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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

Kilyin

Members

3 minutes ago, AreYouCola said:

@Kilyin i dont understand then why my holster doesn't working but my intimation is working :( i think im the only one for this problem :(

I don't either. Maybe you should post a video or something. You have zero animation when reaching for your pistol?

AreYouCola

Members

@Kilyin yeah its normal gta animation

PieRGud

Members Author

@AreYouCola You don't have to press anything for the holster animation. It automatically plays when you take a pistol out.

AreYouCola

Members

@PieRGud i will post a video wait five or six min

PieRGud

Members Author

(edited)

@AreYouCola Huh. I have absolutely no idea why it isn't working. If you don't mind waiting, I'm going to eventually rewrite this plugin to make the code a lot simpler. Hopefully it will work for you when I get around to doing that. I'm really sorry I couldn't be of more help.

Edited by PieRGud

AreYouCola

Members

(edited)

@PieRGud if you can fix this i will be so thankful to you are you gonna do now ?

Edited by AreYouCola

PieRGud

Members Author

@AreYouCola I'm quite a busy person so I'll do it when I get the time.

AreYouCola

Members

@PieRGud Ok. when you do it can you say me i will be waiting

cicimicikiller

Members

(edited)

@PieRGud Hello, is there a way to make the empty holster work with Michael?

Using the simple trainer I spawn his model and i can add him the holster available in game, but the pistol is always there.

Also Trevor has the same holster available so same question about that.

Thanks very much

Edited by cicimicikiller

PieRGud

Members Author

@cicimicikiller It is possible for Michael/Trevor/Franklin to do the holster animations, but the pistol in the holster won't disappear. This is due to the lack of an empty holster model for player characters.

Lawgiver04

Members

@PieRGud Yes I'm using 0.32 and as I posted my log before everything is in the plugins folder including ini file. Any suggestions?

AreYouCola

Members

@PieRGud i tried to use rage 0.32 now but this doesn't solved my problem i cant see holster animation still :(

PieRGud

Members Author

(edited)

@Lawgiver04 @AreYouCola That's confusing. I'll try my best to see why that might be the case but the fact that it works for some people and doesn't for others is throwing me off.

Edited by PieRGud

AreYouCola

Members

@PieRGud btw still waiting for your update or something like that :)

joe25

Members

since LSPDFR 0.3 now has their own animations for this, will there still be a need for this mod for the new version of lspdfr ?

if yes please notify me when it is compatible with the new version and anew RPH, if not.thanks for the mod before.

Kilyin

Members

9 minutes ago, joe25 said:

since LSPDFR 0.3 now has their own animations for this, will there still be a need for this mod for the new version of lspdfr ?

if yes please notify me when it is compatible with the new version and anew RPH, if not.thanks for the mod before.

it still works, and it's still better than the default canned action.

SammiStriker

Members

I can't seem to get this to work with the MP Female, anyone have a line that works for them?

PieRGud

Members Author

(edited)

On 3/16/2016 at 11:32 PM, SammiStriker said:

I can't seem to get this to work with the MP Female, anyone have a line that works for them?

[Ped:MP_F_FREEMODE_01]
FuncHolster=True
FuncIntim=True
FuncIntimMesh=7:8,7:7
7:8=7:8
7:7=7:7

Edited by PieRGud

Ned228

Members

Could you add the ability to use a modifier key? I use a controller and do not have enough buttons for binding to this mod. 

PieRGud

Members Author

On 4/17/2016 at 6:03 PM, Ned228 said:

Could you add the ability to use a modifier key? I use a controller and do not have enough buttons for binding to this mod. 

Absolutely. Expect it in the next version.

Ned228

Members

Hi I locked  in the readme file about how to have the mod work with certain holster meshes. But could not understand how to find the holster mesh id to use with eup. If anyone could help me with this that would be great.

PieRGud

Members Author

(edited)

On 04/05/2016 at 5:45 PM, Ned228 said:

Hi I locked  in the readme file about how to have the mod work with certain holster meshes. But could not understand how to find the holster mesh id to use with eup. If anyone could help me with this that would be great.

The PDF describes it in depth. You need Simple Trainer (or Skin Control) to find the holster's ID.

Edited by PieRGud

Ned228

Members

(edited)

I looked there But I could not understand what is was saying. In the screen shots in the readme. it looked like there should be red numbers next to the headings  like accessories and accessories 2. in simple trainer. I looked for those but they were not there. So if you could explain what I am doing wrong that would be great. 

You said you could also do it in skin control how would I do it there. Would information would I be looking for. 

thanls 

Edited by Ned228

PieRGud

Members Author

(edited)

3 hours ago, Ned228 said:

I looked there But I could not understand what is was saying. In the screen shots in the readme. it looked like there should be red numbers next to the headings  like accessories and accessories 2. in simple trainer. I looked for those but they were not there. So if you could explain what I am doing wrong that would be great. 

You said you could also do it in skin control how would I do it there. Would information would I be looking for. 

thanls 

The red numbers and the green circle are purely for illustration.

An example: say you wanted the ID of the second mesh in Accessory 2. Looking at the provided picture, we know that Accessory 2 is 9 (number in red). Since we want the second mesh in Accessory 2, we subtract 1 from 2 (number circled in green) to get 1. So the complete ID is 9:1.

Hope that clears it up!

Edited by PieRGud

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