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BB.

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Everything posted by BB.

  1. Hello, yes, it should be compatible. It worked well for both me and my testers. Could you tell me if the problem only occurs with the Trespasser callout, or if it happens with every callout in my pack?
  2. Thank you for your suggestion! I've added it to the coming soon list. As soon as we've released the current work in progress, we'll start working on that one.
  3. Hello! I just uploaded a new version with a fix for the OIV installer. Please let me know if you're still having any issues with it. Also, thank you for the compliment! I really appreciate it.
  4. Did you change anything in the INI file? Also, are you talking to the correct officer, the bigger/fat one? He should be the one you interact with.
  5. Oi, obrigado pela sua mensagem. Atualmente estamos trabalhando em traduções para outros idiomas. Isso ainda vai levar um pouco de tempo, porque somos apenas duas pessoas trabalhando no pack. As traduções planejadas por enquanto são: alemão, espanhol, francês, italiano e português. Os pacotes de idioma provavelmente serão lançados aos poucos, não todos de uma vez. Ainda precisamos de um pouco mais de tempo, principalmente porque também estamos trabalhando em novos callouts ao mesmo tempo. Obrigado pela compreensão.
  6. Its done now, tell me if you notice any bugs or if it works for you
  7. Yes, that’s the issue. Maybe I’ll figure out a way to work around it, for example by triggering the scenario after a few seconds or handling it differently through the NPCI dialogue. However, that would take significantly more time, and for now I want to focus on fixing the actual core issue first. I’ll take a closer look at it and see if there’s a proper way to implement it through NPCI dialogues only. For now, I’ll release the fix so the NPCs correctly know what their role is, what they are doing, and what the callout is about.
  8. Hey, thanks a lot for the report. You were right: the NPCAI hookup had a couple of bugs on my end, so the context like role, scenario, and mood wasn’t actually reaching the NPCs, even though it looked like it should. Sorry about that, that’s on me. I think I broke it again after testing and changing parts of the code. The fix should be done now. I’m currently testing it, and it will be included in the next update. I really appreciate you taking the time to flag it! If the issue still happens after the update, please let me know. You will still need to talk to the NPCs normally first, since not everyone uses the NPCAI integration. However, after the regular dialogue, the NPCs should still understand what the callout is about and react with the correct context.
  9. Does the blue marker guy not say anything at all? Because if you interact with him by pressing Y, he should normally give you clear instructions on what happened and what to do next. If he does not say anything, please send me your log file.
  10. I think he is referring to the plugin map editor. Thanks for the tip, I’ll check that out. I’ll also make sure they don’t spawn in sight of the player.
    ’ve been playing this pack for a while and I’m looking forward to more updates.
  11. Thank you, will check that out.
  12. I think there are some street names missing?
  13. Thanks for the suggestions, I’ll take a look. Some of these could fit really well!
  14. Hi everyone, I'm currently developing an LSPDFR callout pack. At the moment I'm mostly using manually placed spawn positions, but I'd like to add more random encounters. I was thinking about using World.GetNextPositionOnStreet(), but I do not want the ped to spawn directly on the road. Ideally, the ped should spawn naturally at the side of the road, for example on sidewalks, road shoulders, parking lots, or similar nearby areas. What is the best way to find a valid position like this without the ped spawning in the middle of the road, inside objects, or in bad locations?. Thanks!
  15. Das pack sieht sehr interessant aus, ich werde es mir auf jedenfall mal ansehen und testen! Danke

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