Everything posted by Echooo
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[Suggestion] An API to control AI backup lethal force when not in a pursuit
I'm looking to just control the shooting portion currently, because one of the biggest pains about backup AI units is that when they start shooting, they don't stop until the suspect is dead, even if the suspect is laying on the ground and is injured. With an API to control their lethal force outside pursuits, combined with the current one for inside pursuits, a mod can be created where the player can tell their backup units to kinda "cease fire" which will make them stop shooting, but still aim at the suspect, giving the player a chance to take the injured suspect into custody. Adding this API would also allow callout devs to have more control over what happens during the callout without having to worry about backup units messing things up (for example, in calls where the suspect has a melee weapon, a callout dev can set up the call so AI units dont shoot unless the suspect gets too close). Would add more realism imo.
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[Suggestion] An API to control AI backup lethal force when not in a pursuit
Hi, would it be possible to create some sort of API that would allow me to control/change the police AI backups lethal force settings when not in a pursuit? for example, If I have AI backup with me and we get into a shootout, I want to be able to tell them via an API to stop shooting/stop using lethal force until told otherwise through the API. Maybe make it similar to the pursuit lethal force API where I can set lethal force to be forced on, forced off, or automatic.
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Radio Realism FR
Is it possible to make dispatch say "Lethal force authorized" or "Lethal force not authorized" when you change the lethal force settings in the pursuit menu? so if you make lethal force "forcedon" then dispatch says lethal force authorized and if you change the setting to "forcedoff" dispatch says lethal force not authorized? would be a cool feature.
- 402 comments
- 24 reviews
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A suggestion for the pursuit AI in LSPDFR
It would be really cool to see a new feature for pursuits where you can tell your pursuit backup to hold position instead of moving up instantly to make an arrest. I was thinking maybe it can be a little switch in the pursuit menu (like the one for lethal force) where you can have it set to "Automatic" or "Hold". If its set to automatic the pursuit AI moves in to arrest the suspect like it always does, but if its set to hold then your units will move up, but once they get within a certain range of the suspect (maybe have the range configurable in the lspdfr configuration settings), they hold their position with guns drawn on the suspect instead of immediately moving up to arrest the suspect like they would normally do. This system will be only applied to backup units that are on foot to avoid issues with units pulling up to the scene in their vehicles, or helicopters circling the suspect. The system could also only be applied if the suspect is not moving and/or surrendering. The point of this system is to give a more realistic approach to arrests (depending on the situation) because in some situations in real life, if the suspect in a car chase, gets spiked, and he stops his car but stays in the car, the police will treat it as more of a felony stop and they will give commands to the suspect, instead of moving up immediately and arresting the suspect.
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A suggestion for the spawning/backup system of LSPDFR
Would it be possible to add in a system where you can call in backup units like you normally would with the backup menu, but also be able to specify the direction for them to come from? Heres an example of what I mean: You were just involved in a shootout during a traffic stop, and you and your partners guns are facing north. When you go into the menu to request backup, you can have a little setting you can switch, similar to how you can change between "Code 2" and "Code 3" and it will contain "North" "South" "East" "West" and "Any" (it can be set to any by default). Since you're guns are facing north, to avoid crossfire, you can specify in the menu for units to come from south, which results in the backup units spawning at spawnpoints to the south of you. This could add a lot more immersion and realism to the mod. Assuming the system works and is added, it would be nice to have APIs for them as well.
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Heli Assistance - Observer Mode, Customizable Searchlight, More Features
Is it possible you could maybe add more customization for the spotlight? Like for example the size of the spotlight on the ground, as well as edit the intensity of volumetric lighting. It would also be nice to be able to edit the exact color of the spotlight, like how in the spotlight plugin (the one for cars) you can completely customize the color of the spotlight by editing the R G and B numbers/values.
- 368 comments
- 33 reviews
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Debugg Tackle
Getting an odd crash, I have peds nearby me but the moment I try and use the tackle the plugin crashes. I am using advanced mode btw RagePluginHook.log
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Radio Realism FR
For the new ARS system, could you maybe add a timer where if you're on the same street for long enough (like if the pursuit is on the highway) it will eventually repeat the same street. I love the new system but its a bit weird if the pursuit stays on the highway and you get like 1 callout for almost the entire pursuit. Maybe have the timer be optional and customizable in the ini file too.
- 402 comments
- 24 reviews
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Improved Pursuit AI
Add the flags "BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase" to "cop" and "swat" in the combatbehavior.meta
- 61 comments
- 8 reviews
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Radio Realism FR
Maybe you could add an option in the .ini where instead of your character calling in that a suspect is down or that you lost visual on the suspect, you could have another unit call it in (if there is another unit in the pursuit). So instead of your character saying "we lost visual" or "suspect down" you can hear an AI unit call it out on the radio. Would add some more immersion (assuming there's audio files for this)
- 402 comments
- 24 reviews
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Realistic Taser
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[ELS] [Add-on] Blaine County Sheriffs Office Pack [4k]
The charger has a bug, the vehicle has no engine/vehicle audio at all. I went ahead and checked and it looks like its because you have no vehicle audio listed under the chargers audioNameHash in the vehicles meta. Another issue I noticed is when spawning the vehicles they sometimes spawn all white, without a livery. But besides those two issues its a solid pack 👍 I also love the vehicle textures
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Improved Pursuit AI
In the next update I will also include a more detailed description on what files to install for AI Traffic Fluidity and Discipline and what files to NOT install. After looking at the files for that mod, I am pretty sure it is a specific file in that mod that causes the "AI driving slow" issue some people have reported.
- 61 comments
- 8 reviews
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Radio Realism FR
Not sure if this is possible, but is there a way you could maybe integrate this mod with grammar police? so that the callouts for a pursuit don't start until you tell dispatch you're in a pursuit. Its a bit weird when you get into a pursuit and dispatch starts giving callouts instantly before you even tell dispatch that you're in a pursuit. Also if possible, could you put all the extra audio that this plugin has into its own folder? It's a bit hard to organize my audio folder when I can't tell which audio files are from LSPDFR and which ones are from this mod.
- 402 comments
- 24 reviews
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Improved Pursuit AI
Yep, this mod (at least... the first version) revolves around the pursuit menu. Future updates will expand beyond that.
- 61 comments
- 8 reviews
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Improved Pursuit AI
I have been looking into combattasks.ymt for a few days, future updates will likely involve that file. You need to disable tactics in the pursuit menu for them to stop pitting the suspect.
- 61 comments
- 8 reviews
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AI TrafficSpeed
I mean like, edit the speeds of AI on the map to match the speed limits that this mod shows, so that the AI drives faster, but not faster than the speed limits this mod has. Not create a speed limit on your screen. Sorry I should have been more clear on what I meant.
- 31 comments
- 3 reviews
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Improved Pursuit AI
I have no idea what could be the cause of this then, the mod makes no edits to any AI besides AI flagged as "cop" or "swat." If possible try removing my mod using the backup I included and let me know if that fixes it, if it doesn't then the issue is not caused by my mod.
- 61 comments
- 8 reviews
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Improved Pursuit AI
Yeah thought so, its not required for this mod to work, but recommended. You can still use this mod without it if you'd like, but the results may very. When the next update comes out ill update the description to mention that issue with traffic fluidity and discipline. Thanks! Currently working on an update for this mod with more features and improvements 👀
- 61 comments
- 8 reviews
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Improved Pursuit AI
Not sure what would cause this, the changes I have made has no affect on that. AI Traffic Fluidity and Discipline might be the cause of this, however I haven't had this issue with that mod installed either. I'd have to make a plugin to be able to do that most likely, which I do not plan to do. The goal is to improve AI without causing any loss of fps. Maybe in the future though Working on that!
- 61 comments
- 8 reviews
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AI TrafficSpeed
I have a suggestion. This mod shows speed limits of all the roads on the map, maybe in future updates you can make use these speed limits for reference? if you are not doing that already. Would be nice to see a majority of AI driving near the speed limit (without going over it) like people do in real life, especially in the county. AI follow these speed limits pretty well, so id say its pretty close to what the actual speed limit is in the game, although I could be wrong.
- 31 comments
- 3 reviews
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Improved Pursuit AI
- 74,917 downloads
- Version 1.2.0
This mod improves the behavior AI backup in pursuits. Tired of seeing AI constantly and randomly go for pits on suspects? Tired of seeing AI drive out in front of a suspect for no reason and cause a major accident? Well I was, the default LSPDFR pursuit menu (keybind is N by default) seemed to be very inconsistent with its ability to stop backup units from utilizing tactics such as pits on AI, so I decided to fix that. With this mod installed, you now have complete control over when backup units go in for a pit on the suspect vehicle (by utilizing the pursuit menu and enabling/disabling tactics, which actually works properly now!). AI is also a bit more tame, when tactics are disabled, AI will just follow the suspect in a proper line. backup AI units will even slow down for you if you attempt to take primary, and they do not fight you for primary position in a pursuit. This mod does not change suspect AI, or any AI that is not labeled as police. What this mod does: AI units no longer drive out in front of suspects when joining pursuits to try and "block" the suspect (weirdly enough this was an intentional feature) AI units are more tame and will follow the suspect in a line (especially when tactics are disabled) AI units no longer crash into each other constantly during pursuits to fight for a position AI units do their best to stay behind the suspect vehicle, they do not try and drive out in front of the suspect to block them The default LSPDFR pursuit menu works properly now, if tactics are disabled, AI units do not try and pit the suspects, they will only move in for pits when tactics are enabled. AI units slow down for you if you try and pass them to take primary, and if you want the AI to take primary you pull over and let them pass (you need to make a complete stop on your car or else it may look a bit buggy) NOTE: Tactics in the pursuit menu are usually enabled by default when the pursuit starts, so make sure to disable it if you do not want AI to go for pits. KNOWN ISSUES: Sometimes, even though you disable tactics in the pursuit menu, the AI will still try and pit the suspect, this can be fixed by simply cycling the tactics between enabled and disabled. To get the best result from this mod, I recommend you install AI Traffic Fluidity and Discipline (link to the mod below). if you do not install it, you may not get the same results that I did. But it is not required, this mod will work just fine without it. Wanna see WIPs of future mods and plugins? Join the discord!: https://discord.gg/xerjdGeTA7- 61 comments
- 8 reviews
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Del Perro Police Department Liveries
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Improved Ai Accuracy
- 52,033 downloads
- Version 1.0.0
This mod changes the accuracy of all Ai peds in the game and makes their accuracy more realistic. They no longer hit every single shot at almost every range. Since this is a .meta file change and not a plugin, this has ZERO impact on the games performance. Based on my testing, this SHOULD also affect LSPDFR backup Ai too, however I am still not 100% sure as it's hard to tell sometimes. How this mod will change Ai's accuracy (compared to the default GTA values): Ai across the board will be 25% less accurate when shooting Ai will be less accurate when shooting at someone who is driving in a car (Prepare to get your tires popped more often in armed suspect pursuits since they are less likely to hit you) LSPDFR/Police Ai accuracy was also lowered to make them more likely to miss shots, however they still have better aim than suspects and other types of Ai. There also seems to be an "accuracy boost" system in the game, which I have messed with, so the farther you are from a ped, the less likely they are to hit you. Feel free to leave feedback/opinions about the changes, based on the feedback, I may update this in the future to further change Ai's accuracy. Just don't be that guy that takes only one shots fired call, get hit multiple times up because you're really close to the suspect, and then say their aim is still too strong, ty.- 25 comments
- 5 reviews
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[EUP] LSPD Mega Pack for EUP 9.4 and 9.5
I have one small suggestion, for the swat style shirt (shown in the screenshots with the AR) could we get some text on the front and back of the shirt? kind of like what you have with the very last screenshot, it would be a nice touch
- 142 comments
- 9 reviews