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mybuttstinks

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    mybuttstinks reacted to Brexin212 in [WIP] Agency Dispatch Framework   
    Description:
     
    Today, We at Blue Light Software are showcasing a mod that we have been working on over a year now. We wanted to enhance the realism and immersion in our games by creating a mod that takes LSPDFR to the next level. Real police officers these days are able to dispatch themselves to routine calls and have a lot of liberty on how productive they chose to be each day, with the exception of emergencies of course! With the Agency Dispatch Framework mod installed, you will also have the liberty to choose how productive you want to be while on your shift. With new the built in virtual AI simulation system, each agency will have its own roster of AI units that will handle calls just like you. No longer are you a “One man show” in your department. As a player, you will have an array of AI units to assist you in handling your calls, as well as running calls of their own in the background to lighten the workload. If you call for back up, an AI officer unit will come to assist you if they are not too busy doing something more important. If your department is bogged down on calls and does not have the resources to provide backup where needed, then a county sheriff or state patrolman will come to the rescue and assist with your department's calls.
     
    Another important feature of Agency Dispatch Framework is enforcing jurisdiction limits of each agency. Something that bugs us about the vanilla callout system, is that callout locations do not consider jurisdiction limits of the department you are "working for" in game. We understand that when outside of your jurisdiction, officers are still considered “peace officers” and can enforce the law, but these are edge cases at best. In this mod, every callout spawned from the new dispatch system will be within your departments jurisdiction (as defined in the "LSPDFR/data/regions.xml" and "LSPDFR/data/backup.xml"). Same applies for callout types (Highway patrol is more likely to be dispatched to a traffic accident than a domestic violence or homicide case for example). Local agencies will have primary jurisdictions within their zones, which a backing county agency only jumping in to assist if necessary.
     
    I will continuously update this post as progress continues. Please let me know if you have any feedback, suggestions or requests!
     
    Features:
    New Dispatch script that runs along side of LSPDFR's callout manager: Complete/On Going Simulates a real call center with multiple calls coming in every hour (depending on crime levels): Complete Calls will be dispatched to locations within the departments jurisdiction always, just like in real life: Complete Support for EMS and Fire dispatching: WIP Virtual AI Simulation Mode:  WIP Virtual AI police units will be spawned when going on duty to fill the departments roster, and help fight crime with the player: Complete The number of virtual AI police units created scales based on number of zones in the agencies jurisdiction, the staff level defined in the Agency.xml file, and the overall crime level in those zones: Complete AI officer units will have persistent models and variations once they are created. Being assisted by the same officer unit multiple times in a shift will result in the same Ped variation and vehicle variation every single time to improve immersion:  Complete Customizable staffing levels for departments: Lower staffed departments will be busier running calls versus higher staffed departments, and will have less AI units to provide the player assistance: Complete AI officer's status can be seen in the CAD. When an AI officer is on a call, or a traffic stop you will be able to observe the changes in status: WIP Simulated AI calls and traffic stops have a chance to go south and turn violent, requiring emergency back up: WIP Shift Rotations: Complete  When going on duty, you will be asked to choose one of three 10 hour shits: Complete Day shift hours are 6am - 4pm Swing shift hours are 3pm - 1am Night shift hours are 9pm - 7am Shift hours are based on common hours shared by many departments, offering increased coverage from 9pm -1am, as these are the highest crime times: Complete AI units will also participate in shift rotations: Complete When choosing a shift rotation, the player will also have the option to set the desired weather for the beginning of their shift, the in game timescale, and whether to fast forward the in game clock to the beginning of their shift, and begin the shift immediately: WIP Computer Aided Dispatch System (CAD): WIP A built in CAD using RageNativeUI (think similar to Compulite) allowing the player to view the Call queue and dispatch themselves to calls, just like in real life: WIP Integration with Computer+ for those who prefer a CAD that is more computer like: WIP 20 high quality callouts with multiple scenarios for each one: WIP Over 1000+ hand picked locations across the map for callouts to use, each with multiple spawn points for different entity types (peds, vehicles): WIP With so many locations and multiple scenarios for each callout, no call will ever be like the last: WIP Agency type specific callouts (Highway patrol will be less likely to be dispatched to a domestic violence call): Complete Callout probability changes between morning, afternoon and night time game hours, as well as the weather: Complete Support for custom vehicles: Complete/On Going Customizable crime levels for each zone: Complete Crime levels will also be affected by the current weather: Complete Support for custom police departments and jurisdictions: Complete Support for custom police vehicles (addon) : Complete Public API that other Callout Mods can use to add their callouts to Dispatch: Complete/On Going Customizable conversations for all Callouts with support for text replacements, and condition statements (text only show is [some condition == true]: Complete/WIP Randomness: This mod thrives on providing a unique experience each time it is used. Every callout, location, vehicle and dialog sequence will be randomized to keep things as fresh as possible for the player, so you never get bored: Complete  
    Overall Progress:
    As of 08/30/21, the mod is currently about 66% complete. Beta should be out around 12/21/2021 or so.  
    Required Mods:
    TrafficPolicer audio files by Albo (.dll file is not needed) StopThePed  
    Mods recommended for optimal use:
    Jurisdictions+ UltimateBackup Computer+  
    Source Code: https://github.com/Blue-Light-Software/AgencyDispatchFramework
     

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