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Venixlux

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Posts posted by Venixlux

  1. Thanks a bucnh for this...makes the whole thing even more real! Well done!

     

    I also use Bravehearts scripts along with yours... Bravehearts allows for breath testing etc... although they dont conflict I see double call outs one with yours and one with Bravehearts... how to use the other features of Braveherats script but use yours for the arresting and callouts?

    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.

     

    That update was incredibly quick; new callouts are always appreciated, especially considering how unique they are compared to what else is available.  Thanks for the acknowledgement in the file's description as well.

     

    I do have a question, however. I downloaded v1.1 but don't notice any changes to the .ini or see any of the new callouts in-game.  Did LCPDFR's download system screw up, or am I missing something?

     

    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

  2. I don't think I've ever had that quick of a turn-around time when it came to my posing suggestions and the author of a mod responding. Again, I cannot thank you enough for your dilligent work for this community.

    Also, here's one more photo you may get a kick out of. :D

    surprised-rainbow-face.png

    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

  3. I do have one more quick suggestion.  Having the text at the top-left of the screen makes it difficult to notice if you're focused upon driving or something else lower on the screen.  If it were possible to move the text to the left-middle of the screen it would become more visible and I wouldn't miss callouts so often, ha. 

     

    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!

     

  4. yeah I don't mind different scenarios with the same callout as long as its different from what has been previously done

    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?

    surprised-omg.png

    I do believe you've pioneered one of the greatest callout-related scripts on this site. Up there with the likes of Abraxas' mods; thanks for the actual replies and taking into account of feedback. :D

    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

  5. I can't wait to see more of this; you've got some excellent stuff here.  I especially love that you've allowed us to customize names and interactions of the dispatcher [central in my case] and units. :D

     

    Is it possible that, in the future, we'd be able to rename calls?  Rather than a "fight" we would be able to use a 10-code of the department of our choice, for example.

     

     

     

    I disagree.  Braveheart's script is relatively unstable and seems to have no support.  It is archaic and I'm not a big fan of its interface.  The LCPDFR callouts a good, yes, but it's always cool to see another scripter's take on callouts that have been done - they usually add new mechanics or ideas to existing ideas, thereby innovating and providing a better interface for the end-user. 

     

    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. :)

     

  6. This is absolutely amazing! Am I right in thinking this is the first time you have made a script? If it is then I take my hat off to you! Incredibly amazing work! 

    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

     

    Nice. Do you plan on revising it to take advantage of the API after 1.0 is released?

    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.

  7. Hmm, I think at one point someone said that changing the person to non-hostile, or whatever it is, is how LCPDFR does it. I'm not sure if doing it outside of the mod works, though. Looking forward to the next one, and I'll get to trying this one out.

     

    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.

  8. Hmm, so we have to press "Q" again before pressing "E"? Good to know; might want to add that to the readme download description too. Does doing that make AI cops stop shooting them? And do they always comply?

     

    Hopefully, with the release of 1.0, the API will allow things like properly allowing spawned cars to be pulled over (it should allow you to automatically start a pursuit, at least), and, if not already, make things like the compliance feature stop the AI cops from shooting someone.

     

    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.

     

  9. Does it work with lcpdfr?

     

    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.

     

    Very nice. I only have one thing to say right now: The top left is the normal location for all scripts to show text, so having dialog up there is not optimal. Either using the bottom like LCPDFR and vdH things do, or just some other location on the screen (i.e. Braveheart's Policing Script uses the mid-left section) would be much better. Plus, I have the trainer display the time in that area.

     

    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!

  10. I think it's  

    GTA.Native.Function.Call("Create_Random_Char")
    

    It was a loooooong time ago I messed with that kind of coding. 

     

    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!

     

    When not passing a model as argument, it will take a random one:

     

    GTA.Ped ped = GTA.World.CreatePed(GTA.Vector3.Zero);

     

    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!

  11. 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.

  12. 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.

  13. I don't at the moment, but I'm going to create an account at some point, adding the dates will be annoying though since it's been months since I've watched a certain series.

     

    I like both, however I prefer the dubs since I can concentrate more on the visuals rather than the subtitles. I am getting used to the subtitles now though, and I swear I'm slowly learning some Japanese from it lol. 

     

    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.

     

    i like dubs more and im on episode 11 of clannad angel beats was the saddest anime i ever eatched and inuyasha was my first anime to

     

    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!

  14. Not everybody likes anime, but I think you would begin to like it if you watch the right series. I never particularly liked it either, and well, look at me now... I'm obsessed. 

     

    As for a favourite anime, that's a really tough one. So far I've liked pretty much every anime I've watched, so I'll go by months. For this month, my favourite is Sakurasou no pet na Kanojo (as seen in my avatar and on my profile page).  :happy:

     

     

    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.."

     

     

    right now im watching clannad right now its a great anime. Angel beats is my favorite  anime Sharpcommand told me about it but it will be a long time before i re watch it because of how sad it is 

     

    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.

     

  15. 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.

  16. It's sad that my previous 1 GIG DDR5 card performed flawlessly opposed to this 2 gig DDR5. My previous card wasn't AMD either so I'm guessing that's the issue. What brand do you recommend not only for good enb performance, but for good gaming performance with all games in general? I'd like to stay around the $150 range of cards.

     

    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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