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Venixlux

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Posts posted by Venixlux

  1. Ah yes. As mentioned above, I've decided to abandon vpCallouts in pursuit of other scripts and challenges that I can take my time on and not completely kill like I did this one. In the future I may release a newer, updated callout script to work with 1.0 but at this time I've moved on to other projects.

     

    Thank you to everyone who downloaded the mod, and I apologize that it took me this long to come to this conclusion. You're all wonderful and I look forward to releasing new and improved scripts in the future!

  2. I believe this should be all of them:

     

     

    Found that on the 1.0 download page.

     

    As I figured, it's somewhere obvious- the download page. Thanks for the assist!

     

     

    Damn it Iconography! You posted as soon as I finished! Oh well, I'll leave them here for peace of mind:

    • Mugging
    • Drug deal
    • Homeless disturbance
    • Shots fired/shootout
    • Drunk driver
    • Stolen vehicle
    • Criminal resisting arrest
    • Armed robbery suspects fleeing

     

     

     

    Thanks guys!

  3. As usual, I apologize if this is in the wrong thread.

     

    With winter here and work slowing down, I've decided to dive back into GTAIV modding and start using the 1.0API to rewrite my script. Before I do that however, I want to make sure I'm not reinventing the wheel or creating double callouts. So. Can anyone tell me if there exists a list of all the calltypes that LCPDFR has by default? I'd like to make NEW calls, rather than remaking things that the script already has premade(unless they can be disabled/replaced).

     

    I did a little bit of digging, but not much. So I apologize if I've missed it somewhere obvious.

     

    Thanks in advance.

  4. Thanks for the offers to test, guys! I'll keep them in mind as I do want to start getting testers for my various mods. 

     

    K-9 I'm actually glad you asked as I have good news! I just ordered my new PSU for my computer which means I'll be back up and running sometime next week, and I should have vpCallouts updated within a week after that. I'm actually planning in rewriting some of the base code to make it more stable and allow it to interact with my other scripts I have planned.

     

     

    Thanks for the patience and interest guys, I know its been a while but things are getting back on track! Expect regular updates as soon as my mail comes in.

  5. When will this script be stable with lcpdfr 1.0 without crashes ????

    Unfortunately my computer is broken at the moment, so I'm not sure when I'll be updating the script. I'm hoping to have my PC fixed as soon as I can raise enough money to get a replacement PSU, but until then there isn't much I can do. I'm aware of the issues with 1.0 and I'll look into them as soon as I can. Sorry about that.

     

    Please keep making the script for 0.95. Even though 1.0 Is here, a lot of people are actually using 0.95 regarding stability ( Yes a lot of people say that 1.0 is less stable and so is mine opinion ).

    Overall it's great ! Been using it from the start and still enjoy it !

    Thanks for the feedback! Like I mentioned above my PC is broken so I won't be doing any updates until I'm able to fix it(none of the other computers in this house can run GTAIV for testing so..). However I have heard from quite a few people that 1.0 isn't too stable at the moment, so I've been debating the idea of continuing development as a standalone mod, as well as having an API version. This would allow people who don't use 1.0 to continue using updated versions of vpcallouts, as well as letting those who do use it have a more optimized version of the mod. The downside of this being the non-API version may have more bugs and take longer to update, as everything is done manually as opposed to using LCPDFR(the script crashing on spawning vehicles is an example of this.) 

     

    I'll post back here with my decision on this once I get my computer fixed and update to 1.2- until then, I'm afraid the script is going to be stuck in it's glitchy state at 1.1. I'm not happy about it, but there's not much else I can do without having a team of dedicated testers or a PC capable of running IV. Sorry all!

  6. That sounds incredible. As soon as I get my PC running I'm going to be trying out 1.0- from what I understand(and it makes perfect sense) there are some stability issues, so hopefully by time I'm back up and running it'll be more useable by the general population. Given what you've just said, if I'm understanding correctly, I'm now debating rewriting the base code of vpCallouts and changing all the callouts to run off of the API- which would be a huge help as it means I get to spend less time dealing with rookie mistakes, and more time adding new calls. Just out of curiosity, haven't done much digging yet, is there any documentation available for the API yet?

    If there is I'd love to take a look at it, and if there isn't I'd probably look into writing a some documentation/tutorials- I'd been meaning to write some basic scripthook tutorials here anyway.

    Thanks for the response, cp702, you've definitely convinced me to look into integration- perhaps even a full rewrite to take full advantage of LCPDFR 1.0.

  7. I haven't yet had the chance to play with 1.0 yet, as my computer is dead, but I feel like it's worth chiming in:

    Keep in mind that GTAIV has always been, and will continue to be, an absolute bastard when it comes to mods. Even something as simple as installing a car can completely and entirely flip your game on its head, so when it comes to scripting it's even more of a blast to deal with. When it comes to mods that hugely change the game and add a bunch of content, it's worth noting that, as someone stated earlier, a lot changes when you have a few people testing compared to a few thousand. Also consider that everyones PC handles things differently with the game for a variety of different reasons- what may work perfectly fine on my PC, may completely and entirely fry someone elses. I have no doubt that LCPDFR 1.0 has its issues, and that there are quite a few bugs that slipped through testing, but at the same time we should all keep in mind this is a rather large update and bugs were to be expected. Let's just keep faith in the dev team knowing that they'll probably be working like mad to fix the bugs people are reporting, it's just a matter of being patient. Let's keep these things in mind and remember that the testing team isn't that big and they do have lives of their own- unlike large companies LCPDFR testers aren't working 40 hours a week simply testing the script. I'm sure they test it when they can and I'm sure things get missed.

    Regardless. I think we should all be thanking the team for the work they do(for free, I might add), and continue to hope they provide us with excellent mods like LCPDFR and continue to improve the script as time goes on. I'm confident that, with enough work and the huge community present here providing them with bug reports and feedback, 1.0 can evolve into something truly extraordinary.

  8. Alrighty. Firstly, let me apologize for my lack of activity in the past week. I, like many others, was swamped with holiday stuff and I'm also planning a big move to another province, so I've been a little distracted. At the moment I'm writing this from an ipad, so I'm not going to be able to respond to each individual post as I usually do- just know that I have read them all and I'm keeping track of what issues are being reported.

    Secondly, thank you to everytone who is providing feedback and huge thanks to those who are sending in logs. The issues I'm seeing tend to be the same for the most part (call to object that doesnt exist anymore), and I think I know what's causing it. So, with that in mind, I have a bit of good news, some better news, and some bad news.

    The bad news, is that my computer crashed. It's either the mobo or the PSU, but one of them is shot and I haven't had time to figure out exactly which it is, yet. As mentioned before I'm moving shortly so I won't be able to order in new parts/repair them until sometime between mid January and late February. Unfortunately this means that I wont be able to work on the code until that time(unless I can throw together something that'll let me write code, but I'll have to get friends to test it.. perhaps I should look at a testing group in the future), so progress on bugfixes is on hold for a month or so. As soon as I get back up and running I'll be working on fixing these bugs and finishing up the next set of calls, so expect an update sometime next month or in February. Sorry guys.

    The good news, is that I was working on the code and may have come up with some solutions to the massive number of bugs introduced in 1.1, so hopefully the majority of the bugs have already been fixed and I only have a few more to tweak(I wasn't able to test before the system went down). Like I said, I'm making note of everyone that posts here and on the mod itself, so your problems are reaching me and I assure you I will do whatever I can to fix them as soon as I am able.

    The better news, is that I'm 99% positive that whatever issue is plaguing my PC hasn't affected the hard drive. The machine simply wont turn on, which leads me to believe it's either the PSU or the mobo. It was shut down properly last I used it, and the next morning it wouldn't boot or do anything at all, so I'm operating on the assumption that the data on the harddrive is still good. Even if it isn't, I've got backups on google drive and dropbox, as well as on a flash drive so I haven't lost any of the code and development can continue asap.

    Beyond that, I'm excited to see LCPDFR 1.0 is now released, however I'm a tad bit disappointed my computer is dead and therefore I won't be using it for a while. Once I'm back up and release 1.2, I'm going to tinker with 1.0 and see how it works as well as if the API is working. If so, I may be rewriting some of vpCallouts to behave better with LCPDFR, so that's something to look forward to as well.

    Once again I'm sorry for the lack of activity and that my computer decided to die. I hope to get it fixed once I've moved and resume development as soon as I can.

    Thanks once more for the feedback and bug reports, guys! It's still nice to know people appreciate my work and it's super helpful having error logs to pinpoint specific crashes.

  9. Well now! I certainly didn't expect to find all this when I got home..

     

    I've responded to 2 calls (broken down vehicle and suspicious person) who blew himself up which was hilarious! The game crashed as I arrived both times

    Hm.. that's odd. Are you using the latest version of the scripthook? I'm not entirely sure what would cause it to crash to desktop as I've never actually encountered that myself.. I'll do some research and see if I can find out why but at the moment I'm not entirely sure how to fix the CTD if my script is causing it, I'm so sorry!

     

    Here is a  big preview video of the mod, showing all the calls this script adds: feel free to add it on the description of the mod on the download page:

     

    I also made a video using the script:

    '>

     

    THis script is a-ma-zing !

  10. Hello, Great mod,

     

    However.

     

    Is there a way to force cancel a call out? or force a callout.

     

    Also, what are you meant to do in each case? I.E welfare checks a woman was running across the highway.. I arrested and nothing happened.

     

    Also, does this mod make civilian cars go faster and not obey? While we were parker we got rammed by atleast 5 different cars who were going at top speed

     

    Cancelling a call is as simple as just hitting the onDuty key while you're not in the area- it doesn't spawn until the yellow blip disappears and the red one does. As for welfare checks.. they're meant to be checking on someone to make sure they're okay. If they're alive then you can go about your business, nothing is wrong just leave them be. If they're dead, then call an ambulance. And the script shouldn't be touching traffic at all.. not sure why you'd be having issues with it

     

  11. is it possible to push the alt delete once and have the callouts continue even after you finished a call like lcpdfr? would be nice to not have to push the alt del all the time

    It's definitely possible, but the idea with having to push the button again is for those who like to go more in depth and roleplay their calls- something that's more difficult to complete when the callouts automatically are marked as complete. As I go along I'm also hoping to add more extra things to scenes that may go unnoticed or may start a whole chain of events.. so I decided to require the hotkey be pressed again so that the user has full control over when they deem a call complete and determine when they'd like to be available for more calls.

     

  12. I couldn't play that much with it, so I only got the stolen vehicle call once.

    However I did get the same exact bug with another call, and that time there was noone even in alderney, so I think that was the script that was crashing not that other players went near.

    I think it happens at random times, between you accepting the call, and arriving there, the script just crashes for no reason. And sometimes the perp is still there, but they won't be shooting at you or do anything, and you won't be able to use the script again, without putting "reloadscripts" into the console.

     

    Also in the next updates, could you add a Code 4 button? I mean I'd like to say code 4 when the suspect is down, but I doN't want to receive more calls, since I still have to clean the street up lol. (coroners / tow truck etc.)  Also it'd be nice to have a button that cleans everything the script has spawned if you are experiencing a bug or sth like that.

     

    Would you mind sending me a PM with a copy/paste of your scripthook.net.log? It'll let me pinpoint the exact error you're getting. I know certain types of calls are broken(Fights almost always, vehicles appear to be random), but it sounds to me like you're having issues with all of them. Unfortunately since the script isn't having as many issues on my end I can't tell what's crashing for you without that log.

     

    I'll look at adding a button as well as cleaning up the call once I figure out what all these bugs are- apparently 1.1 is full of them.. guess I should consider getting some testers to see if they notice the stuff I've been missing when I run through it all aha

     

    So sorry about the bugs everyone! As I said when I run the script I only find a few issues here and there but for whatever reason it's not cooperating with you guys and I'll try and get it fixed ASAP!

     

  13. I have to second this but I'm sure you're already on it. I love this mod by the way, especially editing call names! Keep up the great work!

     

     

    Yeah, I changed a few of the callouts and how they interact with eachother in 1.1 to allow for easier expansion and customizing the call names, which I think is causing a few of the issues. 1.2 won't be released nearly as fast as 1.1 was because of this, but hopefully it'll be a much cleaner and more stable version. I've got tons of ideas written down now, so more updates are definitely on the way and they'll be coming out as fast as I can write and test em.

     

  14. It seems that with the new update there has been an increased crash rate, especially with shoot outs in my case. Is this just a problem for me or is it common? 

    It may have, and I apologize for that! I'll double check the code tonight as I'm adding more calls because I may have introduced some new glitches in the new calls as well as fixing some of the original ones. Again, sorry about that!

     

    you should add like pull over assistance like..where you just pull up behind an officiers pull over just to supervise and be ready to act.. and like sometimes they pull guns or something

    havent gotten new update yet but before i crashes when i got call to a shoot out...and also when a white blip (street event) not always but some particular street even it just freezes

    also like when i go the a call involing 2 people..sometimes one person will be accross the other side of the map..and i respond fast.

    How?

    Not sure if I can add pullover assistance, but I'll give it a shot! As for the white blips, they aren't mine- they're created by LCPDFR as random events I believe. As for the spawns across the map.. that's.. weird. I'll see what's causing it. Is it the fight in progress? I think that ones glitched altogether, and if it is the fight then I'm working on fixing it soon.

     

    This mod is perfect, No crashes or errors so far . This mod really add more Random Crimes around the city. The only thing i don't Really understand is the Welfare check call! what do i do when we get that call?.... All i do is keep arresting him and taking him to the Station lol and sadly it might be a wrong imprisonment lol..Thx.

    The welfare checks are actually not fully complete(I decided to make them more interactive after release). Right now it's just a matter of make sure the individual is alive and well, or if they're dead then call an ambulance. Welfare checks are just a matter of a family member/friend is concerned because they haven't heard from someone in a while and worry they may be hurt or worse, so they call police to go check up and make sure everything is okay.

     

    Very nice mod, I love how you can customize everything. Fucking "211 in progress" instead of just robbery :D

    However I've encountered a few bugs while playing online. I haven't seen anyone near these calls so I don't know what could have caused it.

    The first bug was with a stolen vehicle suspect, it was just a car on the freeway all by itself with no driver, and the script said it crashed there, nothing biggie, might have been some1 getting near the area.

    The other bug was with a fight in progress which was a bit weird. When I arrived on scene 1 of the fighter blips was set on my car or my partner maybe, and I haven't seen anyone near, while the other one was sent to the other side of the map.

    Any idea why these happened or if you could fix it. I'm mostly interested in the 2nd bug getting fixed, since the first one happened a few times with other mods too in MP when someone got near.

    Yeah, I'm positive the fight is bugged now. I'll get it fixed in 1.3, sorry about that. Does the stolen vehicle call happen all the time? Or is it just every once in a while? I'm not having any issues in my game and my clan hasn't reported any issues with it, but there may be a different set of circumstances for yours.

     

    Thanks for the feedback guys, and I'm sorry about the bugs introduced in 1.2! I'll get em fixed ASAP and release some new features with 1.3

  15. also drug deals and cars leaving a drug area/house....in deph domestic dispute with different outcomes like arguing and you tell the guy to leave and he/she leavesor it could escalate into violence scenario neighbor dispute, vandalism, damage to property

     

    I'd love to be able to add that kind of detail to disputes- heck, all callouts in general. Right now I'm slowly getting to that point, but I'm hoping to be able to get there soon!(Maybe the 1.0 API will help out with that..)

     

  16. I'm really enjoying the script. Hardly any bugs at all so far.

     

    What's nice is the amount of random things that can occur with responding to a call-out. For example, I was responding to a attempted homicide and, as fast as I hurried to the area, when I arrived I was able to see the suspect shoot the victim in the head with a handgun. I then jumped from my RMP and retrieved my shotgun and aimed it towards the suspect, still holding the handgun. Once I attempted to arrest the suspect, he dropped the weapon and put his hands onto his head. I called an ambulance to the scene but it was obvious the victim was already dead.

     

    These call-outs are quite amazing in detail and I do hope you continue with adding more to the script. Thanks Vocosol!

     

    Thanks! I'm hoping to add more detail to the current calls, as well as new ones as I expand my skills when using C#.

     

    I would like to see gang activity in the areas that they own turf

    Gang activity is a planned feature in the future

  17.  key code coming out at all ?  :unsure:

     

    like the welfare checks  not sure there's nothing really to do you see them they are alive but their circle stays blue what buttton should you push, or are we suppose to call an ambulance ?  :unsure:

     

     

     

    Nice job btw really really like the different call outs it spice's it up

     

    The welfare checks are either going to be the suspect is alive and well, at which point you can just leave, or they're going to be dead on arrival. I'm working on adding more possibilities for that one in the next update, where you'll be able to respond and find them being assaulted or injured. At the moment however they're just either alive or dead.

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