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Modding and V

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LMS, have you been taught scripting or is this something you just learned on your own?

​Nah it's self taught. I doubt there are many University lectures out there teaching you reverse engineering AAA games :P

 

Yard's findings don't suprise me, it was the same case on xbox. You can even the set amount of time peds wait at red lights etc. It's pretty nice.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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  • Guys, I just took a look at GTA V files with OpenIV (new update) and almost evrything is in XML. Take a look at this file - dispatch.meta. It controls the wanted level system, or more specifically, wh

  • ​Nah it's self taught. I doubt there are many University lectures out there teaching you reverse engineering AAA games :P   Yard's findings don't suprise me, it was the same case on xbox. You can even

  • ​Beautiful! I immediately want to add Buzzards to the Army Base zone after looking through that. I see that the Annihilator is mentioned in there, but unless they added it in the PC version, I never s

​You can even the set amount of time peds wait at red lights etc. It's pretty nice.

​That is so cool!

Can't wait until you geniuses dissect the game completely ^-^

If my post made you laugh (or giggle) in any way, smash that blue grey "Like this" button & like it :smile:

If my answer to your Support Thread fixed your problem, please Vote it up by clicking the ^ (up) arrow to the left of my name.

Guys, I just took a look at GTA V files with OpenIV (new update) and almost evrything is in XML. Take a look at this file - dispatch.meta. It controls the wanted level system, or more specifically, what cars and what peds spawn during which wanted level and where

http://pastebin.com/ZwMDKnve 

It seems extremely easy to configure this to, say, spawn female cops alongside male ones, spawn Buffaloes and Vapids alongside Interceptors, get sheriffs to spawn alongside LSPD in the city and even get the army to spawn at 5 stars should somebody want to.

And the best part - there is more! I imagine almost every single thing in-game is configurable. Now we just have to wait for OpenIV to support editing. I'll let you know if I manage to dig up something interesting.

​Beautiful! I immediately want to add Buzzards to the Army Base zone after looking through that. I see that the Annihilator is mentioned in there, but unless they added it in the PC version, I never saw one spawn during a chase. I wonder if that's an unused section. (Nevermind, later on I see how they choose what to spawn, so it'll probably be easy to add many changes as long as additional sections can be made!). Even roadblock vehicles and props are there! Time to spawn SWAT with the Enforcer roadblock (though if it's only one person I'd rather just replace it. I hope there's also ways to define how many peds are spawned per vehicle.

I'm rambling, but hell yes it looks like a system I can actually work with!

Edit: And I've already changed a bunch to my liking, as long as changes like them would actually take effect correctly!

  1. Added more car models to LSPD, SWAT, and LSPD roadblock spawns.
  2. Added a helicopter to spawn at the military base: a Buzzard with marines.
  3. Changed the Riot roadblock to spawn the Sheriff SUV in the country and the LSPD Van elsewhere.
  4. Changed the spikestrip roadblock to use the same cars as the regular roadblock (including the country areas using the Sheriff car) so you can't tell the difference just by the vehicles.
  5. Making the SWAT chopper spawn with a different set than the normal chopper, including using the Annihilator for it and a Marine Buzzard for the base.
  6. Slightly more cops and slightly less SWAT at Level 4, as they've just shown up.

Things I want to do:

  1. Add FIB spawns at level 5.
  2. Adding a sixth level, since you can define the level you earn it and add a new section. Surely other files will also control this, though.

Except for a few things (defining number of cops per vehicle, what "IsMutuallyExclusive" actually means, how the size of the minimap relates to the size used for vehicle spawn distances, full list of vehicle model names), this is looking good.

Edited by The Loot

​Beautiful! I immediately want to add Buzzards to the Army Base zone after looking through that. I see that the Annihilator is mentioned in there, but unless they added it in the PC version, I never saw one spawn during a chase. I wonder if that's an unused section. (Nevermind, later on I see how they choose what to spawn, so it'll probably be easy to add many changes as long as additional sections can be made!). Even roadblock vehicles and props are there! Time to spawn SWAT with the Enforcer roadblock (though if it's only one person I'd rather just replace it. I hope there's also ways to define how many peds are spawned per vehicle.

I'm rambling, but hell yes it looks like a system I can actually work with!

Edit: And I've already changed a bunch to my liking, as long as changes like them would actually take effect correctly!

  1. Added more car models to LSPD, SWAT, and LSPD roadblock spawns.
  2. Added a helicopter to spawn at the military base: a Buzzard with marines.
  3. Changed the Riot roadblock to spawn the Sheriff SUV in the country and the LSPD Van elsewhere.
  4. Changed the spikestrip roadblock to use the same cars as the regular roadblock (including the country areas using the Sheriff car) so you can't tell the difference just by the vehicles.
  5. Making the SWAT chopper spawn with a different set than the normal chopper, including using the Annihilator for it and a Marine Buzzard for the base.
  6. Slightly more cops and slightly less SWAT at Level 4, as they've just shown up.

Things I want to do:

  1. Add FIB spawns at level 5.
  2. Adding a sixth level, since you can define the level you earn it and add a new section. Surely other files will also control this, though.

Except for a few things (defining number of cops per vehicle, what "IsMutuallyExclusive" actually means, how the size of the minimap relates to the size used for vehicle spawn distances, full list of vehicle model names), this is looking good.

​Loot, could you perhaps post a video showcasing your changes? I'd like to compare your version with a default equivalent. :smile:

0uYcObx.jpg

If mods are seemingly impossible, how does that trainer work? The guy managed to make a basic super punch/kick mod that makes things fly

​Mods are not impossible, that hasn't been stated anywhere. 

Invenio, Investigatio, Imperium

 

 

​Yes, I do understand this -- it may surprise you I have some experience in reverse engineering. My point is the hashes which are shown in that list are completely different to the PC hashes and therefore the list isn't too useful right now. I was simplifying purely for the benefit of the user.

Sir, do you think, based on what information we currently have, that an LSPDFR would be possible for a private GTA Online session? I read up on the forum about how the files are apparently in a format that makes things difficult, and it could take some time to begin developing a base mod or something. I also read your forum post that you created. 

When it comes to stuff like this, I have a better chance at becoming the next Queen of England than fully understanding, LOL. 

Edited by PeetePanda

If mods are seemingly impossible, how does that trainer work? The guy managed to make a basic super punch/kick mod that makes things fly

​Trainers work differently than native mods. A trainer essentially hooks into the game as a debugger and modifies a few specific areas of memory (e.g. the structure containing player health, or player location, or weapon properties [which I suspect is how super punch works]) to achieve the desired effect. Script modding is far more complicated because the things it does typically involve much more interaction with the game. Trainers are fairly easy to write quickly with the aid of tools like Cheat Engine; native mods involve lots of research into the internal functionality of the game.

​Loot, could you perhaps post a video showcasing your changes? I'd like to compare your version with a default equivalent. :smile:

​If only I could. I don't currently have the game, so this is all theory for the moment. But if things literally work the way they look, the things I've done should work fine.

​If only I could. I don't currently have the game, so this is all theory for the moment. But if things literally work the way they look, the things I've done should work fine.

​Ahh, got ya. I hope your theory is correct. It would be far better than what is there right now. For example the LSPD Police Transporter appearing in the northern part of the map, way out side of its jurisdiction.

0uYcObx.jpg

Yeah. They didn't make a Countryside entry, with say the Sheriff SUV, for the spikestrip roadblock, so that's why the LSPD van and officer spawn all over the map.

I added an additional roadblock set that will use the SUV and Van, and also have three different spikestrip roadblocks set up the same way: patrol cars, SUV/VAN, and Riot.

Edited by The Loot

Yeah. They didn't make a Countryside entry, with say the Sheriff SUV, for the spikestrip roadblock, so that's why the LSPD van and officer spawn all over the map.

​While you're at it, is it possible to determine the type of the roadblock? Like spawning only cones or cones with spike strips? 

​does that mean the LCPDFR team can work on LSPDFR now?

​I guess that is a good question to LMS regarding the natives.

Edited by Jety2011

"Some say that the outline of his left nipple is exactly the same shape as the Nurburgring, and if you give him a really important job to do, he’ll skive off and play croquet."

​does that mean the LCPDFR team can work on LSPDFR now?

​LMS is good friends with many of the big "reclusive" coders/hackers/reversers, and has stated that he is already doing his best.

Patience, young padawan. 

Invenio, Investigatio, Imperium

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  • Management Team

I have not yet decided whether we use our own hook implementation, which we already have, or switch to Alex's at some point.

As for LCPDFR for GTA V, we will let you all know when we have something to share. No work has been started yet though, we're mostly messing around with the scripting engine atm.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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