how to replace the NPC interrogation button with another one?
!!!Help please!!!
how to replace the NPC interrogation button with another one?
!!!Help please!!!
Youâll need this site under the second Controls headline. Youâll have numbers from 0 to 357 listed.
Choose the interaction key you want and note the appropriate number (always assuming standard control scheme; you are afaik not able to select any key but only those that are used atleast once in the script).
As an example Iâll use 20 which would assign Z on a standard qwerty-keyboard. Youâll also need the name which for 20 would be INPUT_MULTIPLAYER_INFO .
In resource pd5m open the file Interaction/interaction_cl.luaand go to line 11. This is a pretty long line which should start and end something like this:
if IsControlJustPressed(0,51) and ... then
The important bit is the IsControlJustPressed(0,51) as â51â is the control index that points to E in qwerty-layout and standard control scheme.
Replace the 51 with your chosen number (in my example 20). The line should look like this:
if IsControlJustPressed(0, 20) and ... then
Please do NOT copy and paste the above line else you will get an error message. ONLY replace the number inside the brackets mentioned.
In order to fully replace E with another button youâll have to replace quite a few lines.
Interaction/interaction_cl.lua:
In addition to the above explained line 11 you will need to replace:
line 3479, line 3482, line 3487:
In these lines replace ~INPUT_CONTEXT~ with your input name. Keep the tildes. In the example the line will look like this:
StartHelpNotify('Press ~INPUT_MULTIPLAYER_INFO~ to imprison ...', 500)
line 3497, line 3522:
In these lines replace the number inside IsControlJustPressed(0 , 51) with your chosen number. In the example it should look like this:
IsControlJustPressed(0, 21)
HUD/markers_cl.lua:
lines: 96, 99, 104, 899, 902, 907, 960, 963, 968, 1264, 1267, 1272, 1518, 1521, 1526, 1560, 1563, 1568
Replace ~INPUT_CONTEXT~ in the same way as above.
lines: 878, 917, 1152, 1493, 1536, 1578
Replace the number inside IsControlJustPressed(0,51) in the same way as above.
Also: In line 1588 replace ~g~E~s~ by the button of your choice. In my example this line would look like ~g~Z~s~ .
EDIT: If you do this you should be done completely. I might have missed one or more interactions. If that is the case please mention the interactions and Iâll provide the lines.
Hey silverman just wanted to apologize for my accusation
No worries. Did you read my response in that it is not even possible to be true? ^^
Hey mate great release! We are waiting for robberies in the next update <3
For âEâ-functionality please refer to post 185.
For âXâ-functionality you can change the button in the file Radialmenu/config.lua . The buttons that can be placed are noted in Radialmenu/radialmenu.lua
For âF3â-functionality please look into HUD/crosshair_cl.lua. It is changed the same way as E.
thank you and where can i change coords to change the locations or how can put more markers around the map
You can do that within the Config/Stations/ - folder. For every station you can add several different markers and configure them as you want.
If I get Callouts to work Iâll create a video tutorial for this.
Release of PD5M v0.2 - Ambient Events
- Added a system that provides work for officers while on-duty
- System works fully automatic, doesnât need to be activated nor started
- Added ambient event: car ignoring red lights (randomized, more things may happen)
- Added ambient event: car not in a road-worthy condition (randomized, different things may happen)
Tbh this is not the big update I was hoping to bring to you guys. However Callouts are a huge problem and the first version didnât work at all. Thus I completely removed the Callout-system to publish the mostly-working ambient events. Iâll target callouts later on, an idea on how to get a dynamic system done does exist. However this will be extremely complicated so might take a long while.
More patchnotes, sorted for files:
common_cl_fct.lua:
- Added sync to automatically create data for all entities when peds drive vehicles
- Mission System Handler added: when using the SyncPedAndVeh()-function the mission system detects the used entities as interacted
- Fixed a bug where vehicles and peds wouldnât have synced data if you used the CheckPlate()-command without prior interaction to the vehicle
config_cl.lua:
- Edited the Standard Driving Behavior. The peds should now drive way more predictable, and should not overtake anymore after being stopped.
- The towtrucks and coroners shouldnât drive the wrong direction of streets anymore.
station config Pillbox Hill Medical Center:
- Markers at Pillbox Hill Medical Center now heal you instead of displaying the controls.
cleanupthreads_cl.lua:
- Added events that trigger SetEntityAsMissionEntity and SetEntityAsNoLongerNeeded on every client
- Added event that sets mission entities to wander if they exist
- Added checks to make sure that mission entities properly get deleted and properly start wandering around after an interaction. Deletion of mission entities only works if the script doesnât get restarted.
def_gl.lua and dev_sv.lua:
- Every custom list that was defined serverside only is now global (items, weapons, names, offenses, âŚ)
- Serverside definitions of lists related to the mission system
interaction_cl.lua:
- Fixed interaction with E-menu for players with ping > 200 (now problems will occur with a ping > 1000)
- Changed the FinePed()-function so you can directly start typing a sum instead of deleting huge amounts of text
- Upped the distance to grab peds using GrabPed()-function
- included targetveh-support in pedflee()-event. Should properly delete cars now
- peds in vehicles will now drive way slower when sending them on their way after a traffic stop
- Fixed a bug that caused a crash of the interaction-script when trying to set weapons for a ped which shouldnât have them
- Changed the speed at which the peds drive after interacting with you. Should be less speedy in the city, maybe a little bit too slow on the highway.
- Upped the distances at which you can use RunPlate to reflect the changes made to TrafficStops
- Set the max cruise speed of fleeing targets in vehicles higher and changed their driving style to be less chaotic. Chases should be harder now.
- Deleted Blips for fleeing peds. Chases should be harder now.
- Deleted Blips for hostile peds that get triggered through the interaction script.
- Fixed a bug where peds you interacted with wouldnât get properly marked as no longer needed.
interaction_sv.lua:
- Fixed a bug where illegal weapons for peds would generate out of the list for legal weapons thus rendering illegal weapons never used
- Added
flagismissionpedwhich if set prevents dead bodies from despawning without calling a coroner. Used for mission peds.
markers_cl.lua:
- Deleted large chunks of commented code that was left on accident
- Changed the creation of the vehicle blip such that it is not named âGetaway Vehicleâ anymore
towtruck_cl.lua, towtruck_sv.lua, coroner_cl.lua and coroner_sv.lua:
- Changed distances and speeds of the coroner during approach and on-scene. Should behave way calmer now
- Hopefully fixed a bug where the coroner would sometimes only pick up the first dead body. Heâd go to every body, pick them up, the bodies would disappear and reappear almost instantly.
- Fixed towtruck and coroner spawning with incorrect orientation (should work 95% of the time now, last 5% are not a bug but a result of how the script works)
startup_cl.lua:
Deactivated dispatch services for cruising PD and pulled over PD
Excuse the double post please, but since the above post is pretty long, an addition to the patch notes.
As you can see by the release Iâve given up on directly releasing a callout system together with ambient events.
The version I tried to create using distant ped handling doesnât work at all. The ambient event system should actually be abusable to provide a few callouts so I might look into that.
For now âambient eventsâ mean that youâll never get any notification to something happening. Instead youâll need to be on the lookout for people misbehaving. Sometimes this should be easy to stop.
Since every client only spawns one ambient event the system really takes off with multiple players otherwise driving around will be pretty slow-paced.
If you find any bugs please report them in the issue-tracker on the github. Have fun playing FivePD PD5M 
did you put in a option to toggle rather all the npcâs in the game are calm or not, I dont know if you remember but we went into mine and manually changed it to peds still react to gun shots and other things.
Hi guys, are the callouts now in version 0.2?
just random events, drunk drivers and stuff if i read it right, callouts still being worked on
This is correct.
As far as the editing goes:
I think that the current version has peds NOT react to your gunshots and such but react to other people shooting. For me that would be the preferred way, so I donât know what could be configurable again. Checked our conversation and it seems we have spoken about this more than one month ago, so I donât really remember 
its ok i understand, i just like it when someone shoots a gun it makes npcâs run like crazy, plus I have a script that makes all the npcâs attack eachother and players and it did not work with pd5m running untill we went in there and fixed it through discord, ill go back and look through our chat and see if i can figure out what we did before I download the new version, I think we commented something out. ill have to check
ah then I think I know what we did 
you need to open __resource.lua and comment out the client-script Interaction/pednopanic_cl.lua
That should be the solution to your point.
yea i think you are right, i thought we did two different things, but looks like, as the name shows should be the only source of npc attitude. thanks again for your quick reply!!
It might be possible that you need to comment out parts of Startup/startup_cl.lua (donât comment out the file). It might be parts of lines 3 - 5.
