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Teekay

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  1. Like
    As someone who’s getting back into LSPDFR, this is very helpful and hope to see it updated throughout the months! 
  2. Love
    Teekay reacted to Brexin212 in [WIP] Agency Dispatch Framework   
    Let me go ahead and give you a solid update about where the project is at as of today.. Right now, most of the code that has been completed has focused around dispatching, conversations with peds and AI unit logic. With that said, beta is still a ways off. So lets go over some stuff as to be completely transparent about this project right now:
    I have 2 of the 104 planned callout scenarios coded, but they are not complete. There are 80 locations added into the mod throughout the map, all but 1 being "RoadShoulder" locations (for traffic stops). To be honest, the process of adding locations is very dull, so I am saving this for last. There is a full conversation handler implemented and working, with a threaded Sub Title queue to prevent overlapping to text. The conversation handler also supports condition statements, so dialog can be selected based on the current time, previous or current weather, the mood of the ped currently, or really any number of other variables that each callout can set. Conversation handler also supports animations, so that animations can be played on a line by line basis, bringing Peds to life on the screen while the player is interacting with them. All conversation text is stored in XML files, so there is no programming knowledge required to change, add or remove conversation lines. The built in CAD shows the current call list, and allows the player to dispatch themselves to any call on that list, but that is about it at this time The call generator is complete when it comes to crimes, but does not yet supports other calls just yet (like fires or ambulance needed). The call generator does currently take the current time and weather into consideration correctly when generating calls. The GameWorld class is pretty much complete, and provides an API to spawn random Peds (based on AgeGroup and Gender), Vehicles and Checkpoints. Watches the time and weather, and provides event firing based on changes (basically, this mod and all other mods that use the API will be fully aware of the time and weather in game at all times). A working dispatch script (we'll talk more about this below) Persistent officers in game are no longer supported. Instead I am going for a hybrid method, where the AI is simulated in memory UNTIL they are needed in game to present to the player on screen. This was causing some serious performance issues, and made it impossible to do what I am about to talk about next:  
    Lets Talk Dispatching
     
    When I first started this project, I had one class (a single instance) of a dispatch script handling all of the calls. This class was close to 1400 lines of code, and worked pretty well. Unfortunately, this limited the mod to only having 1 active agency at a time. Two days ago I decided that it would make way more sense to have a Dispatcher class handle just one Agency, and have each and every active agency* in the game have its own dispatcher. The reason being, I want this mod to be as realistic as possible by allowing backing agencies to respond to agencies that are poorly staffed, or have too many crimes going on at that moment of time. I also want to support EMS, Fire, Park Ranger, and Special Agent type callouts also (Yes, you will be able to play as a fire fighter or ambulance with this mod :D). So how did this change dispatching logic?
     
    When the player selects a City police agency (Sandy shores for example): Sandy shores location and crime data are loaded into memory, and Sandy Shores Police Department is given primary jurisdiction of just that zone Sandy shores is located in Blaine county, so each zone that Blaine county has primary jurisdiction also gets loaded into memory, and the Blaine County agency script gets activated, creating AI units to patrol the county and handle calls in the county. Blaine county gets marked as a secondary agency for Sandy Shores, so if Sandy needs help with their call Queue, Blaine County Sheriff can help. San Andreas Highway Patrol has statewide jurisdiction, so what about them you ask? Well, their agency also gets loaded, but only location data that is marked as "HIGHWAY" gets loaded and marked as a primary agency. SAHP at this time gets marked as a secondary agency for each zone that Blaine is the primary for, and a third agency for Sandy Shores, so that if Sandy shores explodes with calls, SAHP will step in and help also. At this point, the Player now has 2 backing agencies to help them with calls and such. When the player selects a County Sheriff agency (Blaine for example): Blaine county's locations and crime data are loaded into memory, and Blaine county is given primary jurisdiction of all those zones San Andreas Highway Patrol has statewide jurisdiction, so they also get activated. Location data that is marked as "HIGHWAY" gets loaded for them, and they are marked as the primary agency for highways only. When the player selects San Andreas Highway Patrol, things get interesting... Both Blaine county and Los Santos county departments are loaded into memory San Andreas gets marked as the backing agency in both counties, and can take any callout they want from either county.  
    "Speak English please!" you say? Basically, instead of just YOUR department being played and simulated, now multiple other police agencies are also active and simulated at the SAME TIME as yours. When you call for backup, what happens if your department is loaded with calls and has no one available? Before, you were out of luck and had to handle the call on your own... Or even better, backup units would arrive (lets say from UltimateBackup), but these units were not assigned to any agency, so how does little ol’ sandy shores now have way more units than configured for? That doesn’t make sense...right? Now what will happen instead, is the next higher up agency (county or state) will come and help you out, because their departments are also taking calls and are being simulated in game. Using this idea, I can now apply this to other departments also, such as calls for EMS. Maybe a lot of people got injured today, and all the ambulances are busy? Now you will have to wait a little while before you can close the scene until the ambulance arrives. Even cooler than that, is maybe (as you are a city or county agency), shots are fired on a Highway Patrol officer... If you are close by, you will get dispatched to help that officer, even though you don’t have jurisdiction directly in the area.
     
    The whole idea that I am aiming for in this mod, is to give a realistic feel to being a real officer, working for a real department. Currently, LSPDFR makes you feel like you are all alone or a "one man show".. There is only ever 1 callout active at any given time, and its always the player who gets it. My mod changes all of that... You are now a part of something much larger. There are other officers taking calls, and not just that, but you can SEE that happen in the CAD... You can attach yourself to any call that the AI took and meet them at the scene, and watch them do the callout! Things will happen on AI callouts, and they may request backup, which you may have to respond to 🙂
     
    So Whats Next?
     
    Currently I plan to finish the new dispatching logic (about 90% done already), then work on callout scenarios. I also plan to add the rest of the 450 road shoulder locations that Albo1125 already provided coordinates for, then work on adding Stores and Residences to all the location files. I plan to finish Sandy Shores first, and release a Beta where only Sandy Shores is playable. This may be anywhere from 3-6 months away from release.
     
    Anyways, phew my fingers are tired from all that typing. Catch you guys later!
     
  3. Like
    Teekay got a reaction from WAAFFS in Disabling Radio in Police Car   
    I see that there is a menu to change station or  turn off radio in police car, but is there a way to save that setting?  Seems strange to me to have music playing while on patrol and listening to police radio.
  4. Like
    Teekay reacted to JBuzz826 in [WIP] Agency Dispatch Framework   
    We have ran into some real world commitments outside of this project. I am planning to start re visiting this in the near future. 
  5. Like
    Teekay reacted to celticcross989 in [WIP] Agency Dispatch Framework   
    any updates?
  6. Like
    Teekay got a reaction from brenden.iannetta in _mods FIXED THE INFINITE LOAD SCREEN   
    I just tried loading all plugins on startup with the mods folder back to normal, and it worked!  Thank you so much for your help.
  7. Like
  8. Like
    loving the plugin, looking forward to the updates and hopefully an update release this weekend. Thanks for all your hard work! 
  9. Like
    @OfficerAlfa1561I plan to put different permits for different regions 🙂 The Blaine County one is already in there 😛 You can basically put any texture in there yourself. You have to keept in mind though that the text generated by the game will stay in its original place. If I have a lot of time at hand I will make the text movable ingame so one can fully customize it.
  10. Love
    Hello people!
     
    This is a thread to discuss about, request functions & support and show WIP development for my plugin BasicParkingEnforcement!
    Feel free to put anything you have in your mind in the comments!
     
    What is going into the next release?
    - Texture based tickets/parking meters/permits (more on that below)
    - Way to select if you want the textures or ticket etc. display we have now in the ini
    - Being able to set streets as parking meter streets (texture included)
    - Adding parking permits in addition to pay&display tickets (randomly ;))
    - Ability to set probabilities for expired/no ticket/attack/etc. in the ini
    - ...
     
    So to start this off, what do you think of having textures like these instead of the display over the map?:
     


     
    !!I will remove the "Expires time" on the permit and just leave the date, just wanted to put this out here!
     
    I will update this thread whenever there is something new to show 🙂
     
    Link to the plugin:
     
     
    Have a great day! 🙂
     
    --Thruzzd--
     
     
  11. Like
    Teekay reacted to JBuzz826 in [WIP] Agency Dispatch Framework   
    Not yet. We apologize this project got put on a brief hold as we both got busy with things outside. We will update this soon. 
  12. Like
    Teekay reacted to chadc78 in [WIP] Agency Dispatch Framework   
    Thanks for the update, been following since you started cant wait to see this in action. I'm anticipating it being a game changer
  13. Like
    Teekay got a reaction from chadc78 in [WIP] Agency Dispatch Framework   
    Thanks for the update! It's great to hear from you about this mod.  It sounds like you guys have put in too much work to not see it come to life.  Best of luck moving forward and looking forward to any updates you want to share!
  14. Like
    Teekay reacted to Brexin212 in [WIP] Agency Dispatch Framework   
    Not much new to report. Buzz and I took a 4 month break (Aug-Dec) due to school, work, holiday and family commitments. Recently I've been separating the locations system in the mod into its own RagePluginHook mod (LSFV ie: "Location Services Framework 5"), independent from ADF. This will allow other content creators to use the locations system without needing to have ADF installed. 
     
    As far as progress goes on LSFV, its nearly complete. Once LSFV is complete, I will continue to work on ADF.
  15. Like
    Teekay reacted to chadc78 in [WIP] Agency Dispatch Framework   
    Any progress updates?
  16. Like
    Teekay got a reaction from Sylas in Mdt/mdc [Released]   
    Hey Flashback,  I hope you're doing well man.  I just wanted to see how this project is coming along.  Cheers!  
  17. Love
    Teekay got a reaction from LSPDhotstuff in [WIP] Agency Dispatch Framework   
    Hey Guys! Just wanted to check in and see how this project is coming along.  I checked out the discord recently but saw that nothing had been posted yet.  Any updates you could share?  Also, @JBuzz826 glad to see you joined up with @Brexin212.  I've said it before, but I'll say it again, this project sounds epic for the community.  Thanks for all the hard work on it so far.
  18. Like
    Teekay reacted to JBuzz826 in [WIP] Agency Dispatch Framework   
    We are working on things. I apologize for the lack of information on the discord. I got sick this last weekend with Covid. 😞 I’m on the mend. I know Brexin has been working on many new improvements in my absence. 
     
    I’m hoping to get more energy since I’m on the mend. We will see about getting some updates on discord. 😉 
  19. Like
    Teekay got a reaction from JBuzz826 in [WIP] Agency Dispatch Framework   
    Hey Guys! Just wanted to check in and see how this project is coming along.  I checked out the discord recently but saw that nothing had been posted yet.  Any updates you could share?  Also, @JBuzz826 glad to see you joined up with @Brexin212.  I've said it before, but I'll say it again, this project sounds epic for the community.  Thanks for all the hard work on it so far.
  20. Like
    Teekay got a reaction from LSPDhotstuff in [WIP] Agency Dispatch Framework   
    This all sounds fantastic!! I look forward to more teasers as more of this mod is completed.  Great job!
  21. Love
    Teekay reacted to JBuzz826 in [WIP] Agency Dispatch Framework   
    Hello all, 
     
    On behalf of @Brexin212 and myself we are pleased to announce we now have a development discord to which you can join and see even more progress on AgencyDispatchFramework or ADF for short. Our Blue Light Software discord will eventually house information for every modification we develop for lspdfr. 
     
    I am excited to be a part of the development team working on ADF. I am excited to be working alongside Brexin on this project. 🙂  and more importantly I can’t wait to see this inplementned in more lspdfr patrols as well as other callout packs from developers. 
    This project will be a huge change as it will implement even more features for lspdfr patrols. 
     
    I am enclosing the invite link to our discord here for you all to join and see the progress of ADF. On behalf of Brexin and myself, Please feel free to join the server and we look forward to seeing y’all there. 🙂 
     
    https://discord.gg/f8C2c2MTXr
     
    Best Regards,
     
    JBuzz826

  22. Love
    Teekay got a reaction from Brexin212 in [WIP] Agency Dispatch Framework   
    This all sounds fantastic!! I look forward to more teasers as more of this mod is completed.  Great job!
  23. Like
    Teekay got a reaction from JBuzz826 in [WIP] Agency Dispatch Framework   
    This all sounds fantastic!! I look forward to more teasers as more of this mod is completed.  Great job!
  24. Love
    Teekay reacted to Brexin212 in [WIP] Agency Dispatch Framework   
    Description:
     
    Today, We at Blue Light Software are showcasing a mod that we have been working on over a year now. We wanted to enhance the realism and immersion in our games by creating a mod that takes LSPDFR to the next level. Real police officers these days are able to dispatch themselves to routine calls and have a lot of liberty on how productive they chose to be each day, with the exception of emergencies of course! With the Agency Dispatch Framework mod installed, you will also have the liberty to choose how productive you want to be while on your shift. With new the built in virtual AI simulation system, each agency will have its own roster of AI units that will handle calls just like you. No longer are you a “One man show” in your department. As a player, you will have an array of AI units to assist you in handling your calls, as well as running calls of their own in the background to lighten the workload. If you call for back up, an AI officer unit will come to assist you if they are not too busy doing something more important. If your department is bogged down on calls and does not have the resources to provide backup where needed, then a county sheriff or state patrolman will come to the rescue and assist with your department's calls.
     
    Another important feature of Agency Dispatch Framework is enforcing jurisdiction limits of each agency. Something that bugs us about the vanilla callout system, is that callout locations do not consider jurisdiction limits of the department you are "working for" in game. We understand that when outside of your jurisdiction, officers are still considered “peace officers” and can enforce the law, but these are edge cases at best. In this mod, every callout spawned from the new dispatch system will be within your departments jurisdiction (as defined in the "LSPDFR/data/regions.xml" and "LSPDFR/data/backup.xml"). Same applies for callout types (Highway patrol is more likely to be dispatched to a traffic accident than a domestic violence or homicide case for example). Local agencies will have primary jurisdictions within their zones, which a backing county agency only jumping in to assist if necessary.
     
    I will continuously update this post as progress continues. Please let me know if you have any feedback, suggestions or requests!
     
    Features:
    New Dispatch script that runs along side of LSPDFR's callout manager: Complete/On Going Simulates a real call center with multiple calls coming in every hour (depending on crime levels): Complete Calls will be dispatched to locations within the departments jurisdiction always, just like in real life: Complete Support for EMS and Fire dispatching: WIP Virtual AI Simulation Mode:  WIP Virtual AI police units will be spawned when going on duty to fill the departments roster, and help fight crime with the player: Complete The number of virtual AI police units created scales based on number of zones in the agencies jurisdiction, the staff level defined in the Agency.xml file, and the overall crime level in those zones: Complete AI officer units will have persistent models and variations once they are created. Being assisted by the same officer unit multiple times in a shift will result in the same Ped variation and vehicle variation every single time to improve immersion:  Complete Customizable staffing levels for departments: Lower staffed departments will be busier running calls versus higher staffed departments, and will have less AI units to provide the player assistance: Complete AI officer's status can be seen in the CAD. When an AI officer is on a call, or a traffic stop you will be able to observe the changes in status: WIP Simulated AI calls and traffic stops have a chance to go south and turn violent, requiring emergency back up: WIP Shift Rotations: Complete  When going on duty, you will be asked to choose one of three 10 hour shits: Complete Day shift hours are 6am - 4pm Swing shift hours are 3pm - 1am Night shift hours are 9pm - 7am Shift hours are based on common hours shared by many departments, offering increased coverage from 9pm -1am, as these are the highest crime times: Complete AI units will also participate in shift rotations: Complete When choosing a shift rotation, the player will also have the option to set the desired weather for the beginning of their shift, the in game timescale, and whether to fast forward the in game clock to the beginning of their shift, and begin the shift immediately: WIP Computer Aided Dispatch System (CAD): WIP A built in CAD using RageNativeUI (think similar to Compulite) allowing the player to view the Call queue and dispatch themselves to calls, just like in real life: WIP Integration with Computer+ for those who prefer a CAD that is more computer like: WIP 20 high quality callouts with multiple scenarios for each one: WIP Over 1000+ hand picked locations across the map for callouts to use, each with multiple spawn points for different entity types (peds, vehicles): WIP With so many locations and multiple scenarios for each callout, no call will ever be like the last: WIP Agency type specific callouts (Highway patrol will be less likely to be dispatched to a domestic violence call): Complete Callout probability changes between morning, afternoon and night time game hours, as well as the weather: Complete Support for custom vehicles: Complete/On Going Customizable crime levels for each zone: Complete Crime levels will also be affected by the current weather: Complete Support for custom police departments and jurisdictions: Complete Support for custom police vehicles (addon) : Complete Public API that other Callout Mods can use to add their callouts to Dispatch: Complete/On Going Customizable conversations for all Callouts with support for text replacements, and condition statements (text only show is [some condition == true]: Complete/WIP Randomness: This mod thrives on providing a unique experience each time it is used. Every callout, location, vehicle and dialog sequence will be randomized to keep things as fresh as possible for the player, so you never get bored: Complete  
    Overall Progress:
    As of 08/30/21, the mod is currently about 66% complete. Beta should be out around 12/21/2021 or so.  
    Required Mods:
    TrafficPolicer audio files by Albo (.dll file is not needed) StopThePed  
    Mods recommended for optimal use:
    Jurisdictions+ UltimateBackup Computer+  
    Source Code: https://github.com/Blue-Light-Software/AgencyDispatchFramework
     
  25. Like
    Teekay reacted to Brexin212 in [WIP] Agency Dispatch Framework   
    Hello everyone!
     
    We have some news to make today. First, I would like to welcome @JBuzz826 to the development team of Agency Dispatch Framework! Together we are created an organization in which all of our joint LSPDFR mods will fall under called Blue Light Software. You can view our GitHub page here.
     
    The source code to ADF has now moved from my private repo to our organization repo. You can view it here: https://github.com/Blue-Light-Software/AgencyDispatchFramework
     
    The beta release date for ADF is now floating around December 24th, 2021.
     
    Updated the main post with new features and information!

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