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Questions & Bugs

Featured Replies

## QUESTIONS ##

 

1.) How does the timeouts and multiplier settings for events and callouts work in the configuration file? My understanding of the timeouts is like this:

timeOutMin < timeframeOfEvent < timeOutMax

 

And what does the multiplier do? Does it influence if most of the events start more earlier or later in the timeframe?

 

2.) APLR: If you report a parked vehicle all you get as feedback is the character talking into the walkie talkie. Is that right?

And: Are you supposed to handle all drivers in an APLR-recognized car with an arrest?

 

3.) Most of the vDH scripts (helper, tow service, METT), spotlight script etc. crash pretty fast with LCPDFR 1.0. Is that because of the new/modified scripthook?

 

 

## BUGS ##

 

I have "cracking" sounds during dispatch calls and other "manually" assembled radio calls between the wav-file elements.

 

Medics called through LCPDFR are now(!) very ineffective to say the least in comparison to 0.95 and PoliceHelper. They try to drive too close to the injured person with the ambulance car, sometimes pass you completely just to make a turnaround later or the medic steps out of the vehicle and starts a walk in the park instead of helping the injured person.

 

The "Interaction" routine for stopping/arresting peds stops working if called too often in a row. Red/blue dot disappears.

 

Drunk suspect resets aim/arrest menu. You must be very fast to get to the point of e.g. asking for the ID. (Maybe stopping the drunk animation/state of the ped after "stop" command could help!?)

 

Many if not all AI cops patrolling the street are walking with their pistol in their hand.

 

New police computer doesn't always block keys input for other scripts. (I my case the keys for my indicators script are still accepted while running the computer)

 

Taser is shown on uniform when Taser is equipped. (Besides disabled in config in the first place)

 

Sometimes arrests by AI cops are getting stuck:

a) They stop after the suspect pulls up his hands or after handcuffing they don't bring the person to the nearest police car. (Already fixed in 1.0a ?)

b) Suspect enters police vehicle but not the officers who arrived with it. (even no other available officer at the scene). Suspect and car stay there forever. (Definitely present in 1.0a.)

 

I've quoted your post and will edit it with purple text as my replies :)

 

## QUESTIONS ##

 

1.) How does the timeouts and multiplier settings for events and callouts work in the configuration file? My understanding of the timeouts is like this:

timeOutMin < timeframeOfEvent < timeOutMax

The time outs are very simple, minimum time between callouts is the very least amount of  time that MUST pass before another call out can be created. The maximum time between callouts is the longest amount of time that will happen between 2 callouts.

 

And what does the multiplier do? Does it influence if most of the events start more earlier or later in the timeframe?

The multiplier increases the frequency of callouts, for example if you have the two minimum and maximum values set to default, and then increase the multiplier. Overall you will get more callouts within the two time values.

 

2.) APLR: If you report a parked vehicle all you get as feedback is the character talking into the walkie talkie. Is that right?

And: Are you supposed to handle all drivers in an APLR-recognized car with an arrest?

That is right yes, and no not always. It's up to your discretion if you choose to arrest someone or not. Roleplay :)

 

3.) Most of the vDH scripts (helper, tow service, METT), spotlight script etc. crash pretty fast with LCPDFR 1.0. Is that because of the new/modified scripthook?

I too have noticed this increase in errors, but nothing which has crashed massively for me. I would assume something like that yes.

 

## BUGS ##

 

I have "cracking" sounds during dispatch calls and other "manually" assembled radio calls between the wav-file elements.

That's normal, its interference with the microphone on a police CB radio. It's just the recording in particular of that sound.

 

Medics called through LCPDFR are now(!) very ineffective to say the least in comparison to 0.95 and PoliceHelper. They try to drive too close to the injured person with the ambulance car, sometimes pass you completely just to make a turnaround later or the medic steps out of the vehicle and starts a walk in the park instead of helping the injured person.

I would use the police helper mod for medical stuff really, nothing else compares to the way it forces the ambulance to slow down and stop.

 

The "Interaction" routine for stopping/arresting peds stops working if called too often in a row. Red/blue dot disappears.

Can't say I've noticed this, although I have noticed something similar in which peds suddenly freeze up and become unresponsive to anything.

 

Drunk suspect resets aim/arrest menu. You must be very fast to get to the point of e.g. asking for the ID. (Maybe stopping the drunk animation/state of the ped after "stop" command could help!?)

Agreed ^

 

Many if not all AI cops patrolling the street are walking with their pistol in their hand.

Don't know if it's a bug or not.

 

New police computer doesn't always block keys input for other scripts. (I my case the keys for my indicators script are still accepted while running the computer)

This was always the case I found in 0.95 as well. Especially with ELS etc.

 

Taser is shown on uniform when Taser is equipped. (Besides disabled in config in the first place)

Haven't noticed that either, as normally I use the jacket wearing cop so you can't see the holster from behind.

 

Sometimes arrests by AI cops are getting stuck:

a) They stop after the suspect pulls up his hands or after handcuffing they don't bring the person to the nearest police car. (Already fixed in 1.0a ?)

b) Suspect enters police vehicle but not the officers who arrived with it. (even no other available officer at the scene). Suspect and car stay there forever. (Definitely present in 1.0a.)

They don't always hang for me but if they do normally you can drive away and after a little distance the script deletes it and clears it all.

If that doesn't happen try manually taking over?

 

Hope my responses are helpful :)

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