Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Brexin212

Members
  • Joined

  • Last visited

  1.    Teekay reacted to a post in a topic: [WIP] Agency Dispatch Framework
  2. This does not appear to work if you do not have a Razor hardware of some sort. I have a corsair keyboard with iCue software installed, and I cannot get this to work at all. I dont not have any Chroma hardware or software installed. [8/1/2022 12:09:31 PM.599] Razer Keyboard Police Lights: [ERROR] *** An unknown error occurred and the plugin has stopped working *** [8/1/2022 12:09:31 PM.599] Razer Keyboard Police Lights: [ERROR] One or more errors occurred. at System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification) [8/1/2022 12:09:31 PM.599] at RazerPoliceLightsBase.Devices.Razer.RazerUtils.Instance() [8/1/2022 12:09:31 PM.599] at RazerPoliceLights.EntryPoint.IsChromaSdkAvailable() [8/1/2022 12:09:31 PM.600] at RazerPoliceLights.EntryPoint.InitializeDeviceManager() [8/1/2022 12:09:31 PM.600] at RazerPoliceLights.EntryPoint.Main()
  3.    chadc78 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  4.    LSPDhotstuff reacted to a post in a topic: [WIP] Agency Dispatch Framework
  5.    Teekay reacted to a post in a topic: [WIP] Agency Dispatch Framework
  6. Not much new to report. Buzz and I took a 4 month break (Aug-Dec) due to school, work, holiday and family commitments. Recently I've been separating the locations system in the mod into its own RagePluginHook mod (LSFV ie: "Location Services Framework 5"), independent from ADF. This will allow other content creators to use the locations system without needing to have ADF installed. As far as progress goes on LSFV, its nearly complete. Once LSFV is complete, I will continue to work on ADF.
  7.    Trulux reacted to a post in a topic: [WIP] Agency Dispatch Framework
  8.    Brexin212 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  9.    Brexin212 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  10.    Brexin212 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  11.    LSPDhotstuff reacted to a post in a topic: [WIP] Agency Dispatch Framework
  12. JBuzz826 started following Brexin212
  13.    Teekay reacted to a post in a topic: [WIP] Agency Dispatch Framework
  14.    Teekay reacted to a post in a topic: [WIP] Agency Dispatch Framework
  15.    JBuzz826 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  16. Hello everyone! We have some news to make today. First, I would like to welcome @JBuzz826 to the development team of Agency Dispatch Framework! Together we are created an organization in which all of our joint LSPDFR mods will fall under called Blue Light Software. You can view our GitHub page here. The source code to ADF has now moved from my private repo to our organization repo. You can view it here: https://github.com/Blue-Light-Software/AgencyDispatchFramework The beta release date for ADF is now floating around December 24th, 2021. Updated the main post with new features and information!
  17.    LSPDhotstuff reacted to a post in a topic: [WIP] Agency Dispatch Framework
  18. I did! I am going to make an announcement a little bit later this week, but we do have a new developer on the team 🙂
  19.    Brexin212 reacted to a post in a topic: [DEV TOOL | REL] RAGENativeUI
  20. Looking For Assistance While development has been steady on this project over the last 18 months, and even picked up momentum in the last month or so, I am opening the door for other developers to step in and help me finish this grand project. I will no doubt finish with or without help, but I realize that even having one additional programmer to bounce ideas with and assist with programming things, will increase the rate of development with this mod drastically, and bring closer the release date. This mod will completely revolutionize the LSPDFR experience for players by providing many features not yet seen in the LSPDFR community, as well as streamlining many features into one mod. What I require assistance with: Scripting of the callouts and scenarios: This includes scripting callouts and their scenarios from start to finish in C# Using the framework methods to spawn peds, vehicles and locations within the callout over conventional means. Learning and using the conversation system that I have created to come up with and assign conversation points with all victims and suspects in callouts. This system mostly uses XML (see example: Github) Scripting of Ambient Events Much like callouts, ambient events are essentially scripted pre-callouts that happen in the game world with or without the players interjection, and often lead to a callout being presented to the player Helping plan and organize requirements for locations used within the callouts As callouts scenarios and ambient events are scripted, additional spawn locations may be desired. It would be helpful to understand what other spawn location points can be useful and implemented. Help build and test the core framework moving forward The core of the framework is mostly complete, but there is always room for improvement What I will provide for you: A framework in which to script your callouts that is robust, simple and very powerful Many mundane tasks using rage natives are now extremely simple and streamlined High quality code that meets the highest standards of coding conventions I encourage you to take a look at the source code and see for yourself on Github (Click me) Quick assistance with any coding help you may require. I have 12 years of coding experience up until this point. Full access to modify, and push changes to the Github repo Credits as a full developer of the mod Compensation can be discussed Requirements: Given that the framework and callouts are scripted in C#, obvious programming knowledge in this language is required. Understanding of the XML language is also recommended. Visual Studio that supports C# 7.0 (2017+) and .Net 4.7 Be mature and respectful Please PM me if you would like to discuss further the opportunity to join the development team on this project. I can't wait to hear from you!
  21. DISREGARD. Sorry I did not realize that there was an "Events" class in LSPDFR!
  22.    Brexin212 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  23.    Brexin212 reacted to a post in a topic: [WIP] Agency Dispatch Framework
  24. Hey guys! I have some exciting news (at least to me). This weekend I decided that it would be much quicker and more simple if I added a feature into the mod where you can add locations directly as you play the game. This should speed up development time on my end, since I wont have to manually add locations using CodeWalker, and allow more customization on the users end by allowing them to add locations that were not added by default with ease. I have attached some images below to help show what that looks like. Anyways, I hope you all had a good memorial day weekend! Here we can see the new option to add a location: A few more images showing menu options. Each marker you place is color coded so you can see an overview before you save and close the new location: Below, yellow markers indicate an civilian ped, while the blue markers indicated police officer ped locations:
  25. Let me go ahead and give you a solid update about where the project is at as of today.. Right now, most of the code that has been completed has focused around dispatching, conversations with peds and AI unit logic. With that said, beta is still a ways off. So lets go over some stuff as to be completely transparent about this project right now: I have 2 of the 104 planned callout scenarios coded, but they are not complete. There are 80 locations added into the mod throughout the map, all but 1 being "RoadShoulder" locations (for traffic stops). To be honest, the process of adding locations is very dull, so I am saving this for last. There is a full conversation handler implemented and working, with a threaded Sub Title queue to prevent overlapping to text. The conversation handler also supports condition statements, so dialog can be selected based on the current time, previous or current weather, the mood of the ped currently, or really any number of other variables that each callout can set. Conversation handler also supports animations, so that animations can be played on a line by line basis, bringing Peds to life on the screen while the player is interacting with them. All conversation text is stored in XML files, so there is no programming knowledge required to change, add or remove conversation lines. The built in CAD shows the current call list, and allows the player to dispatch themselves to any call on that list, but that is about it at this time The call generator is complete when it comes to crimes, but does not yet supports other calls just yet (like fires or ambulance needed). The call generator does currently take the current time and weather into consideration correctly when generating calls. The GameWorld class is pretty much complete, and provides an API to spawn random Peds (based on AgeGroup and Gender), Vehicles and Checkpoints. Watches the time and weather, and provides event firing based on changes (basically, this mod and all other mods that use the API will be fully aware of the time and weather in game at all times). A working dispatch script (we'll talk more about this below) Persistent officers in game are no longer supported. Instead I am going for a hybrid method, where the AI is simulated in memory UNTIL they are needed in game to present to the player on screen. This was causing some serious performance issues, and made it impossible to do what I am about to talk about next: Lets Talk Dispatching When I first started this project, I had one class (a single instance) of a dispatch script handling all of the calls. This class was close to 1400 lines of code, and worked pretty well. Unfortunately, this limited the mod to only having 1 active agency at a time. Two days ago I decided that it would make way more sense to have a Dispatcher class handle just one Agency, and have each and every active agency* in the game have its own dispatcher. The reason being, I want this mod to be as realistic as possible by allowing backing agencies to respond to agencies that are poorly staffed, or have too many crimes going on at that moment of time. I also want to support EMS, Fire, Park Ranger, and Special Agent type callouts also (Yes, you will be able to play as a fire fighter or ambulance with this mod :D). So how did this change dispatching logic? When the player selects a City police agency (Sandy shores for example): Sandy shores location and crime data are loaded into memory, and Sandy Shores Police Department is given primary jurisdiction of just that zone Sandy shores is located in Blaine county, so each zone that Blaine county has primary jurisdiction also gets loaded into memory, and the Blaine County agency script gets activated, creating AI units to patrol the county and handle calls in the county. Blaine county gets marked as a secondary agency for Sandy Shores, so if Sandy needs help with their call Queue, Blaine County Sheriff can help. San Andreas Highway Patrol has statewide jurisdiction, so what about them you ask? Well, their agency also gets loaded, but only location data that is marked as "HIGHWAY" gets loaded and marked as a primary agency. SAHP at this time gets marked as a secondary agency for each zone that Blaine is the primary for, and a third agency for Sandy Shores, so that if Sandy shores explodes with calls, SAHP will step in and help also. At this point, the Player now has 2 backing agencies to help them with calls and such. When the player selects a County Sheriff agency (Blaine for example): Blaine county's locations and crime data are loaded into memory, and Blaine county is given primary jurisdiction of all those zones San Andreas Highway Patrol has statewide jurisdiction, so they also get activated. Location data that is marked as "HIGHWAY" gets loaded for them, and they are marked as the primary agency for highways only. When the player selects San Andreas Highway Patrol, things get interesting... Both Blaine county and Los Santos county departments are loaded into memory San Andreas gets marked as the backing agency in both counties, and can take any callout they want from either county. "Speak English please!" you say? Basically, instead of just YOUR department being played and simulated, now multiple other police agencies are also active and simulated at the SAME TIME as yours. When you call for backup, what happens if your department is loaded with calls and has no one available? Before, you were out of luck and had to handle the call on your own... Or even better, backup units would arrive (lets say from UltimateBackup), but these units were not assigned to any agency, so how does little ol’ sandy shores now have way more units than configured for? That doesn’t make sense...right? Now what will happen instead, is the next higher up agency (county or state) will come and help you out, because their departments are also taking calls and are being simulated in game. Using this idea, I can now apply this to other departments also, such as calls for EMS. Maybe a lot of people got injured today, and all the ambulances are busy? Now you will have to wait a little while before you can close the scene until the ambulance arrives. Even cooler than that, is maybe (as you are a city or county agency), shots are fired on a Highway Patrol officer... If you are close by, you will get dispatched to help that officer, even though you don’t have jurisdiction directly in the area. The whole idea that I am aiming for in this mod, is to give a realistic feel to being a real officer, working for a real department. Currently, LSPDFR makes you feel like you are all alone or a "one man show".. There is only ever 1 callout active at any given time, and its always the player who gets it. My mod changes all of that... You are now a part of something much larger. There are other officers taking calls, and not just that, but you can SEE that happen in the CAD... You can attach yourself to any call that the AI took and meet them at the scene, and watch them do the callout! Things will happen on AI callouts, and they may request backup, which you may have to respond to 🙂 So Whats Next? Currently I plan to finish the new dispatching logic (about 90% done already), then work on callout scenarios. I also plan to add the rest of the 450 road shoulder locations that Albo1125 already provided coordinates for, then work on adding Stores and Residences to all the location files. I plan to finish Sandy Shores first, and release a Beta where only Sandy Shores is playable. This may be anywhere from 3-6 months away from release. Anyways, phew my fingers are tired from all that typing. Catch you guys later!
  26. I am referring to the source code online: Source Code: https://github.com/wilson212/AgencyCalloutsPlus
  27. chadc78 started following Brexin212
  28. Actually, yes I have been working on it pretty steady. I just haven't published my changes lately. I will push an update to the repo later today, but YES! lots of progress has been made these last few months 😀 . Sorry I have not posted much about it, but this project has been quite a bit more work than I expected lol.
  29. Disregard my previous post I suppose... After work today there was no more crashing! I recorded a video that has a link in the desc of my settings with this mod in action. Enjoy 🙂 See this mod in action:
  30. Hello! Would like to say that this is an awesome and much needed mod. I do however have an issue... I have an FPIU that I have been working on for months now, and is almost complete. I decided to add support for this mod before I release it, because not having any environmental lights in stage 2 just seems absurd to me, and I want to release a very high quality vehicle with correct lighting. Currently I have about 12 environmental lights attached to my light bar using this mod and noticed that my game now crashes shortly after going code 3, especially when the vehicle is moving. If I sit still, no crashing, but when driving it does not take long before a crash happens. If I disable this mod, I have no crashing issues what so ever. Is it possible that this mod is a little unstable when adding multiple environmental lights on a single vehicle? The specific flash pattern I am using is very quick with very short time in between flashes, does this cause stability issues? I have most of my lights settings at a distance of 120 with a fade out value of 200, brightness at 0.50 and an angle of 60 degrees. Do any of these variables cause instability if they are set to high? Thank you for any and all help!
  31. As of right now, no there are no updates 😞 . Just have not had much time these last few months, but hoping to get back into things soon.
  32. I had asked to join the LSPDFR dev team awhile back. This would have been awesome to integrate, but was not accepted
  33. No updates so far. Just working on some logic in the plugin. Hey man, I noticed your AmbientAICallouts mod you have been working on. I was going to implement something very similar in Agency Dispatch Framework. Also, I have been looking for another dev to provide some assistance to Agency Dispatch Framework, PM me if you are available and interested in become a dev!

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.