Everything posted by ZPhDevs
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Lore Callouts
I'm sorry, I must've missed your suggestion back then! I will add that to my to-do list. Also, thanks for the kind words! 🙂
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- rph
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Lore Callouts
No, this plugin has nothing to do with it I'm afraid. The only time anything spawn related happens is when the callouts are activated and even then it only spawns the necessary assets (usually a car, a suspect, a victim and in some cases a witness. ) EDIT: Besides, I do not think LSPDFR controls traffic frequency at all, except during pursuits. Spawning and despawning of cars and pedestrians are handled by the game and its data files. Those files are usually protected in a sense and can not be reached by scripts and plugins unintentionally. A plugin usually spawns specific assets (e.g a police2 model with a female NPC driver using skin s_f__y_cop01). So, for example, if you see a multitude of the same vehicle with the same driver then yes it is most likely caused by a broken script which keeps repeatedly spawning the same assets. However, in your case as it seems, you just have more of everything, which makes me think a game file has been either edited or corrupted. Either way, I'm not sure which specific file or setting that could be affected. If this issue persists, I suggest you move all your mods out of the game folders, do a scan and repair and then add them back in one by one to see which one could be causing the issue. I hope you can get to the bottom of it, good luck 🙂
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- rph
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Lore Callouts
That is a known issue unfortunately. It seems like LSPDFR takes back control of the NPC somehow during pursuits even though it has been set as "busy" through the LSPDFR API. I need to look further into solving this. In the meantime, if you have a plugin which lets you lock your doors I suggest you do that during any pursuit. It might prevent the NPC from trying to exit when you don't want them to. Sorry for the inconvenience 🙂
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- rph
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Lore Callouts
I will take a look to see if there is anything going on in the script that could cause this. It's not anything I've noticed, however I haven't touched the helicopter camera script in a few builds so there definitely could be an issue with the code. Thanks for reporting this!
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- rph
- lspdfr callout
- legacy
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Lore Callouts
- 201 comments
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- rph
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Lore Callouts
Delete suspects.dat found in the Lore Callouts folder under //..//plugins/lspdfr or download version 1.1.7 again (it has been updated) 🙂 Sorry for any inconvenience
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- rph
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Lore Callouts
I've looked into this, and it's quite a complex process. I'd need to intercept backup commands before they are broadcasted through the LSPDFR audio engine. As of now, there is no API for this. It can possibly be done standalone, however it will not work very well with LSPDFR and that's without even considering other plugins which sends backup through their own methods. It's not out of the question, but I will need to figure out a way. 🙂
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- rph
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Crash when Forceduty
Remove suspects.dat found under your Lore Callouts folder. A fix for this has already been released a couple of hours ago if you rather wish to download the plugin again. Sorry for any inconvenience this may have caused. A bug sneaked itself into the final build after hours of testing, so it's on me. 🙂
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Lore Callouts
The script uses a "trace line" aimed from your camera origin, through the air towards the crosshair, and on to whatever entity it intercepts first. If the trace line hits a tree, an invisible wall or basically anything in the game world except for pedestrians and vehicles, it will not work. When I'm running the public version of this plugin it seems to work most of the times. If you are running other plugins, try to disable them and see if it works. If it does, the camera might be incompatible with a specific plugin you are using and if so I will try to hotfix that. Let me know how it works out!
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- rph
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Lore Callouts
That is unfortunate, and should not happen. You can work around this by simly typing "kill" in the console and selecting your character from the drop down list. That way you don't have to reload the game. As to what caused this I can't really say. I suggest you keep using the feature and see if you can find a way to reproduce the issue so I can test it myself. If the issue persists and is gamebreaking, you can toggle the phone script from the plugin initialization file.
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- rph
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Lore Callouts
You can already do that. The plugin shares keybindings with the base game. Look for "Context" and "Secondary Context" in the list and you can set whatever key you'd like. You may also disable the feature alltogether in the .ini, by changing BodyInteraction to false. I hope this helps 🙂
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- rph
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Lore Callouts
The partner feature is still in alpha development stage, it is highly experimental and may not work properly. It's been in there for two versions now just to get reports and let people play around with it. At this moment, the partner tries to mimic whatever it is you are currently doing, but will not attempt to fire out of moving vehicles. As for adding more than one vehicle model to the .ini, that is currently unsupported and will not work at this time. However, it is a good suggestion and something I will try to implement for upcoming builds. So thank you 🙂 You make some interesting and valid points there. I will see what I can come up with, I never thought of adding something that "advanced" but it definitely sounds cool so why not try. Thanks 🙂
- 201 comments
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- rph
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Lore Callouts
If you are uncertain of plugin compatibility, you may disable the feature by changing PlayerAmbientSpeech to false in the .ini. However, it doesn't do the same thing as Radio Realism as far as I'm aware. PlayerAmbientSpeech is basically your character saying "I'm on it", or "Copy that, I'm in pursuit" etc with voice acting from the game.
- 201 comments
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- rph
- lspdfr callout
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Lore Callouts
- 201 comments
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- rph
- lspdfr callout
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Lore Callouts
Glad you are enjoying the feature. I will take your suggestion and see if I can implement something like that. If not, some kind of busy mode on the phone could be an option as well. Thank you :)
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- rph
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Lore Callouts
That's alright, I can see why that was your initial reaction. Either way, your feedback is much appreciated and I will try to improve the plugin further 🙂
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- rph
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Lore Callouts
There is no key to interact with witnesses. It is intentional, you walk up and "gather" their intel much like picking up an item in GTA Online. There are no premade dialogues. This is to reduce key clutter and overlapping keybinds for users with lots of plugins and/or playing with a controller. You can use plugins such as StopThePed to make them stay and ask questions, if you'd like it to be more realistic. This plugin is arcade-like to match the gameplay design Rockstar decided on for GTA Online and Story mode 🙂 I'm sorry it doesn't meet your expectations. I can definitely look into developing a "realistic mode" for users who want the realistic approach, but that'll have to be further down the road at the moment.
- 201 comments
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- rph
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Lore Callouts
Hello! I'm glad you got the plugin to work again after removing the old version. Did the notification in game work properly, saying you had an incorrect version installed? About the callouts you mentioned, if they don't load it's because you are out of range from one of their spawnpoints. Not every call has a spawnpoint in each zone. Try roaming the world and spawn it again, or let them come naturally as you play the game. For the next build, I'll make sure to add a log entry when the call is denied because you are out of range. Sorry for the inconvenience 🙂 EDIT: Forgot to mention, but the Helicopter callout is merged to the Resisting callout. It's still there if you are in a police helicopter 🙂
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- rph
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Lore Callouts
I like the part of having ambulances out in the game world on patrol. The main reason I made it so ambulances spawn at the nearest ambulance station was to prevent situations where ambulances spawn right infront of you which kind of breaks immersion in my opinion. But having "waves" of ambulances spawn from the stations and then drive out to patrol certain areas (or maybe even stand parked at malls etc) to then be grabbed by the plugin wheen needed, I do like that. Let me see what I can come up with! Thank you 🙂
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- rph
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Lore Callouts
You can toggle these in the initialization file, change VehicleControl to False. This feature will eventually be phased out in upcoming releases since it has no purpose anymore. I'm sorry for the confusion. 🙂 I will take your suggestion and see if I can implement such a feature into the next release. It does make sense, I just haven't had the time to add it just yet. Thank you, and I hope you are enjoying the plugin 🙂
- 201 comments
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- rph
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Lore Callouts
Both values have been added to the initialization file for the next release. The countdown timer used in the Burglary callout now has a multiplier (1.0) by default, increasing it to e.g 2.0 doubles the response time. This was done because the timer calculates the distance from where in the game world the callout was accepted. The timeout is a fixed value in seconds, 120 by default. Increasing it to e.g 180 gives you a total of three minutes before the investigation concludes. Collecting evidence updates the timer to 180 (or whatever value you decide) again.
- 201 comments
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- rph
- lspdfr callout
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Lore Callouts
If set to True some first time help prompts and text messages will appear for users who are completely new to LoreCallouts. The plugin automatically sets these to False once they've been shown. 🙂 The timed ones specifically (E.g Burglary) or the automatic call timeout present in investigative callouts? (E.g Civilian down, when no progress has been made for 90 seconds?)
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- rph
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Lore Callouts
This does unfortunately happen sometimes and usually occcurs when RagePluginHook/GTA has many fibers running parallel to each other (e.g heavy load running multiple threads on your CPU). There is no fix for this at the moment because the phone interface is not prioritized in these instances. You can try to reduce the amount of modifications you are running simultaneously or reload LSPDFR when it happens. I will look into adding a console command for reloading the phone interface only. It should be included to the next release. I'm sorry for any inconvenience this may have caused. 🙂
- 201 comments
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- rph
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Lore Callouts
The arrest warrant system is getting some major attention for the next release. I do like your suggestion, it could add a whole new layer of immersion. I will see what I can come up with based on that. The current drug deal callout is pretty basic and could definitely do with some attention. Thank you for all your suggestions 🙂 You can control the cooldown on the Informant by increasing WorldEvents.MinTimeBetween. For 1.1.4 it was raised from 35 seconds to 45, but you could set it to say 90 if you want. 🙂
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- rph
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Lore Callouts
Thank you for pointing this out! I found the issue and it should work a lot better in the next build. In the mean time, when you get the text message to show up in the inbox, click on it to get directions on your HUD. If you have a pressure sensitive keyboard with "gaming switches", try a light long click and see if you get better results. Anyway, this is not an issue in 1.1.5 which should be a couple of days out. Sorry for the inconvenience. Glad you are enjoying it despite this. 🙂
- 201 comments
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- rph
- lspdfr callout
- legacy
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