Reputation Activity
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captainBuckett reacted to liverlande in [WIP] Grande CalloutsGrande Callouts is an LSPDFR plugin which aims to add a variety of different callouts of no distinct category. This plugin does not aim to add lengthy or otherwise complex callouts, the majority will be quick service calls that are resolved mostly through already existant game scripts and mechanisms.
Callouts:
Green - Stable, works in game
Yellow - May or not be stable, a prototype is in the script
Red - Not scripted, but is planned.
Law Agency Assist: Distress Call
Tow Truck Operator Assist
Medical Emergency Assist: Heart Attack
Medical Emergency Assist: Stabbing
Current Prerequisites:
LSPD First Response 0.3.1 - The base LSPD First Response modification is required for use.
RAGEPluginHook 0.51+ - This plugin will only work with RAGEPluginHook 0.51+ or above.
Legal version of Grand Theft Auto V - This plugin will only work with legal copies of Grand Theft Auto V.
Compatible Plugins:
I believe that good plugins should be compatible with any variety of additional scripts. All plugins listed here are optional, meaning this plugin will work without them. Some functionality may not be offered without these plugins, however.
ComputerPlus+: this plugin is used to store information relevant to the current (and past) callouts triggered by this lugin. "Status Updates" may be provided throughout the course of the call.
Additional Features and or Things To Brag About:
Smart Exception Handling: A majority of possible exceptions will be caught by the script in the event that they do occur. Where possible, exceptions will be recovered from. For all exceptions (even those not caught locally), a variety of exception information will be printed to the RAGEPluginHook log file. Some exceptions can not be recovered from.
Configurable Settings: Self explanatory and expected. There are some settings you can configure, such as what callouts to enable, minimum and maximum spawn distance for callouts, keybindings, and more.
Minimal Performance Impact: This plugin is designed with performance and CPU use in mind. Separate threads are used where applicable, continual processes are only run when necessary.
Hopeful Consistency: My goal is to keep this plugin consistent where possible. This means keeping the script organized and using uniform functions across callouts and other parts of the plugin. This brings the benefit of being able to introduce modifications to the plugin with relative ease, including adding new callouts.
What I Want From You:
What do you want to see from a plugin such as this? Do you have any ideas for callouts or other scripts that can be added in? Are there any released plugins that could add additional functionality (note: these plugins must provide sufficient APIs)? Would you rather variables such as amount of suspects, vehicle models, et cetera be hardcoded, or would you rather be able to configure such variables through an .xml file?
Release Date:
TBA
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captainBuckett reacted to Phaxol in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!After much testing and consideration, I have decided to all together remove the traffic stop backup feature of this plugin for a variety of reasons.
I have decided to take it a different direction and add the ability to use field-drug reagent tests. It would include tests based on their real life counterparts, right now I have 4 planned:
Marquis Reagent (Opiates, MDMA, Meth/amphetamines) Scott Reagent (cocaine/crack) Fentanyl Reagent Ehrlichs Reagent (LSD) In order to make this work, I would have to create a SearchWarrant list that overwrites the default list and changes drug names to their appearance.
For example, finding "meth" on a ped would be changed to "a suspicious white powder". Then, through the menu you can choose the piece of evidence you collected and then choose the test you want to use.
Another change coming is the way evidence is handled. You will soon be able to keep track of stored evidence, as well as have the ability to drop it off at any police station.
This is all very early planning phase and I feel like this might take some time to perfect, and things might change
Thank you to Teekay and all of my beta testers! Will be looking for more once I get all the kinks worked out of the new features
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captainBuckett reacted to Phaxol in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed.
Currently, 4 features are planned:
Suspect Observation
Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide. Example observations: https://imgur.com/a/4rFOw Field Sobriety Test
Make a ped walk in a line in front of you and back to determine if they are impaired or not Impairment is currently observed by use of ragdoll at some point during the test If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass Sober peds will always pass for sake of investigation K9 Traffic Stop Assist
Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics Not yet implemented, so no further details Read Miranda Rights
Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake! Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this
Current Progress:
Observations: 95% Field Sobriety Test: 95% K9 Traffic Stop Assist: 90% Miranda Rights: 100%
If you have anything that you would like to see, change, or improve, please let me know!
Thank you
I
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captainBuckett reacted to MrMistyMoist in [W.I.P] Five0 Callouts: )
Coming soon on blue ray....
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captainBuckett reacted to MrMistyMoist in 5-0 Callouts (Suggestions Needed)Ever want to deal with the actual bullshit Police Officers have to deal with ?
Well! Now you'll be able to.
New callouts on the way!
I have been reading the forms a lot and I have been playing lspdfr for a bit over 2 years now, it is sad to see that development with call-outs has slowed down enormously. With that, I decided to put myself up to the challenge of making a new Fresh call out pack with call-outs that have not previously existed or have not been updated, or simply are just trash. With this idea 5-0 call-outs, I want to create 50 brand new (sort of speak) call outs that the lspdfr community wants to have! I am working on a list now, and I am developing as I speak. I am very busy as I am working on three different projects at the moment, so feel free to leave as many suggestions as possible. This is your chance!
With this list, I'm about to make one of the moderators very happy
You know who you are G
I've got 13 calls on the list right now, different domestic situations will count as different calls, but please if you have any ideas let me know. Here's the list
Names will obviously be changed to be more professional when it comes down to business. Give me all you got! I've got a whole summer!
- Child's bicycle stolen
- Welfare checks
- Suspicious Persons in parked car
(Either having sex or smoking the ganza wonza. Could also be doing nothing, or something. Investigate, you lazy ass)
- Graffiti
- Cease and desist violated
- Noise complaint (Tv, Animal, Karoke!)
- Soverign Citizens dialing 911 because i dindu nuffin n know my rights!
- Dumbasses calling 911
- 911 Hangup
- 911 en español 😉
- Animal abuse reports (not a code 3 response)
- Threatening phone calls
- Domestic situations (each one will count as its own call but will have very different outcomes every time)
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AvailableUnits - Developed by Officer777
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Tired of spamming code 3 backup when a fellow Officer is calling shots fired? Are you sick of being the only
Officer that responds to a silent alarm? Hate being an Officer's only panic buddy? Be sick and tired no more! Well, in a bit.
This plugin is being created to give more realism to most of all of the callouts of LSPDFR. When installed, this will make sure you
do not show up on scene alone to those crazy shots fired calls or domestic situations. Backup units will respond to calls just like you are, and will respond either code 2 or code 3 depending on the call. Once you arrive on scene however, you may use your PoliceSmartRadio to step down units to a code 2 response. Also, if you respond to a call and another unit is en route and the situation escalates on scene, it is up to you to step up your units using the radio. You will be able to customize the amount of units that respond with you to a certain call, as well as the type of units. You may customize it by location or have it be default for LSPDFR.
I look forward to continuing work on this plugin and I hope that many of you will find it useful for your patrols!
More details and features will be announced in the future.
Any questions? Ask Below
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captainBuckett reacted to Phaxol in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add the .ini file then hopefully release. Here is a quick update on the new features:
Field Sobriety Tests
NEW:
Walk and Turn Test Animations redone to be smoother and add immersion Horizontal Gaze Test Player can now also perform a horizontal gaze (pen) test to determine if the suspect is impaired Traffic Stop Assistance
NEW:
Traffic stop assistance has been reworked to allow for regular backup, K9 backup, or both [NEW] Evidence Storage
Users can now store evidence in the trunk of any police vehicle Pieces of evidence are inputted into an onscreen text box separated by commas e.g.: entering "4 grams meth, a stolen handgun, used needles" will store 3 pieces of evidence Fully animated [NEW] Automatic Pursuit Updates
Your player will now automatically tell dispatch when you start a pursuit, and then update them every 30 seconds with the location and speed of the fleeing vehicle This feature is toggle-able in the menu and will be in the .ini
Stay tuned, may release another updated video if I have time later this week
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captainBuckett reacted to Sam in LSPDFR 0.4 - The TechnologyThis is the third 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
So, this article is a little bit different than most. Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code. While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
The Crime System
To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System. The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
This is back in LSPDFR 0.4, but with a big twist. The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over. Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it. This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear!
Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect. This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle. Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
Scenarios
Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios. In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world. In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops. This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop. Perhaps they exit their vehicle while you're approaching? Do they have a weapon, or are they just angry and complaining?
From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios. Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
The scene after an escaped pursuit suspect's burned out vehicle was located.
Artificial Intelligence
Finally, in 0.4, we've re-worked a lot of our artificial intelligence. We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
Stay tuned for more news about 0.4, coming soon.
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captainBuckett reacted to PNWParksFan in LSPDFR 0.4 - The TechnologyThanks for giving us some insight into the technical and API enhancements you're working on! Looking forward to using these as a developer and a player.
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captainBuckett got a reaction from Kifflommer in [REL] Coastal Callouts Discussion ThreadHi I'm sure your busy, but I recently donated 20 USD, for Parks Benefactor and haven't heard from you yet. Btw thank you for all your contributions to Lspdfr.