Reputation Activity
-
M1ax reacted to Zegabidor in New plugin - Vault Script DispatchHey everyone,
I'm not 100% sure this is the right place to ask, but I couldn't really figure out where else to post this, so here goes (hopefully someone sees it 😄).
I've started working on a project, kind of going in blind, that's loosely inspired by NPCAI for those of you who know it. The main focus, though, is dispatch. The idea is that you'll be able to have actual conversations with dispatch and make real-time requests.
Think of something like Grammar Police, but instead of just detecting keywords and triggering a predefined action, your request would be processed by an AI that understands what you're asking and generates a proper response.
The plan is to keep it fairly straightforward by using the PolicingRedefined API, CommonDataFramework, and the game's main database (I totally forgot what it's called 😅).
The main reason I'm posting is to get your thoughts. First of all, do you think this is actually feasible? And second, do you have any ideas or suggestions? I'm developing this solo, so I'd really love to hear perspectives from the community that I might not have thought about.
One last thing: I haven't really checked whether any existing plugins already do something similar. If you know of any, I'd really appreciate the heads-up.
Feel free to check out my Discord if you're interested:
https://discord.gg/C2DR5QrHCy
Thanks in advance!
-
M1ax got a reaction from RangerPython in A Comprehensive Manifesto for LSPDFR 0.5: Unifying the Ecosystem, Native InHi everyone,
As an audio creator currently developing a complete dispatch overhaul for the Francophone community—aiming to bring the level of procedural realism seen in English projects like Blue Line Dispatch to French-speaking players I’d like to share some feedback regarding the current Scanner Engine (PoliceScanner).
While English audio often masks these engine limitations as generic background noise, attempting to build a high-fidelity, procedurally accurate dispatch system in another language immediately exposes several hardcoded logic flaws.
To keep this post concise, here are just two examples among others illustrating where the scanner logic breaks tactical immersion:
REPORT_SUSPECT_IS_ON_FOOT: Located across all officer voice directories in LSPDFR/Audio/Scanner/ (s_m_y_cop_*, s_f_y_cop_*), this event is triggered purely by !ped.IsInAnyVehicle(). When a suspect exits their car and statically surrenders with hands raised, LSPDFR still forces the officer voice profile to play REPORT_SUSPECT_IS_ON_FOOT_01 ("Hey dispatch, the suspect is on foot!"). Announcing an active foot pursuit during a static surrender completely breaks procedural realism.
SUSPECT_NEUTRALIZED: Triggers the moment 1 ped reaches 0 HP. If an officer neutralizes 1 suspect inside a vehicle containing 3 other active shooters, dispatch announces "Threat neutralized" while automatic gunfire continues.
Opening the Discussion: I am not sharing this to demand fixes or claim that resolving these two specific cases would instantly solve everything for LSPDFR 0.5. I simply wanted to bring a creator's perspective to the table.
These examples highlight how the underlying scanner logic could benefit from deeper contextual checks (such as differentiating a surrender from an active foot pursuit, or checking remaining threat counts). I have encountered several other similar edge cases during development, and I would be more than happy to discuss them further with the staff or community if there is interest in exploring this topic.
-
What .asi files do you have installed? List them here.
Menyoo and ScripthookVDotNet require un update.
-
No, you don't need to have two monitors. It was originally designed to be used on a secondary laptop, but can be run on the same machine as GTA without problems.