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[IV|WIP] LCPD First Response


notspectre
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Right after I finished choosing skin and car so does the script crash.

Has anyone experienced this before?

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so M.M can you tell us what you are thinking of adding right now ?

 

 

Or

 

 

 

 

Would it be telling lol

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Thanks for your help and this awesome mod, once again Mr M. I'm not done making videos yet, but I'll make a good promo for it I hope.

 

I've compiled my list of bugs and suggestions so far, hoping it may assist you somehow. Im sorry if any where previously brought up. It's 150+ pages, I'm by no means lazy but I cant be bothered to read all of it.

 

I'm truly greatfull for this mod, and I'd like to offer my help with anything related to the mod, if I'm capable.

 

I hope you can find something usefull and that you appreciate the efford smile.gif Let me know if there's anything I should explain better or anything I can assist you with?

 

Bugs

 

b1)

Invisible officers. Officers will sometimes not be drawn, thus being invisible. When they are invisible they cannot be shot either, their actor simply doesn't exist. It happens when the officer is in a car or on foot, and it is revealed by a floating firearm. It seems to only happen to officers who originate from cars (mainly called units like NOOSE CIT and officers called by player.

 

b2) NOOSE CIT and called backup responds code 3 (normal siren and lights), while traffic officers you pass during the chase also react to the suspect and attempt to block or give chase responds code 1 (no siren or light)

 

b3) This has probably been mentioned before but the AI drive like there's no tomorrow. Officers have a wish to see their family. Is there any way to make them less agressive, i.e. an aggresive-ness setting?

 

b4) A chase is code 4 as soon as the suspect is either dead or removed from vehicle. The suspect can then re-enter the vehicle and proceed, where the other officers will still give chase, but the status remains code 4 and there's no red arrow, nor any other chase features.

 

b5) "Lost visual on suspect" is in relation to player position, which is understandable as a game element, but this should be greatly extended when air support is called, and it should also be extended if another officer is near by - if this is possible. It makes it hard to deploy different strategies like pushing past to set up a roadblock.

 

b6) When performing a traffic stop, it's not uncommon that the car infront brakes using the handbrake thus sliding sideways and placing your checkpoint in a weird place in oncoming traffic.

 

EDIT : b7) Police helicopter lands, usually after chases but also during them, in impossible places like under the railways in Hove Beach or under a bridge, in a tree or whatever. It cause it to loose the rotor and damage everything around it. Having it just fly away would be awesome.

 

Suggestions

 

s1) Priority

I gather you want to make a very realistic mod. In this case, priority on the calls is vital in my opinion. Priority is assigned using codes, i.e. 1 being a routine (no lights, no siren, obey traffic laws) call, 2 being slightly more urgent, meaning sirens and lights permitted and things like running a red light at 3-4 mph, code 3 being all out - get there as fast as you possibly can in a safe manner. I would like to suggest that you use these, and that you also do this next one in relation to it :

 

s2) Priority lights

Code 3 lights are nice, but they dont make traffic move and they have no siren. I would suggest - if possible - that we could keep the siren key (G) as default, but that it does not turn on lights. And then have 2 keys for lights, one for the rather slow side-to-side thing that is normally in the game, and another for code 3 lights, although slightly slower and more varied than in the current version.

 

s3) Mission Scripts.

I believe you're already working on some? I'd like to submit some ideas I have, hoping they can help you.

- RTA (Road Traffic Accident) with random number of involved parties, and with ambulances already enroute. Your job simply is to go to the location code 2 and be present to make the scene safe for rescue workers.

- Backup to various chases, code 2

- Random events like cops chasing a car past player, so he/she can join the chase

- Backup to (random crime) in progress, code 2

- Backup to (random serious crime) in progress, officer in danger, code 3

- Backup to a traffic stop (routine), code 1 (situation could then develop)

- VIP Escort (attempted assault could happen or not, would be random, shouldnt be heavily armed suspects though, they should just try and ram it or something).

- Bank Robbery in progress (surround the perimeter, chase suspects etc)

- Road block (e.g. blocking the bridges.) AI traffic must respect the roadblock though or it ends in chaos

- Transporting e.g. a detainee from police station to jail (again, assaults could happen and could be in a convoy)

- Evacuation (drive to random destination and circle the area)

- Fake/wrong calls (Drive to random destination to find no crime), should happen rarely. Could happen before another major crime like bank robbery as diversion.

- Cancelled calls (backup request turning code 4 or similar)

 

s4) Crime Radar

This is something I saw in one of the first pre-release trailers for GTAiv. Sadly it never made it to the final version but street names were written on street signs that appeared in upper right and what was amazing was that red dots would appear on the map when driving a police cruiser with a description of the crime.

 

I was really looking forward to that sad.gif If you could mimic that somehow, so you can see crimes occuring within some reasonable radious of your car, that would be AW'SUM!

 

s5) Radio

Since this mod means spending alot of time in a Police Unit, maybe you could find a way to enable the normal radio along with the police one, so we can listen to music?

 

s6) It'd be really nice to be able to do traffic stops for the car behind you too (closer than the one in front), because people often rear end you, and it's then kinda weird to park up and let them pass and then pull em over

 

EDIT : s7) Combining missions with unit status codes :

For example, the player can choose if mission scripts should happen or not based on setting the status of his vehicle, i.e. 10-6 (stand-by/wait/on call - in a short period vehicle will resume 10-8. Could be set automatically when you pull someone over, and they comply, or when you leave a police vehicle), 10-7 (out of service/crashed), 10-8 (on duty/available).

 

EDIT : s8) Alternating Highbeams :

Add the highbeams from real life emergency vehicles that alternate left/right at a pace of approximately 0,5s each. It would look awesome, especially if it uses the actual highbeam light in the game, so you see reflections on signs and such. (The light output doesnt have to be only one light, it can just be the equievalant of pressing H on the keyboard, turning both on, but would be great if there was some ramp-up and ramp-down delay so it looked like a bulb turning on and off and not like some super LED that just instantly comes on and off.

 

EDIT : s9) Include modded vehicles :

It would be great to see cars like the very cool Charger you have in the picture, or just in general newer police cars than the Crown Vic, especially with flat, white LED bars so they look more modern. smile.gif I dont know what's possible or not, but i.e. the Police Cruiser and Noose Cruiser are very similar, so maybe loose one of those in favour of a modern car like the Charger. smile.gif

 

EDIT : s10) Make backup playercontrolled :

I.e. air unit isn't called untill player requests it, same with Noose. Would be greatly more realistic that we dont get an airunit for a slow suspect that just drives around the block. smile.gif

 

 

 

 

That's what I got from 8 hours of gameplay thus far. smile.gif

Edited by Nicoleise
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For a suggestion, is it possible to be able to cancel a pursuit, because after I lose sight of a suspect for a long amount of time, like if I crash then a cop tries to carjack me, the cops just stop and do nothing, and I can't get in another pursuit unless I restart the mod. Also, this would add to realism, since here in the U.S., if a suspect is too dangerous to covillians, cops will sometimes call off the pursuit.

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Thanks for your help and this awesome mod, once again Mr M. I'm not done making videos yet, but I'll make a good promo for it I hope.........

 

I agree with all of your suggestions, exept the one about the radio. LCPDFR is realism, and it isn't realistic to listen to music while on duty. Furthermore, i don't think it's even possibly to make, because no emergency vehicles in the GTA series have the normal radio as the civilian cars do, but only the ambient dispatch radio noises.

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Right after I finished choosing skin and car so does the script crash.

Has anyone experienced this before?

Choose a different vehicle and it will work. It's because you are spawning a modified vehicle and the game doesn't know how to load it that fast.

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Thanks for your help and this awesome mod, once again Mr M. I'm not done making videos yet, but I'll make a good promo for it I hope.........

 

I agree with all of your suggestions, exept the one about the radio. LCPDFR is realism, and it isn't realistic to listen to music while on duty. Furthermore, i don't think it's even possibly to make, because no emergency vehicles in the GTA series have the normal radio as the civilian cars do, but only the ambient dispatch radio noises.

I think it's realistic, if I had was to sit in a police car all day long, I'd turn on the radio the car has. smile.gif I'm not saying it should be very loud or nothing, just a quiet background music thing.

 

I think it's possible, since I think emergency vehicles are the exception, not the rule, thus it should be possible to remove the exception. smile.gif

 

===

 

 

For a suggestion, is it possible to be able to cancel a pursuit, because after I lose sight of a suspect for a long amount of time, like if I crash then a cop tries to carjack me, the cops just stop and do nothing, and I can't get in another pursuit unless I restart the mod. Also, this would add to realism, since here in the U.S., if a suspect is too dangerous to covillians, cops will sometimes call off the pursuit.

 

It's a good idea that dispatch could call off pursuits, although I think it happens alot more in Europe, particulary UK, in comparison with e.g. US. I think it would be frustrating for the player, but under certain circumstances, it might be a good idea. It's also a good idea that the officer/player can do it, because it would be pretty realistic. I once saw a copchase where they were driving 200+kmh in the country side and 170+kmh through a small town, chasing some maniac. Only one police unit and was an unmarked video car with a small magnetic rotary beacon on the roof. In other words, with the sound being suppressed by the speed of the vehicle (doppler effect), people wouldnt be able to hear it soon enough, and the lights were minimal. Driving 170kmh through a countryside town in the middle of day would be too much for me, I would have called that off in the interest of public safety. So the feature would be nice, but in a game, I would never use it, I must admit smile.gif

 

Your chase should call off itself once there's some distance between you and the suspect. smile.gif Maybe the suspect is closer than you think, the dot disappears from the minimap, but if you press T to zoom it, it will reappear if it's within the new, larger area in the map. smile.gif

Edited by Nicoleise
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I mainly mean being able to call off a pursuit yourself because if you lose him, you have to start a new shift before you can pull over someone else, but your suggestion could work with it.

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he does LCPD fr work for patch 1.0.0.4 or can you make one???

LCPDFR will not work on GTA IV 1.0.0.4 at all. You will have to downgrade your patch.

ohh thats pretty f*ckted up(srryfor my language)

were can i download the previeus patch??

Edited by Yodaddy
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I have no idea how many hours both today and yesterday I spent on devving 0.90 and I've made some great progress.

 

Firstly, I've got an error handling system to work which means FR handles all script errors internally and will RARELY require a reloadscripts command.

Secondly, Chases have been spiced up - Air support now flies correctly at an acceptable + realistic altitude and high speed which means it almost always keeps up with the subject and does not bash into objects.

Code 3 Experience got a major revamp as well, new modes and patterns, customizable colours amd intensities etcetera, as well as proper siren-less lighting (EXACTLY like the normal in-game sirens but without the sound).

Some other stuff I can't remember to be honest.

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I have no idea how many hours both today and yesterday I spent on devving 0.90 and I've made some great progress.

 

Firstly, I've got an error handling system to work which means FR handles all script errors internally and will RARELY require a reloadscripts command.

Secondly, Chases have been spiced up - Air support now flies correctly at an acceptable + realistic altitude and high speed which means it almost always keeps up with the subject and does not bash into objects.

Code 3 Experience got a major revamp as well, new modes and patterns, customizable colours amd intensities etcetera, as well as proper siren-less lighting (EXACTLY like the normal in-game sirens but without the sound).

Some other stuff I can't remember to be honest.

Sounds excellent! I hope you'll put out a new manual/key commands thing too

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I have no idea how many hours both today and yesterday I spent on devving 0.90 and I've made some great progress.

 

Firstly, I've got an error handling system to work which means FR handles all script errors internally and will RARELY require a reloadscripts command.

Secondly, Chases have been spiced up - Air support now flies correctly at an acceptable + realistic altitude and high speed which means it almost always keeps up with the subject and does not bash into objects.

Code 3 Experience got a major revamp as well, new modes and patterns, customizable colours amd intensities etcetera, as well as proper siren-less lighting (EXACTLY like the normal in-game sirens but without the sound).

Some other stuff I can't remember to be honest.

Sounds excellent! I hope you'll put out a new manual/key commands thing too

0.90 will be coming with the full monty and installer. 0.90 will be big and will certainly make most of those who updated regret it. I might try and bring back noose, no promises though. I also intend to include possibly 5 dynamic missions (probably muggings etc. - absolutely NO launchers though tounge.gif) I completed one the other day which is pretty cool if I say so myself. Code 3 is pretty fun now and woah, the new backup system which I completely forgot about is totally sick.

 

I think that there may be a good chance of a little teaser trailer of 0.90 to demonstrate the new features and impreovements, certainly in terms of stability it is a remarkable step forward. The graphics and drawn text are pretty fun too, it feels much different doing a traffic stop with the options and graphics, something long overdue.

 

I'm unsure as to whether or not the arresting and frisking will change significantly, small tweaks will definitely be made but I think that you guys would like to see a quicker release and a 0.95 containing just new arresting/frisking - note, I will still be changing some of it for 0.90 just nothing too big.

 

EDIT/ Nearly forgot, HQ audio will be included and will

not crash the script with strange noises, you will be able to download a version of LCPDFR with limited audio as well.

Edited by Mr. Mysterious
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That's not realistic MM, I know a NYPD officer who went to the scene of a shooting to be stopped by 10 men with Assault Rifles and RPG's. Your sense of realism is quite honestly disturbing!

 

 

 

Just Kidding, awesome job bro. Looking forward to .90

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0.90 will be coming with the full monty and installer. 0.90 will be big and will certainly make most of those who updated regret it. I might try and bring back noose, no promises though. I also intend to include possibly 5 dynamic missions (probably muggings etc. - absolutely NO launchers though tounge.gif) I completed one the other day which is pretty cool if I say so myself. Code 3 is pretty fun now and woah, the new backup system which I completely forgot about is totally sick.

 

I think that there may be a good chance of a little teaser trailer of 0.90 to demonstrate the new features and impreovements, certainly in terms of stability it is a remarkable step forward. The graphics and drawn text are pretty fun too, it feels much different doing a traffic stop with the options and graphics, something long overdue.

 

I'm unsure as to whether or not the arresting and frisking will change significantly, small tweaks will definitely be made but I think that you guys would like to see a quicker release and a 0.95 containing just new arresting/frisking - note, I will still be changing some of it for 0.90 just nothing too big.

 

EDIT/ Nearly forgot, HQ audio will be included and will

not crash the script with strange noises, you will be able to download a version of LCPDFR with limited audio as well.

Nice!!!! I am looking forward to it!!! hope it will run on my Desktop..its only working in my laptop so far

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I think that there may be a good chance of a little teaser trailer of 0.90 to demonstrate the new features and impreovements

That is a video I would LOVE to see. tounge.gif

All your improvements sound amazing, nice work, I'll be following this mod every day

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[...]I also intend to include possibly 5 dynamic missions (probably muggings etc. - absolutely NO launchers though tounge.gif) [...]

Mugging sounds like a great call. smile.gif If ya need some inspiration in terms of missions and stuff, there's a post the size of Austria on page 155 wink.gif

 

Looking forward to 0.9 smile.gif This is by far the best and most stable BETA product I've ever seen, in any category, be it mods or operating systems. Your mod is as stable as alot of released products. biggrin.gif

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I just feel so much better about devving FR than I did when I was working on 0.80, the colossal support lately has been phenomenal.

I'm also not sure if I should say this but based on recent testing with the new error handling system, LCPDFR seems to error A LOT less and even when it does, you can continue playing as normal in most cases.

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I just feel so much better about devving FR than I did when I was working on 0.80, the colossal support lately has been phenomenal.

I'm also not sure if I should say this but based on recent testing with the new error handling system, LCPDFR seems to error A LOT less and even when it does, you can continue playing as normal in most cases.

Well as i said before somewhere in the thread, it forces GTA to stop working at times, usually during a chase, thats has been reduced, im happy!

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I just feel so much better about devving FR than I did when I was working on 0.80, the colossal support lately has been phenomenal.

You definitely deserve all the support you can get. Making all that work for free, and sharing it with others, it takes respect. So keep up the good work my man! icon14.gif

Edited by MrtW
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Probably not possible but I had to mention it since it's be simply something awesome, if this mod would work in 1.0.5 Freemode multiplayer. Meaning you could play this mod in coop with your cop-friends.

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Probably not possible but I had to mention it since it's be simply something awesome, if this mod would work in 1.0.5 Freemode multiplayer. Meaning you could play this mod in coop with your cop-friends.

It won't work in 1.0.0.4 until the .net scripthook is updated to work with 1.0.0.4

 

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Probably not possible but I had to mention it since it's be simply something awesome, if this mod would work in 1.0.5 Freemode multiplayer. Meaning you could play this mod in coop with your cop-friends.

It won't work in 1.0.0.4 until the .net scripthook is updated to work with 1.0.0.4

I find that odd...my versions are both 1.0.0.4 and its only runs in one computer

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Hey M.M, I have a late idea to 9.0: Could you put roadblocks or that is already done in 9.0 ? biggrin.gif

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Hey M.M, I have a late idea to 9.0: Could you put roadblocks or that is already done in 9.0 ? biggrin.gif

About roadblocks, I'm not sure how exactly they should work in GTA. There are maybe three ways we could do it:

 

Using the police barrier objects.

Spawning cop cars to bock the road.

Both.

 

Personally, I don't think I'll add them ad I don't feel they would do much. If it's what you would like though then I'll squeeze it in.

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