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Posts posted by Ekalb
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Theft.
Before the game makes it into the hands of an everyday customer, it has to come from manufacturers to suppliers to retailers, so it changes hands many times. More than likely it's at one of these points were someone has taken the game off a shipment/pallet/box. Alternatively, it might have arrived at retailers who have decided to ignore the release date (risking considerable fines) and sell it already. With the amount of hype a major release like this carries with it it's more or less certain that it will be leaked during this process, people can't wait until next Tuesday.
Some may also be review copies but it's unlikely that a legitimate review source that has been sent the game are the same people leaking it. It's more likely that it has occurred along the supply chain.
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(Minor) Updates released to the Police Vincent Package

Download: '?do=embed' frameborder='0' data-embedContent>> (pending approval)
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It's because you've got it installed as police, police2 or police3, which are hard-coded in the game to have the siren objects rotate (usually this is used for rotators in lightbars). The fix is simply to move the car to a different slot.
If you desperate need it to function properly in one of those slots I'll see if I can put a version together that will prevent that.
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Hm, still having trouble replicating. I was shooting back with a D-Eagle, mp5 and the mini uzi and managed to smash everything in pursuing copcars with no crash. Not sure what to do, if there is anything I can do that is.
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Too weird. Does it happen with any other modded Vapid Cruisers?
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Jumped right into testing after seeing your message here edga, and looked again at DLer's suggestions of crashing after the windows were shot out
Vehicle in the POLICE slot, and shooting with the pistol I did the following:
Shot each window once -> they all cracked as they should
Shot each window 3-4 times -> they all smashed (except for front windscreen which is a lot stronger)
Shot each lightbar dome -> they all smashed as they should
Shot rear indicators -> they smashed but will smash with the breaklight, i don't think you can shoot them individually
Shot front indicators and headlights -> they smashed with one bullet as they should.

This was with and without the strobes mod activated
I didn't experience any crashes during the whole process.
Are these once-off occurences or are you able to consistently do the same thing and get the same result (crash)?
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Yeah I'm thinking that was probably it. I've restored my backups (yay for keeping backups!) and will do some testing.
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Ah I had the baitcar issue happen again just now where they're supposed to be driving to a hideout but they end up crashing into everything and driving off the road and eventually dying or rolling the car. This happened in Schotler I think, a few streets away from the Hospital. They went around the block, then ran into the wall at the back of the hospital, tried to go up the hill and crashed, turned around and crashed, turn around again and crashed, and then floored it through the gap behind the hospital and ended up launching themselves onto the expressway, driving across all 4 lanes before going up the side and rolling.
I'm running 1.2.1 Beta. Is there something on my end I might be able to play with to fix things? Actually maybe it has something to do with the custom map I had in and recently tried to uninstall. I'll try reinstalling PH fresh.
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Excellent. What they managed to do with the base game is really great to see, and encouraging for other modders in various other communities.
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It could be to do with paths not having loaded properly as at some points he'd go to turn into somewhere but when I got closer the fence would spawn which would be blocking his path. Hmm, not a big deal and I seem to only have gotten it in that part of Alderney..
Also I just realised I posted this in the coroner thread rather than the PH thread :S, so on the actual topic - the coroner mod is still going great. Yay.
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Abraxas I've been having a weird issue recently with Bait cars. I run regular gta iv and I was just in an mp game (I was the only player though). I had a bait car positioned around the strip club in Acter/South Alderney and it was a truck. It was picked up by a single driver and i followed him from about 50-60m behind. He was on his way to a hideout but he kept crashing into things along the way. It was like he'd just get the urge to pull to the right every so often and crash into the fence or a wall or whatever. Eventually he drove off the road and towards the warehouses near the bridge, but managed to kept crashing into a fence post until the truck blew up. It was quite strange. Any thoughts?
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That doesn't work for me. Also I've seen several people post about having a feature for vehicles to pullover without sirens.
Are you pressing the right button? / on the numpad, above the numbers and next to *
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Can't you just use the / key to turn your lights on without the siren? If you activate your ELS with J and then hit / it will be as though your siren is on but no sound is playing. There's really no need to go to all the trouble of replacing sound files and whatnot.
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Hmmm, well the Vapid I just released should be okay. Let me know if it's not though.
On the topic of projects, I've distracted myself with a need for speed hot pursuit style Buffalo. Watch this space...

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The original template, same as the slicktop. I wasn't aware that he remapped them for the ELS cars.
Does the merit/patrol have a window bug too? Hmm
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Not at this stage. What updates does the patrol need anyway?
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You're asking in the wrong place, but a new PoliceHelper update is due in August sometime, and it is not known whether or not there will be an update to Braveheart's script. You can 'Follow' both of these mods in the download sections to get updates.
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Next week I should show something :) If I will have some spare time to finish one module there is a chance that testers will also post some footage :)
Just in case everyone doesn't realise already, the next version of Police Helper will definitely blow your socks off.
Without spoiling anything, try to picture an infinite number of randomised and detailed callouts that see you take up the role as a more involved investigative police officer than any other simple callouts from any previous mods. The amount of work required to pull that off though is nothing short of astounding.
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If you use a traffic script like trafficload, just take them out of the list of cars and that should reduce their spawn rate.
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Tease us Mr Abraxas, give us a sneak peak :D
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I do like to see liveries with the cityscape on them, fits well. Keep it up.
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Then once I've gotten some feedback on what I've done to the base cruiser I'll finalise the Vector one and it'll be up too.

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Little conversation with dispatch
in Discussion
Posted
Sounds interesting and probably quite possible, though I'm not sure it'd be a high priority for the devs. Perhaps it might make for a good project when the modding API comes out.