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jtgibson

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Everything posted by jtgibson

  1. I'd also love this feature. I keep writing court-summons citations and feeling a little bummed out that the only charges that get pressed are the ones that the game imposes by default. I'd set it so that if you write a citation, it would completely overwrite all pending charges against the individual, and writing a "new" citation for that individual automatically includes the previous citation (so you can keep the same charges and add new ones, or remove checkboxes to stay charges if you've made a mistake). If you don't write a citation, the game's automatic citation remains in place. I'd even go a step farther, with an ini setting: optionally, if you don't write a citation at all, turning over any prisoner will create a "court case" with the "charge" of "temporary detention" and the result "released without charge". This forces you to do your paperwork for every case, so would/should be optional and disabled by default, but would be great for optimum realism, since it lets you bring people in without having to press charges if you don't want to, and/or without having to go through the annoyance of having to drag and throw them out of the cruiser before uncuffing them in a manner that smacks of abandoning them to die of exposure. =) Naturally, actually proving/hooking the various evidence would be difficult to say the least, but the game could "remember" the charges it would have applied automatically, even if they won't actually be applied, to determine the charges that are guaranteed to be prosecuted. The remaining charges can be pressed on a 50/50 ratio at "maximum" liability (max fine), down to 90/10 ratio at "minimum" liability (0). (Bonus points for allowing percentage chance of success to be configured for each.) If this feature is introduced, it would be nice to introduce jailtime in the XML data (min number of months and max number of months) -- obviously, with any sentence with possible jail time mandating a court summons rather than just a ticket. Most charges are served concurrently in democratic countries, so the offence with the highest minimum and maximum number of months would determine the resulting jailtime, with the number of charges increasing the likelihood of a longer sentence.
  2. Looks as though you're already aware of it, but "no" and "yes" to the earlier question: a) No, I don't get that error right away; there is simply an absence of feedback and no download initiating. b) I do get that error if I try clicking the manual download link more than once.
  3. I'm having a strange issue; I was able to download a few script mods last night, but today nothing seems to be working at all. The download counter on every page progresses through all six seconds from 5 to 0 as usual, then I receive a quick unreadable pulse of ad-related URLs being loaded (as visible as standard tooltips in the bottom left corner), followed by... nothing happening. The download page remains static as it was when it first loaded the page, with the "0" seconds displaying forever. Clicking the manual download link does the same thing: the page briefly loads a URL, but nothing changes. This is with Adblock Plus enabled or disabled (I've disabled it entirely and still no luck), with Firefox 55 or Chrome 61. My IP address is , if it helps track it down in your logs. (I'm firewalled, of course. ;-))
  4. I'm having trouble accessing the file at all here on LCPDFR.com, with and without my ad blocker disabled -- after it proceeds through the download countdown, it briefly flashes some ad-related URLs being loaded in the bottom left of my browser (Firefox) and then nothing else happens. Is there a mirror or a temporary link available? (I've had no trouble downloading anything else, and downloaded your Callouts mod a year or so ago, but it's not working for me now. =)) [edit1] Just tried Chrome and same story. I'm, uh, not going to try Internet Explorer 6. ;-) [edit2] Strange, seems to be a site issue. I had downloaded several mods last night, but now nothing is downloading for me anywhere. [edit3]All taken care of today! It was a site issue. =)
  5. LSPDFR doesn't seem to handle exceptions thrown by its sub-plugins gracefully with try-catch, and therefore crashes, although the actual cause of the bug appears to be the sub-plugins themselves. I'm not sure whether to classify this as a "suggestion" or a "bug report", but stability would definitely improve if exception handling was added to LSPDFR's callout manager. For instance: (LSPDFR crashed entirely. This one was caused by SWAT Callouts.) For instance: (LSPDFR crashed entirely. The cause on this one is cryptic as I have no idea why it crashed (IIRC I was in the middle of processing a search warrant on a person who fleed from a routine traffic stop). I'm leaning towards a bug in RPH itself not sanity-checking parameters, but triggered by Wilderness Callouts.)
  6. I get that you are binding to a native control, but I personally like most of the game functions remaining tied to the E key with the exception of the LSPDFR Computer. An option to redefine and bind to a specific key rather than a native control would be very welcome. I think the majority are asking for an option to rebind the key not because of ergonomics but rather to avoid conflicts with other functions on that key (i.e., the horn/siren). Altering the context key affects a lot more than just the LSPDFR Computer, and the horn/siren attached to the E key is something that at least I, for one, am well accustomed to. =)
    Does exactly what it says on the tin. It could use a few improvements, and it also works for motorcycles (some people may like this, some won't), but it works flawlessly. =)
  7. Hi! A couple requests for improvement: 1) The chime runs forever. It would be nice if it lasted only 6 to 8 seconds before ending, including hiding the icon (which currently gets in the way of speedometers and other goodies). The U.S. actually has laws that mandate that seat belt chimes last no longer than 8 seconds. At one point the U.S. National Highway Traffic Safety Administration mandated that seat belt buzzers run *continuously*, and even prevented the engine from being started unless the seat belt had been unhooked and hooked before startup (to get around the "trick" of keeping your empty seat buckled up). Public backlash was pretty substantial and the legislators stomped on them. (Although I think everyone should wear their seatbelt, I happen to agree with the law that stomped on that ridiculous requirement. I was once doing vehicle patrols at low speed on private roads, where by law I'm not even *required* to wear my seat belt, and getting in and out of a car and buckling/unbuckling the seatbelt every time would have been ludicrous. ;-) The NHTSA has worked around this legislation in recent years by approving/requiring a periodic "reminder" -- 6-8 seconds of chiming followed by 30 seconds of silence -- but since Los Santos is in a bawdlerised version of the United States where the gummint ain't gonna step on nobody's freedoms, dagnabbit, it makes sense that no periodic reminder would exist at all. Besides, it's easier to program. ;-)) 2) I'd love an option to toggle off the seat belt warning and feature for motorcycles. =) 3) If you're in the mood, scaling and positioning settings for the idiot light would be wonderful as well. I'd prefer to have a tiny little icon closer to the minimap.
  8. Property LPed.HasBeenBooked I'd like some sort of hook into whether an LPed has been delivered to a police department (the cutscene is playing to remove them from the vehicle) or has been taken in by another unit for prisoner transport (they are now in the back of the transporter), so that I can hook in with a third-party mod to provide a small financial reward for the arrest (e.g., $50). Currently, in spite of Niko Bellic's impressive resumé on McReary's desk computer, he is not paid for his services except when he writes bogus traffic tickets, which is pretty much the exact opposite of how payment happens in real life! =) (Not that police are paid a commission or quota in real life or anything, but at least getting some bonuses for the work you do ties the mod back into the game instead of being merely for fun. Paying a wage based on time spent on duty is easy, but bonuses are a time-honoured convention of the GTA series.) The only mod that currently exists out there to give payouts just runs in parallel (without the API) and gives a cash reward when you target someone and press the E key, so it's a bit of an unsuitable solution (it can be exploited by targetting anyone and hammering the E key, even when not on duty -- and is also severely incompatible if another mod wants to use the target+E for anything else -- and its solution to the problem is basically "scout's honour", which is a terrible form of game design... unless you're playing Calvinball ;-)). Method LPed.WasPlayerInvolvedInArrest(Ped player) I'd also like a boolean that flags positively only if the player was actually instrumental in the LPed's arrest in some fashion -- this one is a bit harder to define semantically, but most simply, it would require the player to have gotten out of the vehicle at least once during the chase and to have targetted the NPC at least once. Otherwise, this would mean that the player more or less allowed the NPCs to handle it, contributing only in a de minimus sense at best. To be properly generic and to work for multiplayer it might be necessary to track this data for any arbitrary number of officer peds, which gives potential for non-existing object script errors, so ideally it would be limited to tracking only peds that are found under any connected client's Player class. This one is a huge can of worms, though, so it might be much harder to implement -- it would require, at a minimum, a tick-based script that flags when an LPed has been targetted and when the player has gotten out of his police vehicle, and which sets another flag if both conditionals are true. Resetting the flag is at least easy, since it can just hook onto the Alt+E 10-8. Based on difficulty it might better be left for a third-party mod, but I'll put it out there anyway since a good API exposes just about every logical event. =)
  9. If I can be indulged for a little bump here, I believe this feature is actually moderately high priority, not something that can wait while we focus on "major bugs", because this feature actually causes a major bug due to a mod incompatibility. When I'm using the FirstPerson mod, the camera fix onto an event frequently crashes. I've already had to give up on the Policing.net.dll, among others, because of this. Since it's as simple as an INI file setting and a conditional in the code, it wouldn't take much time -- if any -- from bugfixing either. ;-)
  10. Close GTA IV, reboot your computer, and try editing the file again before starting GTA IV. The game may have applied a system lock to the file while it was loading from the file.
  11. My only complaint is that there is no signal cancel when the mod detects that you have completed a turn and then are no longer turning. =)
  12. Yup, sure enough, I guess that *was* the problem. Whoops! I didn't realise this before while looking at the "speech" buttons but they're all lined up along the left side of the numeric keypad, so your fingers should stay well away from the right side in general.
  13. I don't think I did -- I may have tapped Numpad 3 while searching for buttons that make the talky stuff happen, but as I understand it that's a different boat entirely to "Decimal 3" for the top row. I could be wrong. Lemme try the next foot pursuit by staying well clear of Numpad 3 and I'll post an update.
  14. I'm a bit confused; after I track down a mugging suspect and hit E to arrest, he complies happily, but at this point the other officers who have randomly joined the pursuit decide to open fire, usually with fairly predictable results. The mugger dropped his pistol shortly after the mugging and was obviously disarmed by the time I caught up to him, so for the other officers to decide that while he was holding his hands above his head would be a good time to fire... well, they're right, but for all the wrong reasons. Is there any way to tell the other officers I've got this one?
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