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JakeKindaSus

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  1.    JakeKindaSus reacted to a comment on a file: ClearTheWayV
  2. someone will probably make it serversided but they would need to make a script since not everyone would want to use the same weapon animations
  3.    cerberus610 reacted to a comment on a file: San Andreas State Trooper & E.U.P 9.3
  4. Matt Salvesen Responded to a [686] Vehicle Fire in Burton, Hawick Ave
  5. Matt Salvesen Finished responding to a [686] Area Surveillance in Burton, Hawick Ave
  6. Matt Salvesen Finished responding to a MVA_CornerCut.Spawn.High in Burton, Hawick Ave
  7. Matt Salvesen Finished responding to a [686] Protest in Burton, Hawick Ave
  8. Matt Salvesen Finished responding to a [686] Disorientated Individual in Burton, Hawick Ave
  9. Matt Salvesen Finished responding to a MVA_Freeway.Spawn.High in Burton, Hawick Ave
  10. Matt Salvesen Finished responding to a MVA_Truck.Spawn.High in Burton, Hawick Ave
  11. Matt Salvesen Finished responding to a MVA_CornerCut.Spawn.High in Burton, Las Lagunas Blvd
  12. Matt Salvesen Reported a PC148 in Downtown Vinewood, Clinton Ave
  13. Matt Salvesen Reported a PC148 in Downtown Vinewood, Clinton Ave
  14. Matt Salvesen Finished responding to a Holdup in Downtown Vinewood, Clinton Ave
  15. Matt Salvesen Responded to a Holdup in Pillbox Hill, Elgin Ave
  16. Matt Salvesen Finished responding to a [686] Lane Closure in Strawberry, Olympic Fwy
  17. Matt Salvesen Responded to a [686] Lane Closure in Davis, Davis Ave
  18. Matt Salvesen Finished responding to a [686] Car Bomb in La Mesa, Little Bighorn Ave
  19. Matt Salvesen Responded to a [686] Car Bomb in Mission Row, Atlee St
  20. Matt Salvesen Went on-duty at Downtown Police Station in Mission Row, Atlee St
  21. Matt Salvesen Performed a traffic stop on a Dark Blue Granger with registration 23THY582 in Mission Row, Vespucci Blvd
  22. Matt Salvesen Performed a traffic stop on a Dark Blue Granger with registration 23THY582 in Mission Row, Vespucci Blvd
  23. Matt Salvesen Went on-duty at Downtown Police Station in Mission Row, Atlee St
  24.    JakeKindaSus reacted to a post in a topic: Cars drive away while Pullover
  25.    JakeKindaSus reacted to a comment on a file: Real Traffic AI
  26.    JakeKindaSus reacted to a comment on a file: AI TRAFFIC Fluidity & Discipline
  27.    JakeKindaSus reacted to a comment on a file: AI TRAFFIC Fluidity & Discipline
  28. unfortunately doing that still had no effect on ai
  29.    JakeKindaSus reacted to a comment on a file: ClearTheWayV
  30. i see that there is now a fivem version but its only just a dll, is it suppose to only work client sided?
  31. This file is intended to make configuration easier by providing organized vehicle entries that can be quickly copied, pasted, added, or removed without having to search through, or deal with the longevity of copy pasting changing names. Vehicles are orginized by Marked, Slicktop, Unmarked, Traffic, and Port Vehicles.txt
  32. because addon weapon metas need to be edited
  33.    JakeKindaSus reacted to a comment on a file: LSFR Velocities and M2 Freightliner
  34. it can be, but usual its due to the vehicle model and not the texture. High Poly models at around 70K+ will have world texture streaming issues, especially for 1.0.7.0, not sure about the other versions. I recommend having this in your command line: -nomemrestrict -norestrictions -availablevidmem 10.0 you can also have -windowed to just incase game crashes when you tab out of fullscreen and then in PC/stream.ini change the values to these: virtual 204800 physical 204800 virtual_optimised 204800 physical_optimised 204800 The next thing i can also recommend is IV Tweaker. If texture loss still happens you can try to lower the resolution of the vehicle texture or replace it with another model that isn't highpolly
  35.    JakeKindaSus reacted to a comment on a file: Strobes Mod
  36. maybe, but if something isn't correct in the dat then it wont spawn. i also just realise, make sure you press enter after "cars" for example; should look like this Handling: emerg1, 1777.0 0.33 85 0.0 0.0 -0.25 0.0 5 0.185 1.0 225 0.70 0.70 0.7 35.0 1.45 0.95 14.0 0.11 0.47 2.5 1.7 1.7 0.1 -0.08 0.0 0.49 2.0 1.0 2.2 2.5 0.0 25000 400010 0 0 Note: Vehicle handling should always have the comma for the vehicle name. rest is fine, similar to default vehicles. Vehicles.dat: emerg1, emerg1, car, emerg1, POLICE, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0 ,1, ext_requi+ext_strong+livery
  37. that's because your forgetting the comma for emerg1 and emerg2 in the handling file. You don't need to add it to the txdp, that's just for custom vehshare files. and for the vehicles meta make sure its like this as an example - emerg1, emerg1, car, emerg1, POLICE, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0, 1, ext_requi+ext_strong+livery - if it replaces a default vehicle without any custom handling or vehicle dat, then you can simple copy both over and rename the default vehicle name to emerg1 as example
    • 62 downloads
    • Version 1.0.0
    This package allows users to add and organize custom vehicles without constantly replacing the game's default vehicle slots. Whether you're building an LCPDFR setup, installing a large vehicle pack, or simply want a cleaner way to manage your mods, this resource is designed to make the process easier. Note: You can also have several .img files for vehicles, as long as its referenced in gta.dat properly, for example: statevehicles.img etc Features: * Dedicated archive for addon vehicles. * Easier installation and management of vehicle packs. * Reduces the need to overwrite default vehicle slots. * Compatible with GTA IV 1.0.7.0. This package does not include vehicle models, or custom vehicle handling entries. Users must provide their own vehicle mods and ensure they have permission to use any third-party content. Installation instructions and example configurations are included.
  38.    JakeKindaSus reacted to a post in a topic: adding police3 help
  39. i mean i guess, but eup and eup config exist
  40. not sure if its because the server was also running advance ai and other ai scripts for traffic, but when a vehicle is stationary blocking 1 lane the ai is able to go around. However, when using a emergency vehicle with its lights turned on, vehicles just pile up instead of properly going around
  41. does this fix Ai not moving over as well? because when installed cars still pile up and refuse to go around the vehicle unless lights are completely off
  42.    JakeKindaSus reacted to a comment on a file: Dynamic Lighting System
  43. is it possible to integrate this with police ai as well
    Definitely one of the best weapon animation mods out there. Especially as a successor to Hanako’s NPC-style cover animations, this one really takes the cake.
  44. A feature suggestion for Grammar Policer would be custom radio emotes in the .ini file. Example: RadioEmoteStyle=default default would use the normal Grammar Policer/LSPDFR radio animation, while something like: RadioEmoteStyle=wtradio could use a different chest radio or handheld radio animation. This would give more customization and realism depending on the character or EUP setup. But im not sure how that would work on the modding side except for using the customanim dlc folder, but to actualy spawn the radio prop.. i know there's the Updated Radio Animations but that replaces the default one, but who knows

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