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Cop Holster 3.2.0.0

(97 reviews)

4 Screenshots

Cop Holster is an RPH plugin that adds some unique functionality to the police handgun holster. It removes the handgun from the holster if a pistol is a drawn. It also comes with intimidation mode -- a simple feature that allows you to put your hand on your holster. Cop Holster works with both the player and AI officers.

 

Here's a neat little GFY showing it in action:

 

Requirements
RAGEPluginHook 0.23 or higher.

 

Installation
Place CopHolster.dll and CopHolster.xml in your Plugins folder.
When ingame, open the RPH console (default F4) and type LoadPlugin CopHolster.dll.

 

Features

  • Dynamic holsters for both the player an AI officers.
  • Animations that automatically play when holstering and unholstering.
  • Intimidation mode, a feature that allows you to put your hand on your holster. Toggle with Right Shift Key (keyboard) or Left DPad (controller).
  • Highly configurable! Turn off animations, change keys, add new ped models for Cop Holster support, you name it.

 

Questions
Does this come with RDE support?
The RDE Cop Holster config file is in the RDE 3.1 download.

 

Does this come with EUP support?
Yes. Cop Holster comes with support for EUP 7.5.

 

How does Cop Holster work?
All ped models in GTA have what are called drawables. They are pieces of clothing or equipment that can vary between instances of that model. Many of the default cop models have two holster drawables. One is empty, and one has a pistol. Cop Holster simply changes between those two drawables depending on if you have your pistol drawn or not to give the illusion that you are taking the pistol out of the holster.   


I'm a ped model developer and would like to make my model work with Cop Holster. How would I go about doing that?

See the readme in the download.

 

Support
If you experience a bug, crash, need help with installing or even just have a suggestion, post a comment below.
Either myself or someone else will be more than happy to help you out!

What's New in Version 3.2.0.0

Released

  • Updated RPH dependency to 0.55 (minimum 0.23 required).
  • Config file is now in XML format with support for weapon-specific drawable switching. Big thanks to @Yard1 for implementing this!
  • Default intimidation mode keyboard toggle changed to Right Shift Key.
  • Default intimidation mode gamepad toggle changed to DPad Right.
  • Added support for EUP 7.5.

 

User Feedback

Recommended Comments

TimoTF5

Members

3 hours ago, PieRGud said:

You can use it for the freemode male. And no, it's for RPH only.

Okay, I get it. Should It ever be possible for FiveM or?

PieRGud

Members Author

On 2018-04-10 at 7:16 PM, TimoTF5 said:

Okay, I get it. Should It ever be possible for FiveM or?

Eventually, yeah. I'm still working on it.

CanadianCabinet

Members

Sorry to be a bother, but can you add the mkII weapons? Or at least tell me how to do so myself?

PeterPeterson

Members

I am having problems in which when I draw my gun as a cop or using EUP it will give me the gun and the holster will be empty but when I put it back the gun will go back in like 5 times then stop and I will just have an empty holster however it still animates it. I tried to fix it in the xml file but it doesn't fix it, Can someone help me with this problem or send me an XML that works with EUP as that is what I mostly use Cop Holster for. Thanks.

PeterPeterson

Members

42 minutes ago, PeterPeterson said:

I am having problems in which when I draw my gun as a cop or using EUP it will give me the gun and the holster will be empty but when I put it back the gun will go back in like 5 times then stop and I will just have an empty holster however it still animates it. I tried to fix it in the xml file but it doesn't fix it, Can someone help me with this problem or send me an XML that works with EUP as that is what I mostly use Cop Holster for. Thanks.

Looking into it further whenever I go on duty when it stops holstering my weapon.

Cyanotic

Members

So now that it's an xml file instead of an ini no one seems to have a good fix for the gun not actually holstering anymore.. :(

Cyanotic

Members

On 5/1/2018 at 4:53 AM, PeterPeterson said:

Looking into it further whenever I go on duty when it stops holstering my weapon.

so after a week of messing with the XML file i got this to consistently work. 

<Item FuncHolster="true" FuncIntim="true">
            <Model>MP_M_FREEMODE_01</Model>
            <FuncIntimMeshes>
                <Item>
                    <Component>7:7</Component>
                    <Drawable>7:6</Drawable>
                </Item>
                <Item>
                    <Component>7:7</Component>
                    <Drawable>7:6</Drawable>
                </Item>        
            </FuncIntimMeshes>
            <Weapons>
                                <Item WeaponSet="Pistols">
                         <Component>7:7</Component>
                         <Holstered>7:7</Holstered>
                         <Unholstered>7:6</Unholstered>
                                  </Item>
                <Item WeaponSet="Pistols">
                    <Component>7:7</Component>
                    <Holstered>7:7</Holstered>
                    <Unholstered>7:6</Unholstered>
                </Item>    
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>1</Holstered>
                    <Unholstered>3</Unholstered>
                </Item>    
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>6</Holstered>
                    <Unholstered>5</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>110</Holstered>
                    <Unholstered>111</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>119</Holstered>
                    <Unholstered>120</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>42</Holstered>
                    <Unholstered>43</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>8</Component>
                    <Holstered>16</Holstered>
                    <Unholstered>18</Unholstered>
                </Item>

BEModsV

Members

On 5/6/2018 at 8:12 AM, sid1138 said:

so after a week of messing with the XML file i got this to consistently work. 

<Item FuncHolster="true" FuncIntim="true">
            <Model>MP_M_FREEMODE_01</Model>
            <FuncIntimMeshes>
                <Item>
                    <Component>7:7</Component>
                    <Drawable>7:6</Drawable>
                </Item>
                <Item>
                    <Component>7:7</Component>
                    <Drawable>7:6</Drawable>
                </Item>        
            </FuncIntimMeshes>
            <Weapons>
                                <Item WeaponSet="Pistols">
                         <Component>7:7</Component>
                         <Holstered>7:7</Holstered>
                         <Unholstered>7:6</Unholstered>
                                  </Item>
                <Item WeaponSet="Pistols">
                    <Component>7:7</Component>
                    <Holstered>7:7</Holstered>
                    <Unholstered>7:6</Unholstered>
                </Item>    
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>1</Holstered>
                    <Unholstered>3</Unholstered>
                </Item>    
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>6</Holstered>
                    <Unholstered>5</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>110</Holstered>
                    <Unholstered>111</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>119</Holstered>
                    <Unholstered>120</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>7</Component>
                    <Holstered>42</Holstered>
                    <Unholstered>43</Unholstered>
                </Item>
                <Item WeaponSet="Pistols">
                    <Component>8</Component>
                    <Holstered>16</Holstered>
                    <Unholstered>18</Unholstered>
                </Item>

Can you tell me what you did?

So that it can be applied to every model like s_m_y_cop

Cyanotic

Members

On 5/8/2018 at 7:18 PM, LATERUIK said:

Can you tell me what you did?

So that it can be applied to every model like s_m_y_cop

Honestly I just kept messing with the component ID's and item id until it worked. The only way it would function properly is where you see the numbers like ( 7:7).  You can tell where i stopped because after editing that set it started working for me. I assume that if you just copy and paste exactly what i have up there for your ped it should work.  ...in theory that is. 

Guest

Guest

Guests

One thing I was disappointed about though was that it doesn't show the pistol coming out of the holster.

But rather an empty holster that slides out a pistol. Is this a glitch? If so, how do I fix it. 

Kifflommer

Members

is the EUP comparability fix out yet?, still have the empty holster issue after first draw when using any EUP menu character/skin. 

 

Any update?.

The Loot

Members

On 6/27/2018 at 5:22 PM, GTALawEnforcer said:

is the EUP comparability fix out yet?, still have the empty holster issue after first draw when using any EUP menu character/skin. 

 

Any update?.

Does it work after reholstering and drawing it again? Sometimes it needs a refresh after spawning and changing clothes.

 

I keep getting a crash when I first load the plugin, though it doesn't do it when loading a second time. I've experienced a similar crash with LSPDFR, too, so maybe it's related to something other than this plugin.

 

Spoiler

[7/1/2018 3:35:32 AM.224] Loading plugin from path: F:\Installed Games\steamapps\common\Grand Theft Auto V\Plugins\CopHolster.dll
[7/1/2018 3:35:33 AM.567] <UNLOADED PLUGIN>: Initializing input system
[7/1/2018 3:35:33 AM.568] <UNLOADED PLUGIN>: Initializing game console
[7/1/2018 3:35:33 AM.570] <UNLOADED PLUGIN>: Initializing forms manager
[7/1/2018 3:35:33 AM.625] Plugin "Cop Holster" was loaded from "CopHolster.dll".
[7/1/2018 3:35:33 AM.797] Cop Holster: 
[7/1/2018 3:35:33 AM.798] Cop Holster: ==============================
[7/1/2018 3:35:33 AM.798] Cop Holster: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.799] Cop Holster: Origin: Game fiber "Plugin "Cop Holster" main fiber".
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.799] Cop Holster: Exception type: System.TypeInitializationException
[7/1/2018 3:35:33 AM.799] Cop Holster: Exception message: The type initializer for 'Rage.Model' threw an exception.
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.800] Cop Holster: Inner exceptions:
[7/1/2018 3:35:33 AM.800] Cop Holster:     Exception type: System.AccessViolationException
[7/1/2018 3:35:33 AM.800] Cop Holster:     Exception message: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
[7/1/2018 3:35:33 AM.800] Cop Holster:         ------------------------------
[7/1/2018 3:35:33 AM.800] Cop Holster:         Stack trace:
[7/1/2018 3:35:33 AM.801] Cop Holster:         at InitializeModelInfoArrays()
[7/1/2018 3:35:33 AM.801] at Rage.Model..cctor()
[7/1/2018 3:35:33 AM.801] Cop Holster:         ==============================
[7/1/2018 3:35:33 AM.801] Cop Holster: 
[7/1/2018 3:35:33 AM.801] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.802] Cop Holster: Stack trace:
[7/1/2018 3:35:33 AM.802] Cop Holster: at Rage.Model..ctor(UInt32 hash)
[7/1/2018 3:35:33 AM.802] at Rage.Entity.get_Model()
[7/1/2018 3:35:33 AM.802] at ?????????????????????????????????????????.?????????????????????????????????????????(PedHelper , Int32 , Boolean )
[7/1/2018 3:35:33 AM.803] at ?????????????????????????????????????????.?????????????????????????????????????????(PedHelper )
[7/1/2018 3:35:33 AM.803] at CopHolster.EntryPoint.Main()
[7/1/2018 3:35:33 AM.803] at Rage.GameFiber.Main()

 

Kifflommer

Members

14 hours ago, The Loot said:

Does it work after reholstering and drawing it again? Sometimes it needs a refresh after spawning and changing clothes.

 

I keep getting a crash when I first load the plugin, though it doesn't do it when loading a second time. I've experienced a similar crash with LSPDFR, too, so maybe it's related to something other than this plugin.

 

  Reveal hidden contents

[7/1/2018 3:35:32 AM.224] Loading plugin from path: F:\Installed Games\steamapps\common\Grand Theft Auto V\Plugins\CopHolster.dll
[7/1/2018 3:35:33 AM.567] <UNLOADED PLUGIN>: Initializing input system
[7/1/2018 3:35:33 AM.568] <UNLOADED PLUGIN>: Initializing game console
[7/1/2018 3:35:33 AM.570] <UNLOADED PLUGIN>: Initializing forms manager
[7/1/2018 3:35:33 AM.625] Plugin "Cop Holster" was loaded from "CopHolster.dll".
[7/1/2018 3:35:33 AM.797] Cop Holster: 
[7/1/2018 3:35:33 AM.798] Cop Holster: ==============================
[7/1/2018 3:35:33 AM.798] Cop Holster: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.799] Cop Holster: Origin: Game fiber "Plugin "Cop Holster" main fiber".
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.799] Cop Holster: Exception type: System.TypeInitializationException
[7/1/2018 3:35:33 AM.799] Cop Holster: Exception message: The type initializer for 'Rage.Model' threw an exception.
[7/1/2018 3:35:33 AM.799] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.800] Cop Holster: Inner exceptions:
[7/1/2018 3:35:33 AM.800] Cop Holster:     Exception type: System.AccessViolationException
[7/1/2018 3:35:33 AM.800] Cop Holster:     Exception message: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
[7/1/2018 3:35:33 AM.800] Cop Holster:         ------------------------------
[7/1/2018 3:35:33 AM.800] Cop Holster:         Stack trace:
[7/1/2018 3:35:33 AM.801] Cop Holster:         at InitializeModelInfoArrays()
[7/1/2018 3:35:33 AM.801] at Rage.Model..cctor()
[7/1/2018 3:35:33 AM.801] Cop Holster:         ==============================
[7/1/2018 3:35:33 AM.801] Cop Holster: 
[7/1/2018 3:35:33 AM.801] Cop Holster: ------------------------------
[7/1/2018 3:35:33 AM.802] Cop Holster: Stack trace:
[7/1/2018 3:35:33 AM.802] Cop Holster: at Rage.Model..ctor(UInt32 hash)
[7/1/2018 3:35:33 AM.802] at Rage.Entity.get_Model()
[7/1/2018 3:35:33 AM.802] at ?????????????????????????????????????????.?????????????????????????????????????????(PedHelper , Int32 , Boolean )
[7/1/2018 3:35:33 AM.803] at ?????????????????????????????????????????.?????????????????????????????????????????(PedHelper )
[7/1/2018 3:35:33 AM.803] at CopHolster.EntryPoint.Main()
[7/1/2018 3:35:33 AM.803] at Rage.GameFiber.Main()

 

 

 

rarely reholster spam fixes it, but usually i have to reload uniform again to get it back in holster.

techgamer15

Members

This is a great mod but sometimes when the handgun is pulled from the holster and then put back in, the model of the handgun inside the holster does not come back, so I am left with an empty holster.

 

Any way to stop this happening on my end?

BEModsV

Members

27 minutes ago, techgamer15 said:

This is a great mod but sometimes when the handgun is pulled from the holster and then put back in, the model of the handgun inside the holster does not come back, so I am left with an empty holster.

 

Any way to stop this happening on my end?

This is a known problem. @PieRGud Is supposed to be working on this

Wizkiller96

Members

I have the same question is there a way to make this work with the MK2 weapons if so. How can I go about doing it? Also, for some reason the intimidation thing for me does work everything is set to true and all the keys are properly set. But that not really a big deal for me it minor. Just want to know how to get the MK2 weapons to work with the holster. Like the Pistol MK2.

Djoker

Members

the f4 menu didnt work for me
How do i fix

ConnorB.2L147

Members

I know you’re working on this fix, but after awhile of pulling my gun out and putting it back in over the course of my patrol, the gun does not go back into the holster. I know this was the same issue with users above but is there any newer suggestions possibly to do with the ini or in general?

(edited)

hey, so ik this has been mentioned in the reviews, but here i am, im having issues with the plugin not putting the gun back in the holster after the first draw, has a fix been found for this, or no? if so a reply world be appreaced. Thanks

Edited by RAGE2Sage

foggydewhurst

Members

anyone found a fix for gun not holstering? when i put gun back the holster is empty and 'intimidate' stops working

6 minutes ago, foggydewhurst said:

anyone found a fix for gun not holstering? when i put gun back the holster is empty and 'intimidate' stops working

it seems to work fine with no plugins. ive been trying to figure out which plugin is breaking it, it does it with almost any plugin it seems. its rather confusing

foggydewhurst

Members

4 minutes ago, RAGE2Sage said:

it seems to work fine with no plugins. ive been trying to figure out which plugin is breaking it, it does it with almost any plugin it seems. its rather confusing

EUP I think

XxKingJohnxX

Members

hey the cop holster mod is amazing, but is there any way to do the same for the taser (specifically the x26 addon)? 

or can you do a tutorial on how to make it, so we can do it for ourselves(those who don't know what they are doing)and you don't have to?

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