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Default Cop Walk Style Support? (move_m@cop)

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I posted this in the LCPDFR support because this has to do with the LCPDFR script rather than the game from the way I see it.

 

Basically for me, the default walk style for the cop model walks too slow (move_m@cop), and the holding LEFT+ALT Speed walk is too laggy and glitchy for me. To combat this under LCPDFR v0.95, I changed my "Walk style" to move_m@generic, which was a much more balanced walk style. (It also got rid of the pulling up the belt animation every 3 seconds). 

 

However, I've had problems with this under LCPDFR v1.0. The left ALT key automatically changes the walk style to move_m@cop, and additionally other features such as grabbing ahold of suspects to walk them around changes the walk style back to move m@cop. 

 

My question is, is there a way I can edit either the LCPDFR files or the GTAIV ped game files to change the LCPDFR from changing the walk style to move_m@cop, and maybe instead have it change to move_m@generic instead?

 

Thanks, I appreciate your time and response.

 

-Q

Edited by Mr.Quiggles

-Mr.Quiggles

  • 3 weeks later...

Anyone found a solution to this? I'm very curious about this as well, as I have female cops who spawn walking as the default female multiplayer ped, but whenever they perform an LCPDFR 1.0 action, they return to the fatcop walking style. It's kind of funny watching Sam's female police peds walking as the fatcop because it looks like they crapped themselves. Sadly, after about a minute the novelty wears off and I'd like them to keep their walk styles or be able to assign walk styles like back in 0.95. 

Edited by Hero540

Do you use a trainer?

 

Yeah, and I can set their walk style to whatever I like doing so, however the problem remains whenever you perform a police action. So say, for example, I'm using the female police peds, which I have replaced the fatcops with. I spawn the female ped. She will start walking as the fatcops did. I open the trainer, and set walkstyle to female multiplayer. The female ped will then walk just as I've set it and it seems the problem is solved...BUT then, for example if you arrest a person, and press E to take a hold of them and walk them to your police car, it immediately resets the walkstyle back to the fatcop.

 

So the trainer seems to set the walk style like it always does, but the minute you perform an action in LCPDFR 1.0 your walk style gets reset again. Same for the male cops, whether it's arresting, holding suspects, frisking suspects, writing tickets or even just performing ID checks and traffic stops, any scripted LCPDFR exclusive animation will reset the walk style to default. 

 

Not necessarily game breaking, but I did enjoy being able to use the "move_player" walk style for the male police officers as they walk so much faster, even faster than when the ALT button is held down. 

Yeah, and I can set their walk style to whatever I like doing so, however the problem remains whenever you perform a police action. So say, for example, I'm using the female police peds, which I have replaced the fatcops with. I spawn the female ped. She will start walking as the fatcops did. I open the trainer, and set walkstyle to female multiplayer. The female ped will then walk just as I've set it and it seems the problem is solved...BUT then, for example if you arrest a person, and press E to take a hold of them and walk them to your police car, it immediately resets the walkstyle back to the fatcop.

 

So the trainer seems to set the walk style like it always does, but the minute you perform an action in LCPDFR 1.0 your walk style gets reset again. Same for the male cops, whether it's arresting, holding suspects, frisking suspects, writing tickets or even just performing ID checks and traffic stops, any scripted LCPDFR exclusive animation will reset the walk style to default. 

 

Not necessarily game breaking, but I did enjoy being able to use the "move_player" walk style for the male police officers as they walk so much faster, even faster than when the ALT button is held down. 

Well I don't know if that only happens when you arrest a suspect and press E to take hold of them, but when you do take hold of a suspect after arrest, everyone walks like the fatcop. Do you walk like fatcop after placing suspect in patrol car?

Yeah, and I can set their walk style to whatever I like doing so, however the problem remains whenever you perform a police action. So say, for example, I'm using the female police peds, which I have replaced the fatcops with. I spawn the female ped. She will start walking as the fatcops did. I open the trainer, and set walkstyle to female multiplayer. The female ped will then walk just as I've set it and it seems the problem is solved...BUT then, for example if you arrest a person, and press E to take a hold of them and walk them to your police car, it immediately resets the walkstyle back to the fatcop.

 

So the trainer seems to set the walk style like it always does, but the minute you perform an action in LCPDFR 1.0 your walk style gets reset again. Same for the male cops, whether it's arresting, holding suspects, frisking suspects, writing tickets or even just performing ID checks and traffic stops, any scripted LCPDFR exclusive animation will reset the walk style to default. 

 

Not necessarily game breaking, but I did enjoy being able to use the "move_player" walk style for the male police officers as they walk so much faster, even faster than when the ALT button is held down. 

 

I put in bold the problem. So basically, yes, even after placing the suspect in the car your walkstyle will still be reset. If you use the radio to update your status, it will reset your walkstyle. Doing anything that uses an animation in LCPDFR will reset your walkstyle and keep it reset. 

 

Sorry I'm not very clear on my descriptions. I may just upload a video to youtube showing the problem. 

I have the traffic cops set to MOVE_PLAYER so the sherriff and LCPDFR guys walk like Louise.  I have the undercover guys set to move_m@bness_c so they walk a bit different, faster walk.

 

EDIT:  After reading further into the post; never noticed my cops walking style being reset, or the AI Cops, after an action (walking like a fat cop).  I'll have to pay more attention to that and see if true.

 

DrDetroit

Edited by drdetroit

I have the traffic cops set to MOVE_PLAYER so the sherriff and LCPDFR guys walk like Louise.  I have the undercover guys set to move_m@bness_c so they walk a bit different, faster walk.

 

DrDetroit

 

Does that walkstyle stay set for you as a player whenever you perform an action in LCPDFR? Because the walkstyles work just fine as long as the police are being used by the AI but the minute you perform an action in LCPDFR it automatically resets the players' walkstyle to the default for that particular ped. 

Does that walkstyle stay set for you as a player whenever you perform an action in LCPDFR? Because the walkstyles work just fine as long as the police are being used by the AI but the minute you perform an action in LCPDFR it automatically resets the players' walkstyle to the default for that particular ped. 

 

 

Never noticed my cops walking styles change, I don't think so.  I'd notice that, especially if they default back to the Fat Cop slow walk.  Now, maybe the AI cops, but I don't think so.  I'll pay closer attention to the AI and see, but my player/cop walks the same after any/every animation.

 

EDIT:  To clarify: I never modified the FatCop ped at all and I don't play that ped ever.  So maybe that has something to do with it...playing the FatCop ped will revert to FatCop ped movement after the animations.

 

DrDetroit

Edited by drdetroit

Never noticed my cops walking styles change, I don't think so.  I'd notice that, especially if they default back to the Fat Cop slow walk.  Now, maybe the AI cops, but I don't think so.  I'll pay closer attention to the AI and see, but my player/cop walks the same after any/every animation.

 

EDIT:  To clarify: I never modified the FatCop ped at all and I don't play that ped ever.  So maybe that has something to do with it...playing the FatCop ped will revert to FatCop ped movement after the animations.

 

DrDetroit

 

You are exactly right, however it also does it for the default cop slot too. I just play tested this again real quick, and I noticed it is NOT after performing any LCPDFR animation like I had thought previously, it is only if you choose to take a hold of the suspect to move them yourself, or if you press and hold in ALT, such as ALT+E to report things to dispatch, and only if you are on foot. 

 

Basically, pressing in ALT in LCPDFR 1.0a will cause your selected ped to return to their default walk style. I don't know why. So if your chosen ped is in the fatcop slot, they will reset to the fatcop walk. If your chosen ped is Noose, they will go to the noose default walk, ect, ect. 

 

Dr. Detroit, try it when you get a chance. I bet even the ped you normally use will reset their walkstyle if you press down ALT to do status updates. 

You are exactly right, however it also does it for the default cop slot too. I just play tested this again real quick, and I noticed it is NOT after performing any LCPDFR animation like I had thought previously, it is only if you choose to take a hold of the suspect to move them yourself, or if you press and hold in ALT, such as ALT+E to report things to dispatch, and only if you are on foot. 

 

Basically, pressing in ALT in LCPDFR 1.0a will cause your selected ped to return to their default walk style. I don't know why. So if your chosen ped is in the fatcop slot, they will reset to the fatcop walk. If your chosen ped is Noose, they will go to the noose default walk, ect, ect. 

 

Dr. Detroit, try it when you get a chance. I bet even the ped you normally use will reset their walkstyle if you press down ALT to do status updates. 

 

 

Hmmm...I'm curious about this now.  I will check it out and see if this effects my game.  I always use the 'grab hold of suspect' function, comes in very very handy.

 

I modded up my sheriff ped, normal cop ped and undercover peds.  I'll try it with the UC ped since that walk style is fast and unique (UW walks like the chief McCreary ped...I think that's the guy...walks like a neanderthal).  

 

DrDetroit

Hmmm...I'm curious about this now.  I will check it out and see if this effects my game.  I always use the 'grab hold of suspect' function, comes in very very handy.

 

I modded up my sheriff ped, normal cop ped and undercover peds.  I'll try it with the UC ped since that walk style is fast and unique (UW walks like the chief McCreary ped...I think that's the guy...walks like a neanderthal).  

 

DrDetroit

 

Yes, thank you so much for testing this! I notice it also happens when you use ALT+E to update control with different situations, but only if you are on foot. So say, for example, you cleared a scene and you want to update your status to available again to return to patrol. If you press ALT+E while on foot, it resets your walk style, but if you get into a vehicle and drive a bit then press ALT+E your set walkstyle will remain. Very strange. 

 

I may also have to ask you what trainer you are using, as maybe my trainer is outdated now or something... 

Yes, thank you so much for testing this! I notice it also happens when you use ALT+E to update control with different situations, but only if you are on foot. So say, for example, you cleared a scene and you want to update your status to available again to return to patrol. If you press ALT+E while on foot, it resets your walk style, but if you get into a vehicle and drive a bit then press ALT+E your set walkstyle will remain. Very strange. 

 

I may also have to ask you what trainer you are using, as maybe my trainer is outdated now or something... 

 

I never use a trainer.  For some reason it lags my game.  

 

I'll pay close attention and see if my players walk style is altered in any way.

 

DrDetroit

Hello, the whole thing that it changes walking style is not a bug, it's a feature to make sure that all LCPDFR animations run as smoothly as possible, I guess.

Invenio, Investigatio, Imperium

Hello, the whole thing that it changes walking style is not a bug, it's a feature to make sure that all LCPDFR animations run as smoothly as possible, I guess.

 

That makes sense and I appreciate it. But is there a way to shut off this feature, at one's own risk? Perhaps through a code or somewhere in the config files?

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