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creator2013

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  1. Like
    creator2013 got a reaction from SmuxHD in LSPDFR 0.4 Crash   
    [4/16/2019 4:18:55 PM.277] LSPD First Response: [TRACE] Instance cleaned ( #4) [4/16/2019 4:18:55 PM.314] LSPD First Response: CheepCallouts Priority >> ---------- Exception ---------- [4/16/2019 4:18:55 PM.314] LSPD First Response: CheepCallouts Priority >> Exception Time: 4/16/2019 4:18:55 PM [4/16/2019 4:18:55 PM.314] LSPD First Response: CheepCallouts Priority >> Exception Source: CheepCallouts [4/16/2019 4:18:55 PM.314] LSPD First Response: CheepCallouts Priority >> Exception Message: ComputerPlus is not installed. Das Plugin CheepCallouts verursacht deinen Fehler. Grund dafür ist, dass du das Plugin ComputerPlus nicht installiert hast.
     
  2. Like
    creator2013 reacted to Sam in LSPDFR 0.4 - Activity Feed & Companion App   
    Just a week ago, we released LSPDFR 0.4.  Since then, there's been at any given time an average of 620 people playing LSPDFR, peaking at just over 1,200 earlier today.  We think these are pretty incredible numbers for a game mod, and we've really enjoyed watching as people get to grips with 0.4 and all of the new possibilities it offers.
     
    With that being said, we've been monitoring the support forums and have recognized that there are, of course, a couple of issues with 0.4.  We're working to get as many of these sorted as we can and hope to release a small patch to address the most important ones shortly.
     
    Today, though, we're introducing two new features as part of LSPDFR Sync - the Activity Feed and the Companion App. 
     
    Activity Feed
    The Activity Feed, in a bit of a throwback to the days of LCPDFR's Crime Statistics, is a live activity wall of everything that's going on in LSPDFR 0.4.  You can track what your fellow officers are up to with live updates on callouts, traffic stops, arrests, etc.  Plus, we've integrated it with the website so everything is linked together nicely as far as Characters and forum accounts go.
     
    https://www.lcpdfr.com/lspdfr/04/activity/  
    Companion App
    The Companion App is something a little different that we're working on.  Open it up while in-game and you'll see an overview of your current session with your Character's location marked on a Google Maps style rendition of San Andreas.  As well as some basic info about your Character, we've added a couple of actions that can be performed from the app such as calling backup and going on and off duty. 
     
    https://www.lcpdfr.com/lspdfrsync/companion/  
    It's early days, but we definitely have some cool plans going forward for the Companion App.
  3. Like
    creator2013 got a reaction from SyeDog in [SOLVED]Integration of ComputerPlus into my Callouts   
    This is refering to the class Function in the example callout plugin (click here to see what I mean). You either have to create your own function class with all your useful functions in it or define the method IsLSPDFRPluginRunning in your main class instead.
  4. Like
    creator2013 got a reaction from SyeDog in [SOLVED]Integration of ComputerPlus into my Callouts   
    Yes. Create a static class named Function and put the method in there.
  5. Like
    creator2013 reacted to CowNation in Callout variations   
    *new Random(0, 2)
    Random(0, 1) will only return 0
  6. Like
    creator2013 got a reaction from Volvo2213 in plz help   
    Did you download the newest update of GTA? If not: execute playgtav.exe and download the update
  7. Like
    creator2013 reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This is the fourth part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
     
    It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated.  LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
     
    As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult.  Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
     
     
    Pursuit Interaction Menu
     
    Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop.  While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
     
    In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force.  With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.  
     

     
    The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
     
    The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews.  So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase.  If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable.  With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
     
    Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
     
    And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
     
     
    Pursuit Intervention Techniques
     
    As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits.  Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit.  Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. 
     
    So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
    Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
    YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
     
     
    As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option.  If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
     

     
    A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
     
     
    Air Support
     
    Throughout the history of our two mods, air support has always been a touchy subject.  For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines.  In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
     
    With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters.  Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area.  They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
     

     
    A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
     
    Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
     
    In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly.  When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
     

     
    Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
     

     
    This, though, definitely is a helicopter.  It's also not flying at street level!
     
    As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
  8. Like
    creator2013 got a reaction from AlexanderK. in How to change color of blip   
    C# has pre made color values, for example Color.Yellow or Color.Red. Blip.Color takes a System.Drawing.Color value. This means that Color.FromArgb( 255, 255, 255) should work.
  9. Like
    creator2013 got a reaction from AlexanderK. in How to change color of blip   
    YourBlip.Color = Color.Yellow; Use System.Drawing.Color
  10. Like
    creator2013 got a reaction from techgamer15 in How to change color of blip   
    YourBlip.Color = Color.Yellow; Use System.Drawing.Color
  11. Like
    creator2013 got a reaction from Deactivated Member in HOW CAN I CHANGE CERTAIN COLOURS OF TEXT   
    Add a ~b~ before "Dispatch:" and ~s~ after that. How it should look like: Game.DisplayNotification("~b~Dispatch:~s~ Suspect was in a severe hit and run a couple of hours ago, perform a traffic stop, and approach with caution.");
     
    Color codes:
    ~r~ = Red
    ~b~ = Blue
    ~g~ = Green
    ~y~ = Yellow
    ~p~ = Purple
    ~q~ = Pink
    ~o~ = Orange
    ~c~ = Grey
    ~m~ = Darker Grey
    ~u~ = Black
    ~n~ = New Line
    ~s~ = Default White
    ~w~ = White
    ~h~ = Bold Text
  12. Like
    creator2013 reacted to Ben in The EU plans the end of the Free Internet   
    He is in prison because he broke the law, I'm not sure how it works in the United States but trials here are meant to be fair, regardless of what happened. He was told not to report on the case because it could influence the jury and in do so result in the courts having to spend hundreds of thousands of pounds retrying the case. Adding on the person who is in jail is nothing more than an arrogant hypocritical racist, the guy has no problems throwing facts out the window to push his own agenda... he was the person who founded the EDL (English Defence League).

    As for the whole no freedom stuff, I think you should do as you have said above and read/inform yourself by viewing other sources of information, because what you are reading right now is completely untrue.
  13. Like
    creator2013 reacted to Hystery in The EU plans the end of the Free Internet   
    You can call someone a fag here too. It would make you a huge, antipathetic dick, and you'd be treated as such, rightfully so, but you still can do it. Just like I could call 'muricans gun-nuts, those americans would think I'm a dick and treat me as such, but I can still do it if I want to. Freedom of speech would be impeded if you were forbidden by law to not say it, which isn't the case here, gladly. Yeah, if you go out of your way to mock whole communities (which is a lot different than criticizing), it's gonna backfire at you, but it's not related to freedom of speech, it's more that you're just behaving like an idiot.
     
    Besides, if we go with racial slurs, I'm preeetty sure that's a much bigger deal in the US with for example the whole 'n*gga' situation than here, considering it's not even a word we use anywhere.
  14. Like
    creator2013 reacted to Hystery in The EU plans the end of the Free Internet   
    Dunno where you get your info, but you couldn't get it more wrong on this part. I can say my government is shit, or that EU is shit, or I can talk about anything anywhere and no one will prevent me to do so, because freedom of speech IS guaranteed. Stop thinking the EU is some kind of over-controlled zone where people are trapped or caged in their condition (and alternatively, stop thinking the US is so much better in so many regards, because clearly it isn't, both continents are shit and we're all toyed with by the ones in power, no matter the location).
     
     
    EVERYONE has a political agenda. Absolutely -everyone-. Especially in medias. News from the internet aren't any more or less real than the actual news on the TV. Both are told and showed in a way that will orientate the viewer to think one thing or another about an event. There's no source of news anywhere that is absolutely objective. The best way to get informed is to actually check news from MANY news websites or channels, gather the info from all sides and digest everything to make your own opinion, rather than to have it cooked and served to you by someone behind a screen.
  15. Like
    tl;dr: Speedy will allow you to ask dispatch for the speedlimit on the road at your current location. There are actually 4 limits in the game (afaik): 15 mph, 25 mph, 35 mph, 65 mph (trial-and-error values)
     
    Hi everyone,
    I'm Daniel, a LSPDFR long-time-aficinado, and also a software dev for some time now. Ever since, I wanted to build a plugin for LSPDFR, just for fun. But I never had an idea for one.
     
    Until this weekend. (So newbie API talk ahead, be warned!)
     
    The Problem
    When doing traffic patrol involving speed detection in LSPDFR, I find it hard to remember the speed limits for the different roads in GTA - I'm not from the US, so this might be the problem here.
    Also, I wanted to know the "real" speed AI should travel on the road I'm currently on.
     
    I did some research, and only found one plugin which was able to do what I wanted (and a bunch of stuff more, which I didn't need). Unfortunately, it crashed on start. Furthermore, I later learned that it does some lookup based on the streetname, and draw conclusions about what the speed limit might be from the name. That wasn't what I wanted.
     
    The Research (tech-talk)
    Apparently, this topic is hard to deal with. From what I've found so far, there where attempts to decode the "paths.xml" and "paths.ipl" file, which contains all the nodes in game. Also, there are several apis which return a node related to the road I'm on, with a "flag"-field that could contain valuable information.
     
    However, from what I've learned so far, the "paths.xml" file isn't actually used in game - but a file called "paths.rpf", which contains ".ynd"-files.
     
    These files are actually filled with node data, round about 77.000 nodes are spread across several files in this file. By using the logic of a 3rd-party tool ("CodeWalker" by dexyfex - awesome work, really great), I was able to extract the nodes from these files.

    As there doesn't seem to be a native api for this data, I destilled it into a 6 megabytes csv my plugin could use to do a quick lookup (excerpt):
    X,Y,Z,StreetHash,AreaID,NodeID,Freeway,Slow1,Slow2,Slow3,Slow4,Speed1,Speed2 5488.00,-5171.25,77.31250,1945201252,186,25,True,False,False,True,True,True,False 5487.75,-5159.25,77.12500,1945201252,186,26,True,False,False,True,True,True,False 5488.00,-5150.25,77.09375,1945201252,186,27,True,False,False,True,True,True,False 5488.25,-5141.50,77.18750,1945201252,186,28,True,False,False,True,True,True,False 5626.75,-5135.75,80.18750,1945201252,186,29,True,False,False,True,True,True,False 5611.75,-5135.75,79.84375,1945201252,186,30,True,False,False,True,True,True,False The speed flags can (obviously) have 4 different states:
    00 10 01 11 To get a feeling for the speed (and prove me wrong or right), I did a small script which would patch one of the .ynd-files. I then went "on-duty", equipped with my speedcam (from Traffic Policer, love that plugin), and tried to measure the average speed.

    I came up with these data:
    00 = 15 mph (9 - 17 mph) 10 = 25 mph (19 - 34 mph) 01 = 45 mph (32 - 59 mph) 11 = 65 mph (57 - 72 mph) The numbers in brackets are the minimun to maximum speeds I have measured so far. I might need to do some more research here, though.
     
    (For , uh, "science", I also patched an area which was located in downtown LS, and set the speed flags to "11" (=highway speed). As you might have guessed, cars had a hard time breaking, and peds had a hard time walking over the street.^^)
     
    The Dirty Work
    I liked the idea that you actually have to ask dispatch for the speedlimit of your current location (as all police vehicles are gps-monitored by dispatch, this is of course not a problem at all 😉 )
    Currently, I have a first prototype running, which you can see on the screenshot:
     

     
    Conclusion
    So far, it was a fun and interesting weekend project. I know that this kind of plugin has it's "niche", and I guess I'm writing most of this just for my own education and fun.
    Also, it's a pretty small plugin (code-wise), most of the time has been dedicated to research. A first prototype is working, and I will definitely expand it beyond a typical "weekend project".
     
    Things that will come next:
    - Integrate into PoliceSmartRadio
    - Use name from Traffic Policer
    - Uhm... Release it soon?
     
    Thanks for reading! 🙂 
  16. Like
    creator2013 got a reaction from JackNorris in Make Ped Shooting On Next Peds   
    The local player is not in the cop relationship group. You have to add this:
    Game.SetRelationshipBetweenRelationshipGroups("TerroristSubway", "PLAYER", Relationship.Hate);  
  17. Like
    creator2013 got a reaction from JackNorris in Make Ped Shooting On Next Peds   
    Are the suspects in a pursuit?
  18. Like
    neeeever mind, turns out Visual Code and Visual Studio Code are different things
  19. Like
    creator2013 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This is the second part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
     
    Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now.   Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies.  As such, we wanted to find a way to bring these in to LSPDFR.
     
    So, forget just rolling the ball.  With 0.4, we're hoping to hit it clean out of the park...
     

     
    LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. 
     
     
    Custom Agencies
     
    One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game.  LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking.  Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
     
    LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
     
    The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
     
     
    Patrol Areas
     
    Of course, what good are a bunch of custom agencies if you don't actually see them?  0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas.  With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
     
    Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup.  Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too.  You'll now see your agencies actually patrolling in their designated areas.
     

     
    Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat.  And not just any cops... your cops!
     
     
    Police Stations
     
    In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR.  Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
     
    Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
     
    This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency.  Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
     

     
    The Davis Sheriff's Station, all grown up...  It looks a lot better now with the right people outside! 
     
     
    Outfits & Inventories
     
    For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
     
    If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
     
    And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters.  With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
     
    It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
     
     
    Putting it all together
     
    We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. 
     
    To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
     
    There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
     
    Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
     
    We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
     

     
    Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
     

     
    No smart captions here - we just thought this looked cool ;]
     
    Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.

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