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Ripppe

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Everything posted by Ripppe

  1. osutrooper: Do you mean the place where all the info is displayed? No, you can't as Braveheart has stated earlier, though it might be possible in further versions.
  2. K-9 police 9: I'm using this with 0.95RC2 without problems with the keys (at least the default ones). Do you have some other mod or script that could interfere, eg. native trainer with shortcuts on? Braveheart: Just letting you know that I pm'd you regarding the donations (in case you've for some reason missed the message).
  3. Just a thought here, since I honestly know nothing about how GTA IV's engine is handling this kind of tasks. I remember this one mod (http://www.gtaforums...howtopic=393976) that claims you can create peds that follow/defend you but also make them stop. SInce I haven't tested out this mod, I can't say how these things work (for example, does the script detach a following ped from player's group if ordered to stop). Maybe something worth taking a look at though? A new observation: this seems to occur only when suspect is resisting ARREST (so basicly after you have triggered the arresting sequence, ie. by pointing a gun at suspect and pressing E). For example a suspect who is resisting the order of getting out still fights back. I do like the kneeling down part (a nice little immersion boost), but if it messes the whole arresting sequence, then I'm more inclined to leaving it out. The problem I'm having is that suspect just keeps going down to knees, then back up with hands raised, then to knees again and so on, while aiming the suspect. (Theoretically: should I aim the suspect till he raises from knee down position and then just drop the aim and go arrest him?) Much appreciated. :) Any clues about ordering people out or am I just using this in a wrong fashion? Just keep testing it till it's stable enough. I think we can wait a while longer. Yet again something I'm not 110% sure of, BUT I claim that medics are acted rather inconsistently with vanilla LCPD:FR (with no other mods installed). They may cruise pass the scene and keep going like they haven't anything to do there, when in reality there still is casualties. Other times they work fine, but my impression is that they don't work more than they work.
  4. A few more things. It seems that traffic control doesn't work the way it should. Mainly the two buttons allowing either all cars or one car to move. For some reason they seem to be doing exactly the same thing, which is allowing all cars to move. On the other hand, stopping the traffic seems to work, though I don't know if there are certain conditions (ie. being close to the car your are stopping or facing the car) that have to be met to have the stopping working. For me it works from time to time, and sometimes it doesn't. How about ordering people out of the car. When pointing passengers with a handgun they freak out (I recall Braveheart mentioning something about this) and ordering keys seem not to work. Still, this is a top notch mod. :) Hopefully Braveheart will make a comeback with additional feedback.
  5. As I believed, this is _an awesome_ addition to the vanilla LCPD:FR. Haven't yet had enough time to learn all nice details about what Braveheart has achieved. I've been mainly testing out the controls, and that said there are two bugs I could identify: 1) When suspect decides to resist, the fighting stops working. Hits don't affect the suspect, and the suspect doesn't fight back, he just stands there arms in a defensive position. 2) The second thing is only a minor inconvenience, but should be mentioned nonetheless. When the suspect goes to his knees, he doesn't stay there very long, but rises almost immediately and starts the same procedure again. This can also bug the whole arresting script so that after cuffing suspect still appears hands up, leaving you little confused whether the suspect is in custody or not. I don't recall how it is in vanilla LCPD:FR, but now I can arrest already arrested suspect over and over again (could somebody verify was this the case also in LCPD:FR?). Nothing big hasn't come up so far, and I've been enjoying very much so far. EDIT: Oh, one thing. Being able to make the arrest multiple times is in fact sometimes quite a good thing, since this way I can overcome the situations when a transport refuses to show up.
  6. No problem. :) I think that shoving problem is something that we just wish Braveheart to fix. In the end the call distance isn't that big an issue, but still would like to have the area somehow limited. (The optimal solutions would be some kind of variable, that player can alter, which affects maximum distance for the call. Yet again, this can be impossible to do.) I haven't run into the sprinters in LCPD:FR, or at least I don't remember such an occasion. In most cases I can easily outrun the suspect (which isn't that fun after a while).
  7. Sure you did! Thanks No need to apologize! My intrest was in features, not how good or bad driver you are. :) (Just for the record, I believe that your video didn't reflect your true driving skills.) And besides, you seemed very calm instead of annoyed, so job well done on my behalf. Not much more to say here. Though for some reason it seemed that in your video the "force push" distance (that suspect was capable of pushing you) was reduced from the first video posted. Not sure here if I got you wrong or you me. Either way I meant that theoretically there would be another free patrol. When you're roleplaying (like I tend to do), it feels more realistic when incoming calls are to locations near you. This is good to know. :) Yes, I realise that (at least) player gets tired, but it seems that suspects have endurance beoynd player. :) Hopefully they would also get tired! Sure you did! Thanks. :) PS. Damn these quotes can get long, sorry for that...
  8. Nice video visible25, no worries about your driving. ;) A big kudos for Braveheart for doing this enhancement! Can't wait for getting my hands on it. After checking out these two showcase videos, I have a few comments/suggestions/notifications to say. I'd like to empathize that these are only my humble opinions and not everyone needs to agree with me. These are things I'd like to be paid attention when further developing this script. Too much anarchy! The first thing I noticed (and what visible25 also mentioned several times) is that in practice every suspect fled or tried to resist arrest. Resisting arrest and fleeing are very good improvements, but as seen in the video, when overused, it gets quite frustrating (though I think the behaviour shown visible25's video is not the one that Braveheart wanted). This probably (and hopefully) is fixed by the release(?) I want to have that tension and unpredictability when arresting suspect: whether he complies immediately, flees or resists. Keeps you on your toes. The other thing related to this: is it possible (or perhaps already implemented) that certain factors impact how suspect behaves. For example the suspect is less willing to flee or resist if he is at gunpoint. When for example a drunken suspect tries to flee more often than sober one? Force pushing This is the other thing that stands out when watching these videos. Suspects seem to have Force powers, so that they can push several meters away from player. This is quite an immersion breaker, but then again this is probably somehow tweaked from videos? I don't completely agree with visible25 when it comes to suspect resisting while cuffed. Although I think it's unlikely, it could still be a possibility. Though I didn't see any other way to subdue the suspect after that other than shooting him, and that's not cool. Again some kind of factors would be nice (for example, suspect might flee while cuffed more likely if there aren't other officers around), though I think these would be harder to code. Events and callouts Would it be possible to restrict events and callouts to a smaller area? Responding to a burglary call two islands away seems a little odd, since there probably is a free patrol somewhere nearer. Other feature that would be neat is the possibility to refuse from taking a callout. (Btw, did I get it right and you infact could refuse the callout by pressing ctrl+del when call has come?) Better visibility for info The notification messages can easily be go unseen. Could those be made more visible, for example by adding a black background box for them? (Luckily we have the console :)) Editable keys This is more like a question: are keys editable? Sprintter The last thing is "sprintters": some suspects seem to be world class sprinters who can outrun the player 5-0. Is this a bug or intended behaviour? If this is meant to be this way (which in a way is a good thing, foot pursuits can now last more than four seconds), could stamina be implemented also to suspects? Overall very impressive show. :) You've achieved cool and interesting features that are definitely welcome! One can only hope that these modifications could be integrated to the LCPD:FR. Keep up the good work, you will definitely have my download and gratitude.
  9. Braveheart: Looking extremely cool. :) It's nice to have something new while waiting the next version of LCPD:FR. Definitely increases roleplaying elements. A huge thumbs up for you good ser.
  10. The finnish magazine Aamulehti stated that patrolmen don't have any kind of small arm with them and the armed police units are called in when needed (so I assume that these patrolmen are the once who are the most visible ones on the streets).
  11. Nice vid you have there, though I'd also like to see videos with some kind of commentary. It really helps getting into a right mood and even "living" the video as you watch it.
  12. This indeed is a really nice site you have made up. Definitely going to use that in a way or an another. If you need any support with PHP/SQL/HTML/Javascript don't hesitate to PM me. I'm always willing to help. For starters I suggest that you should consider abandoning those tables and start using divs instead (or then improve how tables are displayed, 'cause - at least my - FF don't show them correctly).
  13. Very well done videos unr3al, thank you. In fact they we so good that you already earned my subscription. Hope you will do more LCPD:FR related stuff, keeping the same realistic aspect you have in these videos. Keep up the good work!
  14. I'm not a cop of any kind but I did serve as a military police during my military service (mandatory in Finland) a few years back.
  15. It seems so. According to the police, he has also confessed commiting those actions BUT claims that he did not commit any crime what so ever. His going to defend his actions to the court tomorrow.
  16. According to the finnish media, the bomber and the gunner - the same norwegian man - worked without outside help from any terrorist organisation. As Mage25 stated he is right-wing ultranationalist and possibly also a member of freemansory (don't know how this is relevant to the case). Combined death count is already 91. :/
  17. I don't know how LCPD:FR functions when in multiplayer, but playing this with _actual_ human players... *dream*
  18. Very nice tutorial. When playing LCPD:FR I'm always trying to avoid ramming the suspect as far as I can. Unfortunately in some situations it isn't possible - or then it's not meaningful any more, ie. when the chase has gone too long, and AI backup units don't seem to be able to handle the situation. So most of the time I end up trying to block suspects way, because this kind of "by the book" PIT maneuver isn't the easiest one when speeds are high and suspect is making lots of turns.
  19. A minor update: Norwegian Police believes that the shooter was the same male who also triggered the bomb. They also believe - contrary to earlier - that these attacks may have had nothing to do with islamic terrorist organisations, but in fact they were directed against local government due to some internal political issues.
  20. [E]: Didn't read messages through so this is old info, but still: I don't know if this information has already reached you guys, but unofrtunately the bombing was not enough. It seems that a fake-cop opened fire to the crowd of young people who were taking part in a political camp near Oslo. The camp was organized by the same party from which the PM of Norway comes. Casualties may rise to over twenty, I think that some source claimed that atleast ten have already been confirmed. The gunner has been taken into a custody. Outrageous. Best wishes to the whole Norway!
  21. Not sure if this is valid info, but there's this file called FirstResponse.ini (located in <your game location>\Grand Theft Auto IV\scripts folder) and on row 61 is option for HARDCORE, which in my case is false 'cause I didn't enable it. Guess you could check out and try to change it from true -> false. Although I've no clue if this is suppose to effect your gameplay when not in LCPDFR mode. 10-10, Ripppe
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