Everything posted by LukeD
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GTA IV Police Dispatch Mod
Given that the OP hasn't been online since the 5th October 2013, and the last reply to this project was the 6th October before people began bumping t this year, I would say it's well and truly dead. Please do not bump dead topics. Nothing to see here! This topic has been closed by LCPDFR.com staff. If you feel that this topic has been closed in error, please report this post.
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Cannot enter installed helicopter?
The default key for entering a vehicle of any kind is F or Enter (return). This is not an issue relating to LCPDFR, so I'm closing this thread. Please ensure you post in the correct forum section in future. Nothing to see here! This topic has been closed by LCPDFR.com staff. If you feel that this topic has been closed in error, please report this post.
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
That should never happen at all. Perhaps a conflict between mods. I'll take a look but I'm certain that the plugin shouldn't be able to spawn that many ambulances. I don't why either :/ This is explained in the LCPDFR User Documentation that is provided with the download of LCPDFR. Try reading it, there is a lot of useful information in there to help you.
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Stranded Deep
I've played the game for 3 hours. I am now very much bored of it. The game as it stands does not have anywhere near enough content to make it replayable for me sadly. But, I accept it is an early access game, and is still in development. At it's current price and where it's pitching it's aims I do like it. I hope to see a significant expansion on the survival elements to bring it in line with their exploration. The islands are far too small and lacking for my likes. They went for realism with the hunger, sickness nutrition etc, well if that's their aims the islands need to be much much bigger and more involved. I highly doubt (although can't say for certain) that if you crashed into the ocean in a jet the last thing you would do is spend hours swimming around the ocean. You'd try and stick to land surely? I was a fan of The Forest, I much prefer the crafting system this game has, but I prefer the landscape The Forest has. Merge the two games into one and I'd be a very happy bunny.
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do you worry alot?
I love how everyone has decided to answer the OP's question despite the title BLATANTLY directing the question at the Alot. ... :P On a more serious note, life is too short to be worrying about things. Just saying. Unless you're that guy who worries that life is too short.....then you might want to consider therapy? I dunno. I'm that guy who doesn't really worry about things as such.
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Does one set of callouts cancel out the others?
There should be absolutely no interference between API plugins regarding callouts. Each one of the callouts an API plugin adds is handled by the Callout Manager within LCPDFR. The callouts from LCPDFR are built on the same base class as the plugin callouts are, so they're all dealt with in the exact same way. As for vpCallouts, this does NOT use the Callout Manager as it is not an API plugin, but a third party script. The way in which it selects a callout is entirely independent of LCPDFR and the API plugins.
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Super bowl 2015
I'm 100% certain it's this: I'm glad you've all enjoyed your padded warm up, drinking and eating sessions. I hope this has prepared you all for the Six Nations which starts this coming friday. :P
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
They get spawned in the street but then are meant to be teleported inside, this doesn't always work with all buildings for some reason, something I may have no control over but will take a look at it. Yeah I used the garbage guy temporarily because he had a high vis jacket on, and because I couldn't find the mechanic at first lol.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Yeah, in an earlier version it always crashed because of a minor change with the LCPDFR builds. Rebuilding the plugin on a new version fixed it for pretty much everyone. But for some reason now the game is crashing without error. I just put a log info line on all of the key moments in the script. The game visibly crashes upon exiting the 2nd animation (the player never stands up) But the script runs to the initial call of PlayerSearching() which is where we create the blip for the last known location and then begin searching for the suspect. Something is severely fucked up here and I have no idea what :/ Hastings, which ASI loader do you use? xlive.dll or dsound.dll?
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Hmm, peculiar....quick question, do you have savegame enabled? EDIT: Also, what other mods do you use? See for some it crashes instantly without any error, and then for you it works fine. I don't understand why this happens lol. What I will probably do is leave it enabled then and users can just choose not to accept the callout.
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Thank you for reporting :) Yes I am aware of this issue, however currently there seems to be absolutely no reason why it's crashing. No error is being produced in any of the log files. I will force the officer down callout to remain inactivated in the next release to prevent this crash, while I try to determine the cause.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Strange, no crashing or anything it just refuses to let you question the suspect? Out of curiosity are you doing anything with the ped's vehicle? Also how do you park your vehicle? Thanks for getting those. I'll take a look at them. As I said before, some police stations don't have anywhere that would realistically be a garage. The smaller stations that have parking aren't really viable options, but I'll see what I can do.
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Open up the LCPDFR.ini file and change the following lines: [Callouts] MaximumSecondsBeforeNewCallout=600 MinimumSecondsBeforeNewCallout=60 Enabled=True Multiplier=250 As for the questioning and officer down, they've been reported as well. not sure what the issue is so I need to investigate it.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
I mean anywhere that has a visible place to consider "yes a mechanic could work here". If you go to the northern station in Alderney, the large police station there has garage doors at the back of it in the rear car park. So this makes sense to say "this is a garage" and put a blip outside it, even though the garage doors are textures only and will never open you can pretend. But if there is no garage door or even slightly visible place to say "A car could fit in here with tools" then no garage. Also, be mindful that some stations have LCPDFR blips in places or a car spawns right outside where the blip would best go. Interesting, it must not have identified the pull over correctly. It's supposed to continually check if the player is performing a pullover and if it finds that you are it stores the vehicle for usage later. That way we can identify that the ped in the car is likely from the pullover and then apply the pullover questions. If it detects a ped which has not been taken from the pullover (example, detain a random ped on the street) it will prevent the pullover questions from being displayed and instead display questions related to pedestrians (not yet implemented so it just displays the "you can't question blah blah bah" instead. I'll look into this but I'm not sure why it's ignored your pullover. I'm afraid I can't. There doesn't appear to be any error being reported in your game from Callouts+ or from LCPDFR. I'd go as far as saying your issues are perhaps related to modded vehicles/peds and ELS.
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Not without a log file I can't. Please upload your LCPDFR.log file. Absolutely, if the police stations have a garage available. (example, the southern most police station on Dukes/Broker in the starting region of the game has no garage area available). I had intended to continue adding more garage areas but never really had the time to drive around looking for them. There is a command I added to the plugin, that pretty much copies the one in scripthook that will print the co-ordinates to the lcpdfr.log file. It also takes an extra piece of text you decide though, so you can name the co-ordinates. Find the stations which you think have a good garage space, sit in your car there and type the following into the console, then copy the WHOLE LINE that gets printed to the LCPDFR.log here and I will review the area: saveloc [name of place, something memorable or iconic about the area] EXAMPLE: saveloc south_alderney_garage LCPDFR.log file please.
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Wonderful, glad you've solved the issue. That particular line is displayed if the ambulance fails to spawn for whatever reason. As for the traffic stop thing, no idea. Maybe you have world events camera focus turned off? It's not something I've created so that's either your game or LCPDFR.
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Ahhhhhhhh. So it isn't automatic. Default LCPDFR keybind for ambulance = CTRL + M Keybind for Callouts+ ambulance = CLTR + M If you wanted the plugin to use LCPDFR medic, you would need to change BOTH keybinds for LCPDFR and Callouts+. (I use the default so this is reflected in the config file packaged with the plugin) That will stop this crashing issue. (Although the safety check will also help stop it too)
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
- [API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts