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LCPDFR Feature Wishlist! (Post Your Ideas HERE!)

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  • In what civilized country does a police officer carry an RPG?

  • I said civilized.

  • Well, it may take a LOT of coding, but how about a real life MDT (Optional for all you people who don't like stuff like this) , like when you get a call and you get on scene, you go into your MDT and

You can change these keys now:

PursuitAirSupport = Keys.F10
PursuitNooseBackup = Keys.F11
PursuitPoliceBackup = Keys.F12
PoliceBackup = Keys.B
NooseBackup = Keys.N
CPR = Keys.M
ExitPD = Keys.Back
GoOnDuty = Keys.P

Not for the siren though, but that's for ELS to handle.

if you go to the controls menu in game and change the horn control to whatever key you want it changes the siren to that button as well.

Oh, and when we are in the MBT i would love to see more detail when i look someone up, like why they were pulled over in the past and the reasons for their warrents. if they have a felony warrent i want to be able to handle the situation differently.

gold780 CCSO*

  • 3 weeks later...

Some new ones that hopefully will be possible with 1.0.

 

The ability to define what person and vehicle models can spawn for various functions, e.g. police backup, NOOSE backup, arrest transport.

  • Ability to add more vehicles to backup and other LCPDFR spawns, e.g. adding my FBI, Noose, and PolPatriot vehicles.
  • Make NOOSE backup respond only in the FBI, NStockade, or my Police3,4, and B slots, as those are all NOOSE or unmarked and my Noose and PolPatriot vehicles are now LCPD,
  • I've also modded my TrafficCop to be detectives, and I've seen them show up in a marked unit for a transport. I'd like to exclude them from certain spawns, or make them respond only in my FBI vehicle.

Ability to change vehicle texture/livery when choosing vehicle.

 

Ability to change dispatch text either manually or based on resolution.

 

Have AI officers returning to a vehicle go for nearest empty vehicle first, and then for any nearby vehicle with room. Also, have AI officers on foot jump in nearby empty vehicles when not involved in any event.

Edited by The Loot

Some new ones that hopefully will be possible with 1.0.

 

The ability to define what person and vehicle models can spawn for various functions, e.g. police backup, NOOSE backup, arrest transport.

  • Ability to add more vehicles to backup and other LCPDFR spawns, e.g. adding my FBI, Noose, and PolPatriot vehicles.
  • Make NOOSE backup respond only in the FBI, NStockade, or my Police3,4, and B slots, as those are all NOOSE or unmarked and my Noose and PolPatriot vehicles are now LCPD,
  • I've also modded my TrafficCop to be detectives, and I've seen them show up in a marked unit for a transport. I'd like to exclude them from certain spawns, or make them respond only in my FBI vehicle.

Ability to change vehicle texture/livery when choosing vehicle.

 

Ability to change dispatch text either manually or based on resolution.

 

Have AI officers returning to a vehicle go for nearest empty vehicle first, and then for any nearby vehicle with room. Also, have AI officers on foot jump in nearby empty vehicles when not involved in any event.

The first suggestion is entirely possible, however such a feature would be far down the road, as lots of INI options cause issues and are problematic to test. It has been suggested in the testers forums before though.

 

Possibilities that the development team are considering would include limiting officer ped models to certain vehicles, how many officers are in each vehicle model as well as choosing what weapons those officers carry.

 

To show the scope of this, if things work out how I want it to (which unfortunately doesn't guarantee it will), I would be able to press alt+b, and I could have a chance of 2 LCPD officers armed with glocks and pump action shotguns respond in a Police1 vehicle model, a single State Trooper armed with a glock, pump action shotgun or an M4 respond in the NOOSE cruiser model, or a Sheriff's Deputy (let's theoretically say I replace M_M_Fatcop with a deputy model) respond in Police2 armed with a desert eagle, semi-automatic shotgun or an M4.

 

Then, with calling in noose backup, I could either have 2 task force officers (m_y_cop_traffic in my game) armed with a glock, desert eagle, pump action shotgun, semi-automatic shotgun, MP5 or an M4 respond in the FBI model, or have a 4 man SWAT team, armed with M4s and MP5s, respond in the nstockade.

 

But like I said, this is only being considered and implementing response customization is a long ways off, if it will be done at all with other priorities in the works.

Sticks and stones may break bones, but 5.56 fragments on impact.

Boy, that's even more in-depth than mine. I'd be happy with just the ability to add/remove vehicles and persons from other pools like the Transport vehicle INI setting.

 

Another suggestion that someone inspired would be that when dealing with transients or drunks, they might completely ignore your commands or do something completely different.

Edited by The Loot

I would like to see the dispatch system more like Mord's EMS setup, Also be able to do on duty things while waiting for a call, Like having lunch or dinner, some way of doing reports or something like that. Maybe a rank system which as you move up the ranks the calls get harder, ie Hardcore mode. start as a cadet and move up. so only certain types of calls appear. and have the choice to stay at a rank or be promoted. FIB & Swat being highest ranks.

Rank system is very, very unlikely to be implemented - it doesn't fit with the style of LCPDFR. Keep in mind LCPDFR is designed to provide the tools for you to act as a police officer, and is generally guided by reality. The way ranks work in real life, especially in big departments, has nothing whatsoever to do with rank structures that people would like to see in a game. For example the top rank in the real NYPD means you spend all your time in an office, doing paperwork, sitting in meetings, speaking to the press, dealing with the commissioner, etc. - you are absolutely not going to be in a SWAT team, both because your own job as chief takes up all your time, and because by the time you reach the rank, you're not young and nimble anymore. A highly-ranked officer responding to a call will sit in a command post and coordinate *other* officers dealing with it; he won't generally go out and deal with things himself, because he's too busy doing his own job as a supervisor to do a patrolman's job as well. Essentially, ranks as people imagine them for LCPDFR are arcade-style ideas; while there's nothing inherently wrong with them, they don't fit with the rest of the mod.

As for lunch/dinner, paperwork - You can go to a Burger Shot in LC and grab a burger, or grab a hot dog from a street vendor, just like in vanilla GTA IV. LCPDFR isn't likely to implement a restaurant sim, and I'm not sure what the advantage would be of a system where you go in, screen fades to black, screen fades back in, and it says "You ate."

Not sure what you mean by "like Mord's EMS setup" - do you mean that calls just dispatch you, instead of asking for confirmation? While that'd be more realistic, it also loses some flexibility. Not everyone likes all calls, so it asks you if you want that particular call. If you mean "shows what you're responding to", that would actually potentially be nice.

Hi officers! Rainy morning at Algonquin in Liberty City came to me one thought.. What if our favorite modification would work in GTA VC and GTA SA Rage? We have an opportunity to carry the law already in four new cities! Sunny Vice City and all cities of San Andreas ...
 
And another point, whether it is possible to make the city more patrol cars drove of GTA EFLC (Police3 and Police4)?
 
Another idea came, not exactly the idea, and the memory of version 0.95, if there partner lost his cap is to get out of the police station she had recovered, and now there is no such ...
I apologize for my English, in Mother Russia we almost do not study.

Edited by IITu4ka

Check out my YouTube channel to watch unique videos and get retro-themed mods first

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What about the ability to put a tire lock on a stationary, unnoccupied vehicle? It could be implemented into a menu with the ability to issue the vehicle a ticket, but this would be good for vehicles involved in crimes.'>

Drive drunk person home

Take a look at my Plugins:

AmbientAICallouts: Ai get calls too. Callouts can turn into a backup request for the player [YouTube Link]

Search Vehicle Plugin: Simple and more Immersive Vehicle Search Plugin [YouTube Link]

What Was You Name Again?: Get the name of a Suspect even when arrested and placed in your Vehicle [YouTube Link]
Corpse Inspection:  Investigate the corpse. Interact and search for details in a more Cinematic way  [YouTube Link]
[WIP] EnvoirementalCallouts: A couple of Callouts and WorldEvents that are likely to happen to you while you're on duty [Youtube Link]

[OnHold] EMS Support: Be the First Responder of Medical Emergency's and do CPR on Patients [YouTube Link]

 

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Hi officers! Rainy morning at Algonquin in Liberty City came to me one thought.. What if our favorite modification would work in GTA VC and GTA SA Rage? We have an opportunity to carry the law already in four new cities! Sunny Vice City and all cities of San Andreas ...
 
And another point, whether it is possible to make the city more patrol cars drove of GTA EFLC (Police3 and Police4)?
 
Another idea came, not exactly the idea, and the memory of version 0.95, if there partner lost his cap is to get out of the police station she had recovered, and now there is no such ...
I apologize for my English, in Mother Russia we almost do not study.

 

you can add police cars to the popcycle and have them patrol the city and add the cars to traffic flow or traffic load

sig.jpg

A way to radio in a person's ID instead of needing a police computer, so we can do foot patrols without having to find a vehicle when we investigate a ped

 

.

you can add police cars to the popcycle and have them patrol the city and add the cars to traffic flow or traffic load

 

That will usually spawn police cars with civilians or no drivers. Use CP702's >Traffic Spawner.
 

Not sure what you mean by "like Mord's EMS setup" - do you mean that calls just dispatch you, instead of asking for confirmation? While that'd be more realistic, it also loses some flexibility. Not everyone likes all calls, so it asks you if you want that particular call. If you mean "shows what you're responding to", that would actually potentially be nice.

 

But let's say you're playing as a NOOSE or FIB player model, you wouldn't be doing traffic stops or drunk drivers would you if you wanted to keep it real?

Just as an ordinary beat cop wouldn't be dispatched to every single call. I feel that as far as dispatching goes you do need the option to say no I can't do that call, maybe because you're already in a call or pursuit. Imagine if you're in a pursuit and suddenly you get dispatched to a shootout. Or you're in a shootout and get auto-dispatched to a fight, it'd break the flow of whatever you were doing, so it's a no from me to auto-dispatch. I prefer the way it is now with the yes/no system. Though, if you don't take a call do the AI take it or could that be added into the dispatch like how the AI reacts when the player calls for a transport and an AI cop responds, if the player says no to a call, have an AI jump in to take that call, even if they don't actually go there it gives the impression they're doing stuff, which helps with the idea LC is a living city and the player isn't the only cop out there taking calls.

Besides, real cops (since everyone's so keen to play the 'realism' card) can call back to dispatch and say hey, I can't do that call because I'm at a crime scene/not in a car/in a pursuit/whatever reason.

That was sort of entirely my point. I was saying that we *want* the ability to decline calls.

Besides I'd rather not go for 100% realism (or what some people think of as realism) as it's impossible in a game or a sim (how many people would like permadeath?) and go with what I term 'hollywood realism', I.e. the normal and hardcore modes are fine, the ragdoll bullet effects I do love in HC mode, the being able to script in an M4 out of your trunk is fine with me. It may not BE 100% realistic but GTA IV isn't either, in the vanilla game you can restore most of your health with a single hot dog and you don't need to worry about fuel or taxes. Personally I'm fine with that level of realism and I'd rather have the option to do crazy stuff if I want to. There's days when I want to play 100% serious and times when I want to screw around and I don't want to be forced to play strict if I don't feel like it

End of the day LCPDFR is just a tool, it's up to the players how they use it.

Or short version? Don't code in arbitrary restrictions that negatively affect gameplay for the sake of realism. There's mods out there that make the game more realistic and each one of us has their own personal level of realism anyhow.

I think that would be a good idea to let player pass arrested suspect to prisoner transport or another unit at any time. Sometimes you can lose you car or get caught in another situation (of simply die), but you've already pressed the “Y” button, so you have nothing to do but look for an available police vehicle or call backup to simply steal it from your fellow officer.

  • Management Team

I think that would be a good idea to let player pass arrested suspect to prisoner transport or another unit at any time. Sometimes you can lose you car or get caught in another situation (of simply die), but you've already pressed the “Y” button, so you have nothing to do but look for an available police vehicle or call backup to simply steal it from your fellow officer.

 

You can always release the suspect again (aim and hold E) and re-arrest them and choose prisoner transport this time.

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