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Venixlux

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Everything posted by Venixlux

  1. The updated version is 1.1, I accidentally uploaded 1.0 instead earlier. 1.1 adds 4 additional callouts(making 12 total), and the ability to change the names of the calls in-game(replacing with 10-codes).
  2. It wasn't, it's just not visible on the downloads page because I uploaded the updated version and it has to be approved by the mods before it's available for download. It should be back up in a few hours(They've been super quick and awesome about it so far so it could be sooner)
  3. If you change Braveheart's to a different on duty hotkey, it should stop his from spawning calls. If I get some people requesting it I may add breathalysers and whatnot later on. Wooo for rookie mistakes. Apparently when I uploaded the zip I uploaded 1.0. I've triple checked that my current zip is updated and just uploaded it. Once the mods approve, it'll be the proper version. Sorry about that! I'll make sure I double check next time
  4. Hey, no problem! I'm glad you're enjoying the mod, and I'm more than happy to try and implement user suggestions/feedback wherever possible. Definitely got a kick out of that photo as well- responses like yours are what make coding worth it! I'm just about finished with 1.1, just trying to fix a couple of bugs with the newer calls, and then it'll be uploaded along with your suggestion to rename the calls. Should be done within an hour or two, if I'm lucky! UPDATE: v1.1 has been released, and is currently awaiting approval from LCPDFR's community team. If the mod isn't visible at the moment this is why! Once it's back up on the downloads page you'll be able to download the updated verson and is now available for download! MODERATOR NOTICE Posts merged. -Iconography
  5. Moving the text should be coming shortly- I'll be adding the ability to choose a few different spots for people to put it where they'd like it as well. Sorry about that! I didn't realize how bad using the top left corner actually was!
  6. Part of what I'm trying to implement as I add more calls is sort of a dynamic situation.. where things could go differently with each call. The best example I can think of is suspcious person calls can be anything from a guy creeping around, to someone firing rockets all the way to suicide bombing your car. As I add more calls I'm hoping this will become more apparent and work better, so that the idea will be while you have a general idea of the call, it'll play out differently each time to spice things up a bit. Sorry if double posting is against the rules, if it is can a mod please merge this with my previous post? Haha, I actually really appreciate the feedback and the suggestions I've been getting are wonderful, so I'm more than happy to listen. :) Also, with regards to your suggestion.. I've just tested it in game and replacing call names works just fine. Look forward to that in 1.1. :) (Your picture made me chuckle. Thanks for that, I've never seen something so beautiful!) MODERATOR NOTICE Posts merged -Iconography
  7. Yeah, I'm working on that right now in the script- I know how it'd work, it's just gonna mean the configuration file is going to be bigger with all the calls in it.
  8. Hmm.. definitely an interesting concept, renaming the calls... yeah. I'll go see what I can do about that- I think I can make that happen. :)
  9. Definitely working on adding more calls as well as some that are (in my opinion) unique to current scripts, the ones that are currently implemented were the basics that I started off learning to code with.
  10. Not at the moment, but once I'm free this afternoon I'll be recording some gameplay and adding it to my original post.
  11. I've tinkered with C# and the Scripthook a bit (random car spawns, exploding peds, etc), but this is my first big project and the first piece of work I've submitted for public use. I appreciate the feedback, thanks a lot! :D I'm hoping to, it really depends how the API works. Once 1.0 is released I'm sure I'll spend a few hours tinkering with the API and if I like it, then yeah I'll definitely be using the API. Can't wait til it's released though, I'm itching to try it out.
  12. Yeah, I'm not entirely sure what's going on with that. I think I may have a workaround, though.
  13. Yeah, I'm not entirely sure how it doesn't but hopefully it isn't something restricted to LCPDFR(I'm 70% sure that AI cops shoot criminals anyway, regardless of whether or not you're running LCPDFR). Let me know if you spot any bugs in this version(if you're using it), I tested it with my group but we may have missed something/I may have made a rookie mistake somewhere.
  14. Yes. If someone uses the "Q" command on a pedestrian, it'll cause some weird effects(They can still be arrested, but because of the Q's animation flags, they wont follow the arresting officer), so anyone running this script has to target said pedestrian and press Q once more. This works in multiplayer, so even if you crash or the original player isn't around, anyone can return the ped to normal and arrest them with E. I'll definitely make sure that I add it to the download page and this post when I update it next(hopefully tonight or tomorrow.. working on a few more calls). As for if AI stops shooting, they don't at the moment but I'll look at adding that in(I'm pretty sure it's just a matter of making them no longer wanted by police, unless LCPDFR is doing something extra. I'll take a look.). I definitely hope 1.0 lets us co-operate more with LCPDFR.. I'd love to be able to make drunk drivers/stolen vehicles that actually have a chance of stopping without wrecking the vehicle or pinning them to a wall. As for right now, they always comply. That ones actually an oversight on my part- I've already added in the section of code where they may resist, but it wasn't in the compiled version I uploaded here so it'll be in the next update.
  15. It should work with both callouts running, I haven't tested with both of them spawning but I can't see any reason why they'd conflict. The only thing I can think of is that if you use the Q key to make someone put their hands on their head, no one(including you) will be able to arrest them properly until someone hits Q on them again. That, and the stolen vehicles won't pull over when you use shift(something that, as far as I'm aware, is common with spawned vehicles.). Beyond that, I use LCPDFR alongside vpCallouts and it works just fine. Thanks! I'm aware that the top left is pretty much standard(Game.DisplayText is the easiest way to display text and I use it as well), but I'll definitely look at changing it around to move the text somewhere else. Thanks for the heads up!
  16. Please do not upload this modification to any sites other than LCPDFR for public use. NOTE: vpCallouts is hereby officially discontinued and has been removed from LCPDFR. Sorry everyone! Demonstration Videos
  17. This would work, but the problem is that I need to interact with these peds by saving them to a variable, and the native calls don't return peds. Thanks though! My favorite thing about programming.. here I've been jumping through hoops trying to make this work and it turns out the simplest solution is just to drop the model name. Thanks for the help, LMS! This works great!
  18. Firstly, I apologize if this doesn't belong here(I felt it'd make better sense to be in questions rather than the scripts showcase.. if I'm wrong I ask that this thread be moved.) I'm finally getting the hang of using the C# scripthook, with just one problem stopping me at the moment. How does one spawn a random ped? Unfortunately I've been unable to find anything like CreateRandomPed() or a model.random flag for CreatePed, and for a bit I thought that World.GetRandomPed() would work, but I haven't been able to make it work properly. It seems to work sometimes, but most of the time it's just causing an error in my script and it's kind of annoying. I also thought about holding an array of the different model names, and calling a random one, but I realized the list would probably be massive. After finding nothing useful on google, I decided to ask here. So, those of you who are familiar with scripthook, what do you do to spawn random peds? 'Cause I'm lost.
  19. I've always liked combining words, and I love usernames that look like gibberish to English speakers but in another language mean something cool. My name in particular is the combination of two latin words: Voco, meaning to call forth/I call Sol, meaning Sun Voco sol translates to "I call the sun", so I just took out the space and there you have it.
  20. Yeah. I find it's much easier to focus on the art(some series are absolutely gorgeous!) when you can understand what's being said without having to look at the subtitles. I suppose you'd get used to it after a bit.. though I personally only watch subs when there's absolutely no alternative- something that doesn't look like it'll be dubbed anytime soon. Episode 11.. You're halfway through the first season then. Clannad is definitely a great show and I think you'll find it sadder than Angel Beats once you get to a certain point. Just don't confuse the OVAs with actual episodes like I did- that ended up confusing the crap out of me when I watched them. Also, woo for starting with Inuyasha!
  21. Happy Thanksgiving! On a depressing note, I'm Canadian and forgot that it's Thanksgiving...
  22. I remember getting into it nearly a decade ago(Wow.), and my first series was Inuyasha. I was actually really glad to find out that not all shows go on for 100+ episodes.. whew! Sharp, do you have something like MyAnimeList? It's extremely useful for tracking what you've watched, what you want to watch, and rating what you've seen on a scale of 1-10. I've been using it for a bit now and it's great when people go, "So what have you watched?!" "..Well... which of the 115 shows should I start with.." Angel Beats' ending was definitely sad.. Not to spoil anything but if you think Angel Beats was sad then keep some tissues on hand when you get to Clannad: After Story.. there's quite a few sad moments in that show. Key(the creators) are absolutely wonderful at making emotional series, if you find you enjoy Clannad then I'd recommend watching Air and Kanon(2006) next- they're made by the same group that makes Angel Beats and Clannad! Do you guys prefer dubs, or subs? I personally watch Dubs more.. for the sole reason of I have a short attention span and like to look away/text/chat and find it hard to focus on subtitles.
  23. Angel Beats is one of my favorites! It's hard to pick one favorite since I've seen a ton of anime(115 shows), but Clannad and Angel Beats are definitely on the favorites list. Also, Spice and Wolf and Gundam 00 are awesome as well.
  24. I'm fairly certain mine was around $170 from NewEgg(Granted, this is in CAD), but I've been using the GTX 560Ti for about a year now and I've had absolutely no problems with it at all. Your computer specs nearly match mine, as I have an i7 and 16GB of ram, so I'm assuming you'd end up with the same experience overall. This card has allowed me to play multiple games on high graphics settings(Skyrim, GTAIV, PayDay2, Warframe, etc) and runs moderately cool at 50c. I've also not once experienced any issues with ENBs in GTAIV, and have yet to experience any bad "city bug" or texture loss. If you're looking for a decent card I'd definitely recommend the GTX560Ti.
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