Added a couple of new apartments and properties for Burglary/Warrant callouts Fixed an issue where the script accidently could register the player as a witness on Trespassing crime scenes. These will then trigger the Warrant callout later. Added a notification when the user goes on duty for the first time each session which details how many active cases (outstanding suspects) there are active. This world event is investigative and adds an entry to suspects.dat which allows users to also serve an arrest warrant/court order later on. Added new world event to the pool, which lets the user find dumped narcotics andd weapons in the area. This scenario is on a 6 minute timer (8 minutes on the countryside) and fails if it runs out ( to simulate court house open hours and add some challenge). Added a new scenario to callout Warrant to increase immersion, which tasks the player to transport suspects to court houses throughout the State. It will be rebuilt next time the plugin starts. This file can be removed if users wants to start over. Suspects are now stored in suspects.dat found under /./Plugins/LSPDFR/Lore Callouts. Experimental feature implemented for wanted suspects to carry over between sessions, as it has been requested heavily. Added dispatch radio for which traffic offence the suspect in callout TrafficStop was pulled over for, to provide some context for the scenario. Added a few more spawnpoints for callouts. Added log entries to when a callout is denied because the spawnpoint is too far away from the player. Added a new scenario to callout Shoplifting, the shopkeeper may now attempt to apprehend the thief on their own. Fixed an issue with callout Shoplifting where if the player tried to engage the suspect before arriving at the store, subtitles and HUD elements would not update accordingly. This may be toggled on and off in the initialization file by changing PlayerAmbientSpeech. Added player ambient speech when responding to calls. Cleaned up callout Motor vehicle accident, removed outdated code and made the call more straightforward. Additional minor fixes and adjustments. Suspects should now stay after they have been arrested even when they have been stopped/arrested using other plugins. The first witness encountered on a crime scene will now reveal the victim's body (if they are dead) unless you've already located it. AI Cops may now issue a tickets on the TrafficStop callout, and more traffic infractions were added as reason for the stop. If the scanned ped (while using the helicopter camera) is a callout suspect, they will now be marked on the camera HUD and can be reported by pressing the crime report button (B by default). Witnesses labeled as victims will now stay on the scene until users dismiss them. Press and hold the weapon select key (TAB by default) near the back of your cruiser to interact with it. Added a new feature, CruiserInventory, which is a weapon-wheel GUI where users can select stingers and traffic cones from the back of their cruisers. Fixed a bug to prevent a plugin crash when the player was taking down a suspect inside an interior on the exit marker. Updated witness pointing animations to more natural looking ones. Suspects may now accidently drop suspicious items when they get out of their vehicle to further incentivise an investigation. Updated the TrafficStop callout with more variety. Updated and further optimized the BodyInteraction script, it should now work more fluently and cost less performance. Updated and optimized the Partner script, which is now enabled by default in the initialization file. If you have any suggestions what else should be inside of this ivnentory, let me know! And as always, a few hotfixes and general minor adjustments was made as well. The GUI is a weapon wheel type of interface heavily influenced on the base game selection wheel. This script lets users access an inventory with two stingers and three traffic cones from their vehicle trunks. But perhaps the biggest feature of this update was the CruiserInventory script. Some callouts received updates to increase the variety and should now feel more dynamic. It should now be less janky and more fluent. Some intensive work went into optimizing the BodyInteraction script which lets the user drag and frisk bodies. To get started, simply walk up to any cop standing about in the game world. The latest version of Lore Callouts saw updates to the Partner script, which is enabled by default from this release forward and it integrates fluently with LSPDFR. Developers note for 1.1.7 and why you should upgrade
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