Everything posted by GTAbear
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When I run lspdfr it asks me to unblock a few certain files
Naee that is only a fraction of the log 🙂 You need to attach the whole log, and wait for a log specialist to chime in. (I can only spot a subset of non-functional (outdated) plugins, and understand my own build-exceptions when i write plugins, so i will propl not be able to spot the issue in your log)
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When I run lspdfr it asks me to unblock a few certain files
That is normal, and the correct thing to do is to say 'Yes', but you may need administrator-rights to be able to unblock files But you have done that(?) and it did not help. That mean that something else is wrong. Are you only using LSPDFR or do you also use other plugins? Is here any exception listed in your log?
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I can only hear the callouts and the ping sounds of navigating the menu
That callout is not supported atm Try and remove that from your installation. You should restart completely after.
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[suggestion] remove shading of console
Yes! isdevellopModeEnabled = true opened the external window! Thanks a lot!
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Binding keys
That is unfortunately correct. That feature is broken. Instead of getting the suspect in your car you should use M-menu and choose the option suspect-transport with local-unit. A car will pull up next to you and the arrested and KNEELING !! suspect will be transported by the AI-cops.
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[suggestion] remove shading of console
I have chosen Dev-mode, but i do not see any extra window(s) I have asked on discord about how to enable tools with some key, and was told that there was no key for any tools(?)
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I can't use the arrows in the menu
what?? If you do not have a normal pc-keyboard, then you are cooked! You need to use NUMLOCK and then '-' for arrow-up and '+' for arrow-down, in all LSPDFR menus. My guess is that it was made that way to avoid clashing with R*-menus
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Can't arrest, put peds in patrol car. Only detain or set down.
Yes that is true and i had the same issue as you. But in fact it works fine. You need to do like described here: https://www.lcpdfr.com/forums/topic/125207-binding-keys/
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[suggestion] remove shading of console
Having some eyesight issues it is very hard to read the text in the top of console. The text in the 2 first top-lines are dark-shaded and not readable. I am fully aware that i can open the log in GTAV, but why make this shading on a tool?
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Game crashes when using LSPDFR
Any error-messages?
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Restarting PC every time to load game
Obvious your pc or rather a setting on your pc, yours, because noone else have complained about this, so the way ahead is: * What is your OS version? * Are you fully updated? * Do you play on your admin-acount * What error-message do you get when you start your game and RE-crash? * From where does your GTAV came? EPiC / STEAM / Retail .. * Do you shut down daily or sleep your pc?
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<Solved> audioflag is ignored
Ohh- That explains it I dislike the default Apprehend wanted suspect-callout. It is predictable, and the gameplay is low. So in my utility-plugin, i added a highly randomized 'replacement' that i then would start when dispatch made that Apprehend wanted suspect -Expressed shorter: I attempted to make something that is unsuitable for a plugin. The way to do this would be to make a proper call-out, and not what i have done. In that process i also managed to misunderstand the functionality of SetAudioFlag Thank you for that information! It looks like dispatching cant be disabled, in a utility plugin.
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<Solved> audioflag is ignored
I have implemented an alternative to the default "apprehend wanted suspect" callout, in native lspd. The implementation is in a plugin, not a callout, it is a substitude-callout! I need to emulate the default feature of not getting new callouts during the substitude-callout-action, and i have found information about blocking dispatch with: NativeFunction.Natives.SetAudioFlag<bool>("PoliceScannerDisabled", true); But that is ignored. Dispatch continue to make callouts and the mini-map toggles up/down accordingly. especially the map-toggling from detailed to oversight is very disturbing for the substitude-callout Am i using SetAudioFlag wrong, or is there a better way to stop dispatch to make new callout untill it again is wanted? ----Solution:--------------------------------- Today i was reading up on a subject and incidently this came up: Functions.SetPlayerAvailableForCalls(boolean); That function works exactly like i need it to. As long as the flag is false there are no callouts from dispatch
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What do I need to know about how to play?
No i was talking about not having your lspdfr folder 'ruined' -at least temporary -by auto-update, but nvm : p
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What do I need to know about how to play?
This That Raven1 said is important and the way you do this best is to have TWO full GTAV-folders You then rename the one with lspdfr when you play on-line, and rename the vanilla-one when you play lspdfr, because obviously you cant have to sub-folders named GTAV in the same folder.. doh.. Lastly you set AUTO-Update to OFF, in your game-launcher. That way you never have your lspdfr version blocked by a R* update
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Lspdfr infinite loading black screen
[3/27/2023 12:16:39 AM.059] LSPD First Response: [INFO] LSPDFR has shut down Did you or RAGE shut lspdfr down? The log shows that you never enter state duty Have you clicked on the black RAGE-screen? If not do that, you should then see the Map-view, and it is normal that it is frozen When the cursor toggles steadily, press escape, and wait for the plugin to load fully, then go to a police-station and build your character
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Flashlight attachment
The solution would be to attach the flashlight to a bone of the model. That is something i have not looked at, but there are many bone-options for models.
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does anyone now how to fix this
It is one erroneous edge in the mesh of that model, could be that it is flipped. Reload the game, and see if that help. If you have installed a 3. parties character-pack, then uninstall it
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some enemies appear out of nowhere
It is normal and also a feature, that spontane chases appear now and then. If the 'nowhere enemies' originate from a 1/3 sized red blip, then it is that feature. Its called Ambient-events, you can disable them in your lspdfr.ini, but i would not recommend to do that, they are gameplay. Another type of nowhere enemies can appear, if you have started lspdfr while you are inside a chapter of story-mode. active enemies from that story-chapter, will be persistent, and also appear in lspdfr. The solution is to either abort the chapter or finish it in story-mode, before you start lspdfr
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Flashlight attachment
You can attach the light to a weapon. _SET_FLASH_LIGHT_ENABLED void SetFlashLightEnabled(int /* Ped */ ped, bool toggle); I have not used the Native so the result and quality i dont know
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Sounds from a specific Ped in 3D-sound-scape
Thanks! I tried that with NativeFunction.Natives.PlayPedAmbientSpeechNative(pw, "GENERIC_HI", "SPEECH_PARAMS_SHOUTED_CRITICAL"); but it made no sound The file "GENERIC_HI" may be a bad choice, but it was the only one mentioned i Natives ; p Can filenames for other speech-files be found?
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Sounds from a specific Ped in 3D-sound-scape
/* i have a Ped that i have defined like: Vector3 randPos = pedCollection[sRange].Position; Ped vitnes = new Ped("a_f_m_soucentmc_01", randPos, 180); vitnes.RelationshipGroup = "LAW"; After this Ped has spawn i would like it to continuously scream, cry very loudly or at least make some loud 3D-sound or noise. There are a lot of Peds making loud noises, but can we control and make a Ped so it makes loud noises of a kind? I want Player to use his ears to find the Ped in question, and interact with the Ped, but i am unable to have the Ped making this loud 3D-sound Edit-------------------------- It suddenly downed upon me that i could have the ped using a car-horn! That would actually 'work', but screaming crying would be better, so i am still interested in using a sound like that
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Slower (more realistic) pursuits
That is however difficult. PIT depends on real auto-mechanic, a sudden backward-motion will harm a forward moving mechanical engine, the gearbox or other mechanical parts will be damaged, further is the cars in GTA much more than irl direction stable -witch is a shame 😕 But GTA has never claimed to have realistic car-physics like f.i Forza or similar car-driving simulation-games. GTA car-physics is first and foremost made to be fun, not absurd unrealistic, but not simulation. PIT would need physics that are more realistic than fun. Perhaps it would be possible to implement some form of simulated behaviour where the crimecar would be forced into a spin if touched, but damn difficult to get that looking good :p, and just to ive you an idea of the challange in the code: Making code that would make an object rotate 180 dg over f.i 1000 gameticks would be possible but that would take place every time the object was in a collision. It would be possible to add random rotation (change event over gameticks) speed and even random possibility for the event to take place, but alas these is no way in RAGE to measure the force of an impact, so a soft touch results in same effect as a hard bump. In my plugin i have experimented with speed as modulator for the damage-effect of collisions, that works 'so-so' -At least i can punish the player for rotten driving, and reduce the cars life-points. I made that because i really hated the ability to have a humongous collision and just drive away as if nothing happened. Enough of that 😛 Your post gave me some input and ideas. I will experiment a bit and post something here..
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The character creation menu does not open in the police station
What is the MOD? Have you tried to make a character with LSPD alone? does that work? does the LSPD-character also work in the MOD?
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Cuffing dead bodies
Do you code? Peds in the state where they cant be revived can not be reached with Ped-methods. None works Witch lead the the conclusion. They are not Ped-instances Ergo, they were not dead. My remark was for cuffing dead bodies, as understood in state dead for a Ped, a state where the Health-variable < 20. Health > 20 seams to be enough for the ambulance crews to revive the downed Ped, but there is also at least some variation added to the success-rate for reviving. That could be for head-shots, but there are no methods in the program to access that. The scenario is instead cuffing downed bodies That is of cause different.