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Heli Assistance - Observer Mode, Customizable Searchlight, More Features 2.4.2

(33 reviews)

7 Screenshots

This mod simulates the flight patterns of Southern California (more specifically, Los Angeles area) law enforcement air support helicopters. That is, they will orbit around a target entity or position instead of just hovering above. A spotlight will track the subject when night-time. You may also call for a backup heli anytime while on-duty.

 

 

 

A Must-Have For Realistic Gameplay!

 

 

 

 

Make sure to put HeliAssistance.dll and HeliAssistance.ini and HeliAssistance.pdb into \Plugins\LSPDFR folder.

Make sure you have the latest RageNativeUI installed. And make sure you have Spotlight installed.

 

API for Developers (for usage with v2.4.2)

Spoiler
namespace HeliAssistanceAPI
{
	using LSPD_First_Response.Mod.API;
	using Rage;
    using Functions = HeliAssistance.API.Functions;

    internal static class HeliAssistanceWrapper
	{
		private const string DllPath = @"Plugins\LSPDFR\HeliAssistance.dll";
		private static readonly bool DllExists = System.IO.File.Exists(DllPath);

		/// <summary>
		/// One more wrapper to prevent <see cref="CanBeUsed"/> from trying to load the HeliAssistance assembly.
		/// </summary>
		private static class IsLoadedWrapper
		{
			public static bool IsLoaded => Functions.IsLoaded;
		}

		/// <summary>
		/// Checks if the plugin is loaded within LSPDFR (i.e. LSPDFR is loaded and the player is on duty).
		/// </summary>
		public static bool CanBeUsed => DllExists ? IsLoadedWrapper.IsLoaded : false;

		/// <summary>
		/// Determines whether the menu can be toggled by the player. If set to false, the menu will be closed if it is visible.
		/// </summary>
		public static bool CanPlayerUseMenu
        {
			get => Functions.CanPlayerUseMenu;
			set => Functions.CanPlayerUseMenu = value;
        }

		/// <summary>
		/// Requests the air unit to be created and respond to the <see cref="Entity"/> target. If the air unit is already active and/or alive, then it will merely have the air unit respond to the target.
		/// </summary>
		public static void RequestAirUnit(Entity target) => Functions.RequestAirUnit(target);

		/// <summary>
		/// Requests the air unit to be created and respond to the <see cref="Vector3"/> target. If the air unit is already active and/or alive, then it will merely have the air unit respond to the target.
		/// </summary>
		public static void RequestAirUnit(Vector3 target) => Functions.RequestAirUnit(target);

		/// <summary>
		/// Dismisses the air unit from any active player-requested task.
		/// </summary>
		public static void DismissAirUnit() => Functions.DismissAirUnit();

		/// <summary>
		/// Attaches the active air unit to the <see cref="LHandle"/> pursuit.
		/// </summary>
		public static void AssignAirUnitToPursuit(LHandle pursuit) => Functions.AssignAirUnitToPursuit(pursuit);
		
		/// <summary>
		/// Removes the air unit from the <see cref="LHandle"/> pursuit.
		/// </summary>
		public static void RemoveAirUnitFromPursuit() => Functions.RemoveAirUnitFromPursuit();

		/// <summary>
		/// Checks if the air unit exists, regardless of its current assigned task.
		/// </summary>
		public static bool IsAirUnitAlive() => Functions.IsAirUnitAlive();

		[System.Obsolete("Use IsAirUnitInService()")]
		public static bool IsAirUnitActive() => Functions.IsAirUnitActive();

		/// <summary>
		/// Checks if the air unit exists and is currently assigned to a player-assigned task.
		/// </summary>
		public static bool IsAirUnitInService() => Functions.IsAirUnitInService();

		/// <summary>
		/// Assigns a new <see cref="Entity"/> target to the air unit, if it is active in service.
		/// </summary>
		public static void UpdateTarget(Entity target) => Functions.UpdateTarget(target);

		/// <summary>
		/// Assigns a new <see cref="Vector3"/> target to the air unit, if it is active in service.
		/// </summary>
		public static void UpdateTarget(Vector3 target) => Functions.UpdateTarget(target);

		/// <summary>
		/// Updates the air unit's flight characteristics. Pass a value <= 0 to a parameter to restore the default value of the respective flight behavior.
		/// </summary>
		/// <param name="flightAltitude">The altitude the air unit will fly when responding or following a target.</param>
		/// <param name="flightSpeed">The speed the air unit fly when responding or following a target. Value should be in GTA's default measurement, m/s.</param>
		/// <param name="orbitRadius">The radius the air unit will orbit.</param>
		/// <param name="orbitSpeed">The speed the air unit will orbit. Value should be in GTA's default measurement, m/s.</param>
		public static void UpdateFlightCharacteristics(float flightAltitude = -1f, float flightSpeed = -1f, float orbitRadius = -1f, float orbitSpeed = -1f) => Functions.UpdateFlightCharacteristics(flightAltitude, flightSpeed, orbitRadius, orbitSpeed);

		/// <summary>
		/// Sets the on-scene duration to the given <paramref name="duration"/>. If the air unit is already in the on-scene task, then it will extend the duration to the given <paramref name="duration"/>.
		/// </summary>
		/// <param name="duration">In milliseconds</param>
		public static void UpdateOnsceneDuration(int duration) => Functions.UpdateOnsceneDuration(duration);

		/// <summary>
		/// Checks if the target of the air unit is the given <see cref="Entity"/>. <br/>Note: Make sure to call <see cref="IsAirUnitInService"/> to verify the air unit is active before calling this.
		/// </summary>
		public static bool IsCurrentTarget(Entity pedToCheck) => Functions.IsCurrentTarget(pedToCheck);

		/// <summary>
		/// Checks if the target of the air unit is the given <see cref="Vector3"/>. <br/>Note: Make sure to call <see cref="IsAirUnitInService"/> to verify the air unit is active before calling this.
		/// </summary>
		public static bool IsCurrentTarget(Vector3 posToCheck) => Functions.IsCurrentTarget(posToCheck);

		/// <summary>
		/// Retrieves the <see cref="Entity"/> the air unit is targeting. <br/>Note: Make sure to call <see cref="IsAirUnitInService"/> to verify the air unit is active before calling this.
		/// </summary>
		public static Entity GetCurrentTarget() => Functions.GetCurrentTarget();

		/// <summary>
		/// Retrieves the <see cref="Vector3"/> the air unit is targeting. <br/>Note: Make sure to call <see cref="IsAirUnitInService"/> to verify the air unit is active before calling this.
		/// </summary>
		public static Vector3 GetCurrentTargetPosition() => Functions.GetCurrentTargetPosition();

		/// <summary>
		/// Checks if the air unit is active, but not assigned to the player's request. In other words, is the air unit currently roaming around.
		/// </summary>
		/// <returns></returns>
		public static bool IsCurrentlyRoaming() => Functions.IsCurrentlyRoaming();
	}
}

 

Take a look at the INI at least once to make sure you are satisfied with the settings. 

 

Special Thanks:

@alexguirre

@DiamondTKG

@NorthKing

@Echooo

LSPDFR Developer Discord

Edited by OJdoesIt
Update

What's New in Version 2.4.2

Released

- Added feature to modify the jerk rate and distance (shakiness) of the searchlight
- Improved the accuracy of ETA
- Updated API to allow an Entity object to be targeted instead of just a Ped object
- Made minor updates to the API methods


Short Description

helicopter helicopter helicopter helicopter

User Feedback

Recommended Comments

CptLuckyStar

Members

(edited)

On 8/25/2017 at 1:00 AM, topgunsss said:

it looks like a nice mod but you will need to somehow slow down that chopper as it is moving way to fast when spining around you its almost like it thinks its on a race track so you will need to slow it down some how dude but looks nice so far

You should be able to change that in the ini.

This is a must have mod, totally brings a new element to FR, it would be great to see some kind of audio from the Air Unit but I guess that will come in some other form of mod. I also noticed that you can have the Air Unit follow the ground unit and you can still drive the ground unit maybe not as safe but nice effect nevertheless.

Edited by CptLuckyStar

DraceusPD

Members

what enb is that man looks good

CptLuckyStar

Members

I really like this new plugin, unfortunately I'm having a pretty bad issue where when I press 9 to get the pilots view, LSPDFR crashes and I can't do anything but watch the pilots in the copter, unloading plugins, realoading LSPDFR does nothing, in fact I have no choice but to force quit the game. I looked at my RPH log but can't seem to find any explanation, I'll attach my log in the hopes that someone can help me figure out this crash and what if any plugin might be conflicting?

Thanks

RagePluginHook.log

OJdoesIt

Members Author

5 minutes ago, CptLuckyStar said:

I really like this new plugin, unfortunately I'm having a pretty bad issue where when I press 9 to get the pilots view, LSPDFR crashes and I can't do anything but watch the pilots in the copter, unloading plugins, realoading LSPDFR does nothing, in fact I have no choice but to force quit the game. I looked at my RPH log but can't seem to find any explanation, I'll attach my log in the hopes that someone can help me figure out this crash and what if any plugin might be conflicting?

Thanks

RagePluginHook.log

Crash with HEROCOP mod.

CptLuckyStar

Members

5 hours ago, OJdoesIt said:

Crash with HEROCOP mod.

Thanks, so then I guess we  need to disable HEROCOP to use Heliorbit?

OJdoesIt

Members Author

(edited)

18 minutes ago, CptLuckyStar said:

Thanks, so then I guess we  need to disable HEROCOP to use Heliorbit?

Yes. I see that HEROCOP creates a K9. 

For Heli cam to properly work, I had to warp the player into the heli vehicle. And in return, it disrupts HEROCOP.

I'll try to find a workaround for heli cam. But until then, I'd suggest not to toggle heli cam.

Edited by OJdoesIt

neotyrant

Members

can't find the version 1.3.1.

 

OJdoesIt

Members Author

36 minutes ago, neotyrant said:

can't find the version 1.3.1.

 

I'll reupload. Idk how it got removed.

neotyrant

Members

thx for your quick response.

CptLuckyStar

Members

(edited)

 

On 9/18/2017 at 5:37 PM, OJdoesIt said:

Quote got screwed up here somehow.

 

On 9/18/2017 at 5:37 PM, OJdoesIt said:

Crash with HEROCOP mod.

Hello, I'm sorry to say but even after removing Herocop using the latest Heliorbit plugin I still got the same kind thing happening when LSPDFR.dl crashs, where all you can see is the pilots in the chopper, I run GOTOPD, but nothing happens and the only thing I can do is reload a saved GTA mission and reload plugins. I'm attaching my RPH log hopefully it will shed some light on what's causing this crash. Thanks

RagePluginHook.log

Edited by CptLuckyStar

OJdoesIt

Members Author

5 hours ago, CptLuckyStar said:

 

Hello, I'm sorry to say but even after removing Herocop using the latest Heliorbit plugin I still got the same kind thing happening when LSPDFR.dl crashs, where all you can see is the pilots in the chopper, I run GOTOPD, but nothing happens and the only thing I can do is reload a saved GTA mission and reload plugins. I'm attaching my RPH log hopefully it will shed some light on what's causing this crash. Thanks

RagePluginHook.log

STill can't pinpoint. As last resort, if you want to get it working, I suggest removing all plugins besides lspdfr and heli orbit and testing if it works. Then add other plugins one by one. 

All you have to do is remove the .dll file of each plugin. Then add them back in and do ReloadPlugins command in the console.

CptLuckyStar

Members

7 hours ago, OJdoesIt said:

STill can't pinpoint. As last resort, if you want to get it working, I suggest removing all plugins besides lspdfr and heli orbit and testing if it works. Then add other plugins one by one. 

All you have to do is remove the .dll file of each plugin. Then add them back in and do ReloadPlugins command in the console.

I was thinking I might have to try that and use process of elimination, I'll let you know my results, thanks for trying.

thejoshua79

Members

Please could you create an option to turn the spotlight off in the .ini? British helicopters don't use spotlights however I really enjoy the realistic flight paths the helicopter follows while this mod is installed.

beh443

Members

The mod seems to crash LSPDFR when calling for a second helicopter in a pursuit with multiple vehicles (e.g. vehicles racing callout) where one helicopter has already been called.

 

[9/27/2017 7:16:52 PM.401] LSPD First Response: PlayAction: Failed to find 
[9/27/2017 7:16:53 PM.411] LSPD First Response: Found unit type AirUnit
[9/27/2017 7:16:53 PM.412] LSPD First Response: Response Type Item value: Pursuit
[9/27/2017 7:16:53 PM.412] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Backup Requested
[9/27/2017 7:16:53 PM.420] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Local Air Support
[9/27/2017 7:16:53 PM.428] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Pursuit
[9/27/2017 7:16:53 PM.436] LSPD First Response: Attempting to get backup entity
[9/27/2017 7:16:53 PM.436] LSPD First Response: No entry found - calling default backup through LSPDFR
[9/27/2017 7:16:53 PM.446] X:2294.25 Y:3854.25 Z:33.65625
[9/27/2017 7:16:53 PM.447] [TRACE] Requested backup LocalAir in BlaineCounty
[9/27/2017 7:16:53 PM.447] [TRACE] Creating unit AirUnit
[9/27/2017 7:16:53 PM.447] [TRACE] Created polmav
[9/27/2017 7:16:53 PM.447] Livery: 0
[9/27/2017 7:16:53 PM.448] [TRACE] New cop created s_m_y_pilot_01
[9/27/2017 7:16:53 PM.448] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.448] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.448] Heli voices
[9/27/2017 7:16:53 PM.449] [TRACE] Assigned ped to ChaseController #1 (GameplayMandatory)
[9/27/2017 7:16:53 PM.449] [TRACE] Cop added to chase
[9/27/2017 7:16:53 PM.449] [TRACE] Added blip for cop
[9/27/2017 7:16:53 PM.449] [TRACE] Added cop to existing chase
[9/27/2017 7:16:53 PM.449] [TRACE] New cop created s_m_y_pilot_01
[9/27/2017 7:16:53 PM.450] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.450] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.450] Heli voices
[9/27/2017 7:16:53 PM.450] [TRACE] Assigned ped to ChaseController #1 (GameplayMandatory)
[9/27/2017 7:16:53 PM.450] [TRACE] Cop added to chase
[9/27/2017 7:16:53 PM.450] [TRACE] Added blip for cop
[9/27/2017 7:16:53 PM.450] [TRACE] Added cop to existing chase
[9/27/2017 7:16:53 PM.470] [TRACE] Creating cop chase task
[9/27/2017 7:16:53 PM.470] [TRACE] Cop chase task assigned
[9/27/2017 7:16:53 PM.470] [TRACE] Creating cop chase task
[9/27/2017 7:16:53 PM.470] [TRACE] Cop chase task assigned
[9/27/2017 7:16:53 PM.905] setting up new cop: null
[9/27/2017 7:16:53 PM.905] setting up new cop: null
[9/27/2017 7:16:55 PM.358] LSPD First Response: 
[9/27/2017 7:16:55 PM.359] LSPD First Response: ==============================
[9/27/2017 7:16:55 PM.359] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[9/27/2017 7:16:55 PM.359] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.359] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[9/27/2017 7:16:55 PM.359] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.360] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[9/27/2017 7:16:55 PM.360] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Vehicle is invalid.
[9/27/2017 7:16:55 PM.360] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.360] LSPD First Response: Inner exceptions:
[9/27/2017 7:16:55 PM.360] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.361] LSPD First Response: Stack trace:
[9/27/2017 7:16:55 PM.361] LSPD First Response: at Rage.Entity.get_Speed()
[9/27/2017 7:16:55 PM.361] at ?????????????????????????????????????????.?????????????????????????????????????????.????????????????????????????????????????()
[9/27/2017 7:16:55 PM.361] at Rage.GameFiber.Main()
[9/27/2017 7:16:55 PM.361] LSPD First Response: ==============================
[9/27/2017 7:16:55 PM.361] LSPD First Response: 
[9/27/2017 7:16:56 PM.670] LSPD First Response: All signs removed
[9/27/2017 7:16:57 PM.240] [TRACE] Instance cleaned ( #1)

 

OJdoesIt

Members Author

5 hours ago, beh443 said:

The mod seems to crash LSPDFR when calling for a second helicopter in a pursuit with multiple vehicles (e.g. vehicles racing callout) where one helicopter has already been called.

 


[9/27/2017 7:16:52 PM.401] LSPD First Response: PlayAction: Failed to find 
[9/27/2017 7:16:53 PM.411] LSPD First Response: Found unit type AirUnit
[9/27/2017 7:16:53 PM.412] LSPD First Response: Response Type Item value: Pursuit
[9/27/2017 7:16:53 PM.412] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Backup Requested
[9/27/2017 7:16:53 PM.420] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Local Air Support
[9/27/2017 7:16:53 PM.428] LSPD First Response: LSPDFR+ API: Plugin: Custom Backup is increasing statistic: Pursuit
[9/27/2017 7:16:53 PM.436] LSPD First Response: Attempting to get backup entity
[9/27/2017 7:16:53 PM.436] LSPD First Response: No entry found - calling default backup through LSPDFR
[9/27/2017 7:16:53 PM.446] X:2294.25 Y:3854.25 Z:33.65625
[9/27/2017 7:16:53 PM.447] [TRACE] Requested backup LocalAir in BlaineCounty
[9/27/2017 7:16:53 PM.447] [TRACE] Creating unit AirUnit
[9/27/2017 7:16:53 PM.447] [TRACE] Created polmav
[9/27/2017 7:16:53 PM.447] Livery: 0
[9/27/2017 7:16:53 PM.448] [TRACE] New cop created s_m_y_pilot_01
[9/27/2017 7:16:53 PM.448] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.448] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.448] Heli voices
[9/27/2017 7:16:53 PM.449] [TRACE] Assigned ped to ChaseController #1 (GameplayMandatory)
[9/27/2017 7:16:53 PM.449] [TRACE] Cop added to chase
[9/27/2017 7:16:53 PM.449] [TRACE] Added blip for cop
[9/27/2017 7:16:53 PM.449] [TRACE] Added cop to existing chase
[9/27/2017 7:16:53 PM.449] [TRACE] New cop created s_m_y_pilot_01
[9/27/2017 7:16:53 PM.450] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.450] s_m_y_cop_01_white_full_02
[9/27/2017 7:16:53 PM.450] Heli voices
[9/27/2017 7:16:53 PM.450] [TRACE] Assigned ped to ChaseController #1 (GameplayMandatory)
[9/27/2017 7:16:53 PM.450] [TRACE] Cop added to chase
[9/27/2017 7:16:53 PM.450] [TRACE] Added blip for cop
[9/27/2017 7:16:53 PM.450] [TRACE] Added cop to existing chase
[9/27/2017 7:16:53 PM.470] [TRACE] Creating cop chase task
[9/27/2017 7:16:53 PM.470] [TRACE] Cop chase task assigned
[9/27/2017 7:16:53 PM.470] [TRACE] Creating cop chase task
[9/27/2017 7:16:53 PM.470] [TRACE] Cop chase task assigned
[9/27/2017 7:16:53 PM.905] setting up new cop: null
[9/27/2017 7:16:53 PM.905] setting up new cop: null
[9/27/2017 7:16:55 PM.358] LSPD First Response: 
[9/27/2017 7:16:55 PM.359] LSPD First Response: ==============================
[9/27/2017 7:16:55 PM.359] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[9/27/2017 7:16:55 PM.359] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.359] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[9/27/2017 7:16:55 PM.359] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.360] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[9/27/2017 7:16:55 PM.360] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Vehicle is invalid.
[9/27/2017 7:16:55 PM.360] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.360] LSPD First Response: Inner exceptions:
[9/27/2017 7:16:55 PM.360] LSPD First Response: ------------------------------
[9/27/2017 7:16:55 PM.361] LSPD First Response: Stack trace:
[9/27/2017 7:16:55 PM.361] LSPD First Response: at Rage.Entity.get_Speed()
[9/27/2017 7:16:55 PM.361] at ?????????????????????????????????????????.?????????????????????????????????????????.????????????????????????????????????????()
[9/27/2017 7:16:55 PM.361] at Rage.GameFiber.Main()
[9/27/2017 7:16:55 PM.361] LSPD First Response: ==============================
[9/27/2017 7:16:55 PM.361] LSPD First Response: 
[9/27/2017 7:16:56 PM.670] LSPD First Response: All signs removed
[9/27/2017 7:16:57 PM.240] [TRACE] Instance cleaned ( #1)

 

Hard to pinpoint since crash was detected within LSPDFR, rather than Heli Orbit.

Kilyin

Members

23 minutes ago, OJdoesIt said:

Hard to pinpoint since crash was detected within LSPDFR, rather than Heli Orbit.

 

maybe you should provide a debugging .pdb with your plugins since I've seen you say this more than once now.

AshHill07

Members

Does this not support non-LSPD birds? It's performed fantastically well for me the last few days I've been running around LS, but ever since I've moved up to Blaine County tonight I've noticed my BCSO bird isn't behaving the same way, and is just acting like it normally would in lspdfr. I guess I never ran into the LSSD bird whilst in LS as I imagine that would be having the same issue.

OJdoesIt

Members Author

2 hours ago, AshHill07 said:

Does this not support non-LSPD birds? It's performed fantastically well for me the last few days I've been running around LS, but ever since I've moved up to Blaine County tonight I've noticed my BCSO bird isn't behaving the same way, and is just acting like it normally would in lspdfr. I guess I never ran into the LSSD bird whilst in LS as I imagine that would be having the same issue.

It only works for polmav model. 

You may be using RDE?

AshHill07

Members

8 hours ago, OJdoesIt said:

It only works for polmav model. 

You may be using RDE?

Yeah I'm using RDE.

It's fine if it doesn't support it, I was just wondering if I'd broken something on my end. :P

r.y.a.n

Members

I've noticed after installing this mod, when I am in a pursuit and I request a heli everything works fine until around the 7-8 min mark, the pilot randomly dies.

taxi44

Members

Does this work with smart radio yet?

OJdoesIt

Members Author

8 hours ago, Asahammer said:

Does this work with smart radio yet?

Nope.

anthonysarubbi

Members

Are you planning on the future to have the option to change the heli that responds? Us, RDE users, would love it.

Kilyin

Members

4 minutes ago, anthonysarubbi said:

Are you planning on the future to have the option to change the heli that responds? Us, RDE users, would love it.

 

he already did, check the .ini 

anthonysarubbi

Members

 

36 minutes ago, Kilyin said:

 

he already did, check the .ini 

Yeah, just saw it. Thanks!

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