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Burnsie

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  1.    Burnsie reacted to a review on a file: Rage Plugin Hook Log Analyzer
  2.    Burnsie reacted to a review on a file: Rage Plugin Hook Log Analyzer
  3. Are you able to send through the rph log? Much appreciated!
  4.    Lou9896 reacted to a comment on a file: Rage Plugin Hook Log Analyzer
  5.    BJ USA reacted to a file: Rage Plugin Hook Log Analyzer
  6. Whoops, got a new update this morning, should resolve that, thanks for the report!
  7. Glad to hear it's helping, have you got the log? I can run a few tests and get some answers for you.
  8. Hey there, Thanks for the kind words, I really appreciate it! I do have a translation feature coming, if you would be interested in trailing it? Would be good to get some feedback.
  9.    JM Modifications reacted to a post in a topic: [WIP] At Large
  10. Hey everyone, I’m looking for beta testers for my newest LSPDFR plugin: At Large. At Large is a persistent perp management system built around one simple idea: When a suspect escapes, LSPDFR forgets. At Large doesn’t. If you lose a suspect during a pursuit or callout, their real in-game identity and getaway vehicle are saved as a case file. Close your game, come back later, and they can still resurface in future patrols. The idea is simple: if a suspect gets away, their case doesn’t just disappear. Their vehicle, plate, sightings, BOLO hits and case history all carry over between patrols. FeaturesPersistent fugitives: If a suspect gets away, they stay at large. Their case is saved and can continue across patrols, restarts, and future sessions. BOLOs and sightings: Fugitives can resurface near old locations. They might be driving their recorded vehicle, parked nearby, waiting at a bus stop, or trying to leave town. City camera system: Real CCTV props can flag a suspect vehicle as it passes. You can review the actual footage from the camera that caught them. Leads that are not always perfect: Tips are confidence-rated, and not every lead is reliable. Some may be outdated, some may be wrong, and some may lead nowhere. Manual case filing: Mark any ped, save an active pursuit before you lose them, or create a BOLO from a plate. This works alongside any callout pack. Escalation system: Lose the same suspect again and their risk can climb from Low to Critical. They may become more dangerous next time. Cold cases: Older files can go quiet, then unexpectedly come back through a cold BOLO hit later in your patrol. Case closed reports: Arrest a fugitive through any plugin and get a full report showing the offence, risk level, time at large, leads, and final outcome. CompatibilityAt Large uses LSPDFR’s own generated data. No fake external database, no made-up identities. The plugin works with the actual persona, vehicle, and plate created by the game. A developer API is also included, so callout developers can make their own suspects become fugitives. Beta testers neededI’m now looking for beta testers to help test At Large across different setups, callout packs, pursuit scenarios, and real patrol sessions. If you’re interested in testing, reply below or join the Discord. The pursuit doesn’t end when you lose visual.
  11. Burnsie started following [WIP] At Large
  12.    Gan Ceann reacted to a post in a topic: Help with game crash at random times.
  13. Nothing standing out in the log, I think you are on to something rename your mods to _mods and see if you still crash.
  14. Burnsie changed their profile photo
  15.    Burnsie reacted to a file: ChillLSCallouts
  16. Appreciate it!
  17. Change your PluginTimeoutThreshold to 60000 and retry
  18. Since release, we have analysed 460 Logs! ✅ 429 were successfully diagnosed. 📈 Thats a 92.8% diagnostic success rate. If we’ve helped you get your game back running smoothly leave a review or leave a comment with feedback or features you’d like to see!
    • 933 downloads
    • Version 1.2.0
    Press the panic button. Dispatch calls it in over the scanner with your real location and the cavalry comes in waves: patrol first, SWAT if things stay bad, air support if they get worse. Go down, and the system calls it in for you. When the threat clears: "we are Code 4, no further units required," blips fade, and the city goes back to work. Join our Discord for more information, beta testing, and updates: https://discord.gg/9xETbK6227 Features One chord: (default Ctrl+B, controller supported, optional hold-to-confirm with a "disregard last" chirp for accidental taps) triggers the full choreography: radio squelch, radio animation, panic tone, zone-aware scanner broadcast at your actual position. Staged escalation: patrol immediately; SWAT/NOOSE and helicopters only join while you're still in danger. Threat stays clear → automatic Code 4. Prefer the classic everything-at-once blast? One config switch. Honest unit tracking: every unit that actually spawns is blipped, tracked and arrival-detected — the status bar shows units genuinely on scene (helicopters count while overhead), not wishful requests. OFFICER DOWN: drop below critical health (or get dropped) and the distress call goes out automatically — officer-down audio, EMS forced into the response, screen effects, visible wounds. You don't press anything; that's the point. Second Chance (experimental, on by default): instead of instant respawn, bleed out on a timer — if EMS reaches you in time, you're stabilized and keep playing. Situation-aware dispatch: in a pursuit, backup joins the chase; on a rooftop or in the water, an air unit leads; on Cayo Perico / North Yankton the response adapts to what can actually spawn there. Plays nice with your setup: agency left to your backup.xml/region packs (or force one), callouts held during panic and restored after, and a clear warning if another panic-capable plugin is installed instead of double dispatch. Optional Extras AI officers who go down near you get called in by name; smart shots-fired auto-panic (only when hostiles actually engage, less-lethal excluded); incident report files after every panic. For developers: a public API (PanicButton.API.PanicProvider) to trigger, cancel, or listen to panic events. Controls (all configurable): Ctrl+B panic · End cancel/Code 4 · console: PanicButtonTrigger, PanicButtonCancel, PanicButtonReloadConfig Join our Discord for more information, beta testing, and updates: https://discord.gg/9xETbK6227
    • 32 downloads
    • Version 1.0.2
    Burnsie.Common is the shared framework library used by Burnsie's LSPDFR plugins — starting with PanicButton V1, with more on the way. It does nothing on its own. Install it when one of those plugins lists it as a requirement. One copy serves every Burnsie plugin, so you never download the same machinery twice. What's inside (for the curious): two assemblies that handle the unglamorous parts of a well-behaved plugin - correct on/off-duty lifecycle, crash-proof police scanner audio (validated against the audio files actually on your install), backup dispatching with real unit tracking and arrival detection, config files that document themselves, keybinds that stay quiet while you're typing or paused, and audio/visual helpers that fail gracefully instead of taking the plugin down. Installation: extract — the plugins folder merges into your Grand Theft Auto V root directory (the folder with GTA5.exe). No configuration, no keybind. Upgrading from the old BurnsCommon (v1): delete BurnsCommon.dll. Requirements: RAGE Plugin Hook 1.124+, LSPDFR 0.4.9+. For plugin developers: documented public API, IntelliSense XML included, full developer guide in the repository. Semantic versioning — plugins built against 2.x keep working across 2.x updates. You can access fully documentation via https://www.burnsieshideout.com/docs/burnsie-common/developer-guide Join our Discord for more information, beta testing, and updates: https://discord.gg/9xETbK6227
  19. The logs don’t appear to show anything major out of the ordinary. The only other issue I can see is that Keymaster failed to load. I’d suggest renaming your mods folder to _mods and testing again to rule out a mod-related issue. There was also a ped-related issue shown in the log, but that may have just been a random timing-related blip rather than a consistent problem.
  20. Thanks, are you on the latest version of 686?

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