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AWP3RATOR

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Everything posted by AWP3RATOR

  1. After many rounds of testing and reverse engineering some install.xml files from Coastal Callouts and other examples I found, I have gotten this working. For those interested in the solution, see below. Original question still stands though: Is there a resource somewhere that lists out the different data file types? Working in game: <Replacements> <Replacement name="Ambient Peds Meta 1"> <FileReplacement> <GamePath>update:/common/data/ai/ambientpedmodelsets.meta</GamePath> <FilePath>config/ambientpedmodelsets.meta</FilePath> </FileReplacement> </Replacement> <Replacement name="Ambient Peds Meta 2"> <FileReplacement> <GamePath>common:/data/ai/ambientpedmodelsets.meta</GamePath> <FilePath>config/ambientpedmodelsets.meta</FilePath> </FileReplacement> </Replacement> </Replacements>
  2. I'm working with the file ambientpedmodelsets.meta and need to replace it in two locations (below). I have tried importing this meta file through LML and using the automatically generated install.xml, but this didn't work in-game. I also attempted to use the following XML, which also didn't work in-game. This file replacement does work when using OpenIV, but I'd prefer to use LML, if possible. Replacement 1: update/update.rpf/common/data/ai/ambientpedmodelsets.meta Replacement 2: common.rpf/ai/ambientpedmodelsets.meta Attempt 1 (auto generated by LML) <Addons> <Addon> <DataFile>ambientpedmodelsets.meta</DataFile> </Addon> </Addons> Attempt 1 (manually removed type tag as it was unknown to me) <Replacements> <Replacement name="Ambient Ped Changes"> <FileEntryReplacement>ambientpedmodelsets.meta</FileEntryReplacement> </Replacement> </Replacements> Attempt 3 <Replacements> <Replacement> <DataFile>ambientpedmodelsets.meta</DataFile> </Replacement> </Replacements> Attempt 4 <Addons> <Addon name="Ambient Ped Changes"> <DataFiles>data</DataFiles> </Addon> </Addons> Is there a listing anywhere of data file types like VEHICLE_METADATA_FILE? or is there something I'm missing here?
  3. I've run this callout about 5-6 times now. Each time it plays out a little differently, so kudos on that. However, each time it's always been an FBI agent undercover with a perp at gunpoint. The have always been in the middle of a road, but I see no other cars around as part of the scenario - but I chalk it up to the a foot pursuit and that's where the perp stopped. I am using STP, Police SmartRadio, CompuLite, Traffic Policer, Ultimate Backup, and Thus far, I've had several encounters where the agent was genuine and several where they were not. Various states of gunfighting and/or chasing resulted after attempting to verify them. This is a great work in progress, thanks for sharing it! Constructive feedback: Grammar on the callout message box - most of the grammer includes extraneous periods where only one are needed. Always in the middle of the road - I've never made a callout myself, so not sure if it's possible, but since the peds are on foot, could they be forced to be on a sidewalk or perhaps even other locations like inside parks, building court yards, alleys, etc? Scenario overall - always seems to be an FBI agent (by lore, this should be FIB), but could in theory be variable set where any GTA LEO could be used. LSPD Detective, DOA, FIB, NOOSE, Sheriff, etc. Scenario Improvements - The automatic dialogue when approaching the suspects is a nice feature. Pressing Y to continue the investigation is great and consistent with most other LSDPFR callout plugins - however at this point in the life of this plugin, the scenario only has two options hard coded into it. More or less siding one suspect or the other with a binary choice in the Y menu. On my last few attempts, I wanted to see what would happen if I ordered both to their knees prior to using the Y menu (defuse the danger situation, then question them). This resulted in the same scenario playing out. In this case the agent was genuine, and the suspect began running. Agent picked the gun back up and gave chase and ultimately arrested the perp after I "helped" with the taser. You may want to consider a few more options in the initial investigation - i.e. within the Y menu, ordering the "agent" to stand down while the player questions the suspect, or vice versa - each with more involved questioning and/or verification of the stories. Love the idea though, keep up the great work!
  4. So far so good on the callouts though. I've run them a few times, results and feedback are below. I'm using STP with Police SmartRadio, Ultimate Backup, CompuLite, and Traffic Policer Stolen Vehicle Dispatch - declares "we have" and nothing else, audio ends First car was an exotic, looked like a Maserati coupe (not sure of name in-game), chase went well, car despawned when driver gave up and voluntarily exited. Second car was a snowy car model from Yankon with chains on the tires (in downtown LS). A bit out of place, but the callout went well. Car did not despawn, driver stayed in car until ordered to exit vehicle Third car was an XA21 exotic, did not come back as "Stolen" on Police SmartRadio or CompuLite , suspect arrested no other issues Fourth stolen vehicle was a seebreeze plane - found on the street in downtown LS. Suspect crashed it into a wall and got out on their own when I initiated pursuit in a police vehicle. Plane registration check did not indicate that it was stolen either Firth stolen vehicle was a duster plane - worked out just like the previous, not stolen in Police SmartRadio or Compulite, suspect crashed into a building, got out and was arrested. Car Pursuit Dispatch - declares "we've got" and nothing else, audio ends First car was a normal sedan - not actually under pursuit by law enforcement, had to stop the vehicle by following and blipping them Second car was a Dune Buggy, no pursuit, no cops, stopped normally - despawned when suspect ordered to exit Third car was the Batmobile! (I have Menyoo so maybe this is why?) - spawned inside the golf course, tearing up the greens, no cops, no pursuit, stopped normally, when I approached the vehicle the suspect took off for one of the best pursuits I've had in awhile. The batmobile has armor, bulletproof tires, and can flip cars when it hits them from behind. Pursuit lasted about 7min or so, with the suspect finally cornering themselves inside the dock parking lot. I set up a SWAT check point at the ext and called in Noose and several local untis to help. The suspect eventually crashed the car and we boxed him so he couldn't escape again. The suspect then charged me while I was getting out the vehicle with a knife - but he did stop when ordered to and clipped with a warning shot. All in all 10 out 10 would pursue again! I didn't run the others yet.... but will post some more feedback when I do!
  5. I've just downloaded your callout pack, will post some feedback on the in-game experience later. However, and just something to think about: The readme.txt included in the pack mentions putting the files into ..\Grand Theft Auto V\plugins\LSPDFR\ (where all other callout packs generally go). However, the archive file you included has them in: ..\RandomCalls\plugins along with the readme. This could lead to confusion for users - you may want to consider packaging the mod as: RandomCalls.zip contains a readme.txt and folder tree matching the GTAV LSPDFR mods paths: plugins\LSPDFR This way may decrease confusion 😉 and simplify the instructions to: Drag this to your GTAV game folder.
  6. Oh, I really haven't a clue either - but it stands to reason, given my own programming background that the ped_id is changed during the arrest/release events - which would be interpreted as a death and respawn, sure 😉 @BejoIjo may be able to provide additional insight there, but as for now - it doesn't seem to register the release event. Great mod idea though @KingPuffdaddi!
  7. I'm using this with Stop the Ped and I do get both request types (standard peds and prostitutes) and the menu seems to work. However, when releasing the suspect via STP - nothing happens. I've also observed with STP that when running some of Albo's callouts or even standard pursuits - arresting a suspect with the vanilla LSPDFR mechanism (hold right on dpad for TAKEDOWN and ARREST) result in a suspect apprehension. However, when double tapping the dpad right with STP for the same actions, these result in the suspect being counted as "incapacitated" which I assume means killed, as Albo's callouts with "grading" will tell me I lost points for killing the suspect. This leads me to believe that the way STP works is slightly different and perhaps not hooked by this mod?
  8. Nevermind the helicopter killing me 😉 That was indeed my fault. I assumed I needed a basket or stretcher - which both seem to kill me instantly. However, the hoist by itself without any attachments works perfectly and I've been happily fishing peds out of their trouble for the past hour! 🙂
  9. Coastal Callouts seems to be running well with a host of other mods installed, so I don't have a technical issue, but more of a use case issue. I'm in the Rescue Training callout and the helicopter keeps killing me when I attempt to enter the basket. What I've done is: Spawn inside a rescue chopper with Coastal Callouts (Dolphin) Activate and accept the Rescue Training callout with Callout Manager Fly out to the disabled boat Create a co-pilot and switch to hover, change seat to rear right Enable the hoist, enable a basket for the hoist (looks funny at first like dead2Self89's, but the jiggling up/down slightly fixes it) Follow the prompt to press "*" to enter the hoist or jump out if low enough And it kills me, every time I've tried it. Instantly when I strike the "*" key. After two deaths, a screen notification box (lower left) tells me that Coastal Callouts had an exception and to send the rage log (attached). I don't think the exception is related to the helicopter killing me - but I'm wondering if I'm doing it wrong? RagePluginHook.log

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