Antennas Non Slicktop: Spotlight, Pushbar, Backseat Window, Cameras/Radars/etc, Laptop, Antennas Here's a page for the controllers, if you want them: https://www.speedtechlights.com/Switch-box-control-panels/ Tires: No hubcaps. I actually posted the slicktop as an idea in another forum in 2012, but no one ever replied to it. Figured I'd look for it and share the idea here.
-
Where would you like a new GTA be located?
What if entire regions/states such as Western New York or Pennsylvania were done... to scale, and with the same road/highway layouts?
-
Just saw this on the login screen. Couldn't resist...
I've had "Internet stupid" before with reCaptcha. lol Never thought to take a screen of it, though... should have. I get some pretty funny ones a lot with reCaptcha.
- Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
-
Announcing ELS V7 (UPDATE 02/05)
I kind of understand what you're saying. Yes, they would end up pulling over too. But again, this would add realism. It's only a chance that they'll see the lights. The driver in front of you could be completely distracted, while the one in front of them is looking in their mirrors. But this would more effect vehicles coming at you, in the opposite direction. It's the same idea as pulling over for the siren, but there's only a chance that the drivers would pull over. Also, this would only happen if you were in motion. If you were stopped, or moving below a certain speed, the cars would not pull over. To add to this idea, would it be possible to program the "move over" law that NY has into the game? If the car has primaries and secondaries on, and is stopped, all AI cars on the highway or bridges or multi lane roads change lanes or slow down and move over as far as possible? Again, there'd be a chance that the drivers don't move over. Sorry if this seems like it's too much, I sometimes get an idea and start getting really creative with it.
-
Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
I didn't get a chance to test it yet up to this post, but I did think of something else. Would it be possible for this mod, when LCPD:FR is activated, to generate AI traffic on the bridges connecting the islands? If the game hasn't been beaten, the bridges are unlocked, but no traffic is generated on them, and the AI avoids them. It'd be cool if their was a way to trick the game into putting AI traffic on the bridges. The trainer doesn't do it, either.
-
Announcing ELS V7 (UPDATE 02/05)
Realism request: Would it be possible to create a random chance that peds will slam on their brakes, or pull over if they see the lights go on? Not in the same way that the siren would, obviously, but if the primary lights get turned on (not takedowns or secondary/warning/hazard lights), people that are coming at the car should have a random chance of either slamming their brakes (ie, speeders) and pulling over (not if their at an intersection stopped, where they couldn't see the lights).
- Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
- Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
-
Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
It's disabled. Also, found out that the same thing happens to cars when you breathalyze somebody in them. Cars will take damage, but will not move. Another thing... if you stop a vehicle using Alt+G, then use Alt+F to ask them to get out, you are able to walk through the door that they opened. If you use just F to force them out, the door acts as it should. If you use F after having using Alt+F on the same car, the door opens and closes as it should, but you are still able to walk through it. If you use F, then use Alt+F, the door is able to be walked through. So, it seems like the script is playing the animations as it should, but it's not modifying the collision models appropriately.
- Announcing ELS V7 (UPDATE 02/05)
-
Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
I tried recreating it. I found out a few things: It's a result of the Breathalyzer test, ONLY IF the test passes. If the test fails, the ped does not get stuck. Whether or not they're given level Bitch Please as a result of a fail, I don't know. I didn't test that. Also, the indicator only gets stuck if it's a result of a call out. A random ped does not seem to get stuck when you drive away from them (see indicator on map in the video). So, without further to do, a visual description of the bug.
-
Announcing ELS V7 (UPDATE 02/05)
I didn't read through the whole topic, so please forgive me if this has been asked already. But will the bug where cars are spawned with lights on be fixed? Looks awkward to see AI driving around town with lights on in a solid fashion. Same thing when player cars are first turned on. Another bug is that the lights are dim when the car is off, but the flashes are just as bright. Maybe make it so that the mod is inactive when the car is turned off, or allow the lightbars to show full brightness when the car is off? Also, will it be possible to turn off the normal car lights for stealth, for example when shooting radar? Again, I didn't watch the video or read through the topic... was busy when I posted this... so please forgive me if those issues/questions have been addressed already. Glad to see that you're back though, Lt. Caine... I've heard many great things about you. :) (I will watch the video when I get some more time, and if they are addressed, I'll edit this post so that I don't look like a complete idiot... lol)
-
Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
One more idea/bug report comebo. Idea: Driver callbacks. Especially useful for motorcycles, where you can ask the rider to get off of the motorcycle during the stop. Also, the ability to frisk peds under arrest after being placed in handcuffs, without glitching and allowing them to run free. Bug Reports: A few of them. - When a traffic stop turns into a pursuit, and the driver exits the vehicle, all of the backup decides that they should fire for no reason, even when they raise their hands and are handcuffed. Driving away still continues the backup tirade. - The LCPD:FR backup keys (F10-F12) do not work for Braveheart events. For example, stolen cars. - Relating to the one with stuck peds, they become solid. Trying to ram them with a car actually causes damage to the car itself, and they do not move. They can't be shot, or influenced in any way. Something tells me this relates to the feature where health is replenished from fist fights, but I could be wrong. Will report more as I find them. Hopefully these are helpful reports.
-
Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]
Pretty cool. A couple of things, though: - When going to calls such as drunkards, or disturbing the peace, sometimes the suspect gets stuck and moves in one place. It's impossible to get him out by arresting,a sking to follow, asking to leave, etc. When doing Alt+Del, the red circle does not disappear at all from the map, and the person stays no matter how far away I travel from them. - Feature request: Asking for ID outside of the car, and being able to check it through the laptop. For example, if someone is in an accident, and you can't pull them over, you should be able to ask that person, whether in the car or not, for an ID. But, it is a very cool script. Good Great job on it.
-
Not sure if bug, or normal behavior.
Thanks for the replies. I am using SNT now for those two issues. I also tried the Unlock Islands option in SNT... but it unfortunatly only draws the traffic when you are further away from it. Sorry for the late reply. EDIT: I figured out that the disappearing thing is due to the game, like you said. I just thought that LCPDFR turned this off for the latest driven player car for some reason. But, I will use SNT for this, now.
-
Not sure if bug, or normal behavior.
A few things that I noticed, but I'm not sure if I should call them bugs or not... - When activating the mod, and the road barriers go away on the bridges, normal AI traffic does not cross these bridges. I saw in a YouTube video of the mod, although I can't remember off hand which one, the user had traffic going on the bridges even though the other islands were not unlocked in the game (the video had started in the original safe house). - At the airport, if I'm trying to patrol the runway area, the wanted level flickers. - If I walk into the subway area, and park the car, the car is gone when I come back. Is this behavior intentional?
-
LCPDFR weird issues with arresting/stepping out of car/labeling as a suspect
Thanks for the speedy replies. :) - Bat doesn't work either for it - Installation was successful - Only vehicle mods, apart from the textures/models, are ELS and DashCamv2 - If it's all fixed in RC3, I can wait for that. - So... does that suspect problem make me unique? And... sometimes it won't let me even mark the suspect. It just shows an error in FirstResponse.Start.Main() or something like that when I press the button... I just noticed that.
-
LCPDFR weird issues with arresting/stepping out of car/labeling as a suspect
Hi, I'm new to LCPDFR, so please forgive me if these questions are stupid. Anyways... I'm getting all sorts of functions that are not working right. Some work randomly... others never work. What randomly works: - If I use the option to ask the driver to step out, if I have no weapon selected, and I press E while aiming, I'm sometimes not shown the option to cite/hold/frisk, and sometimes I am. If I use gunpoint, I can arrest in handcuffs no problem, but sometimes I just want to be able to cite. I am using F10 to get them out of the car. - If I walk up to someone on the street, sometimes I can't use the frisk or hold suspect options. Nothing happens when I press E, and even if I mark them as a suspect. Side note: If I let them go, the suspect marker remains on them when it does work. - If I am able to mark them as a suspect, I am usually unable to call for backup. - Requesting prisoner transport. Sometimes I have to rapidly press the button for the game to recognize it. What never works: - The taser. The gun selects, and the animation plays, but it shoots normally instead of tases. I tried reinstalling it. The other mods I have are ELS and DashCamv2. Computer is 8GB RAM, Intel Core 2 Quad, and EVGA NVIDIA 550Ti 2GB RAM. Thanks!