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The latest updated version of RAGE Plugin Hook, required to play LSPDFR, can be found inside the LSPDFR download. It is not currently available on the RAGE Plugin Hook website.

LSPDFR Backup Customization - more components?

Featured Replies

Howdy!

I was wondering if there's a component for secondary accessories such as traffic vests and so forth? I've used comp_accessories for my duty belt, but if I want like an armor/traffic vest/parachutes, is there a component for that? Perhaps a weird question, and a lil' bit hard to explain what exactly I mean. Like parachutes and so forth.

Edited by Invisible

15 minutes ago, Invisible said:

Howdy!

I was wondering if there's a component for secondary accessories such as traffic vests and so forth? I've used comp_accessories for my duty belt, but if I want like an armor/traffic vest/parachutes, is there a component for that? Perhaps a weird question, and a lil' bit hard to explain what exactly I mean. Like parachutes and so forth.

It depends how the model for that is configured.  The comp_accessories slot is simply a name for the 9th component slot, and there's 12 in total which you can use.  You might want to try comp_tasks and comp_shirtoverlay

Here's a full list of all the names:

case "face":
	return 0;

case "beard":
	return 1;

case "hair":
	return 2;                    

case "shirt":
	return 3;

case "pants":
	return 4;

case "hands":
	return 5;

case "shoes":
	return 6;

case "eyes":
	return 7;

case "accessories":
	return 8;

case "tasks":
	return 9;

case "decals":
	return 10;

case "shirtoverlay":
	return 11;

 

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author
8 minutes ago, Sam said:

It depends how the model for that is configured.  The comp_accessories slot is simply a name for the 9th component slot, and there's 12 in total which you can use.  You might want to try comp_tasks and comp_shirtoverlay

Here's a full list of all the names:


case "face":
	return 0;

case "beard":
	return 1;

case "hair":
	return 2;                    

case "shirt":
	return 3;

case "pants":
	return 4;

case "hands":
	return 5;

case "shoes":
	return 6;

case "eyes":
	return 7;

case "accessories":
	return 8;

case "tasks":
	return 9;

case "decals":
	return 10;

case "shirtoverlay":
	return 11;

 

 

Oh yeah. I'm using the mp_freemode male model. I've tried comp_tasks, and shirtoverlay is already in use. I'll try a few more times, but these are all the "components" that you actually can change using a trainer for instance? There's nothing more? Using "Simple Trainer" and according to their "accessory2" it's id 18 that I'm looking for, however not sure what that trainer means by accessory2. I'd guess comp_tasks, but didn't work earlier. Will try again tho, thanks :)

3 minutes ago, Invisible said:

 

Oh yeah. I'm using the mp_freemode male model. I've tried comp_tasks, and shirtoverlay is already in use. I'll try a few more times, but these are all the "components" that you actually can change using a trainer for instance? There's nothing more?

Yep, there's only 12 component slots.  The multiplayer freemode models are configured differently though - if I remember correctly, they have parachutes under comp_hands for example.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author
5 minutes ago, Sam said:

Yep, there's only 12 component slots.  The multiplayer freemode models are configured differently though - if I remember correctly, they have parachutes under comp_hands for example.

Oh it has worked all the time, the problem is that whenever the officer exits their vehicle it dissapears. That's unfortunate. No cool fix for that? :D They got their vests on while driving, as soon as they exit it dissapears. Usually it's the opposite way, but since I guess they spawn in their vehicle it does that?

8 minutes ago, Invisible said:

Oh it has worked all the time, the problem is that whenever the officer exits their vehicle it dissapears. That's unfortunate. No cool fix for that? :D They got their vests on while driving, as soon as they exit it dissapears. Usually it's the opposite way, but since I guess they spawn in their vehicle it does that?

Not so sure that there's much you can do about that.  Are you using the multiplayer peds for your backup?

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author
5 minutes ago, Sam said:

Not so sure that there's much you can do about that.  Are you using the multiplayer peds for your backup?

Yep.

3 minutes ago, Invisible said:

Yep.

Oh okay, I'm actually curious to know how well that works?  The system as it is (in LSPDFR 0.3 anyway) wasn't really designed to work with them.  

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author
15 minutes ago, Sam said:

Oh okay, I'm actually curious to know how well that works?  The system as it is (in LSPDFR 0.3 anyway) wasn't really designed to work with them.  

Instead of using normal skins I just use mp_m_freemode_01 and uses their comps that I have changed textures on. Works well, except that the vests dissapears once they exit their vehicle - which I assume also happens with regular singleplayer skins too Or well, usually it's just the hat :D Haven't had any trouble with using mp skins.

 

Ok this is weird. The vest only dissapears once the person responds code three?

Edited by Invisible

  • Author
7 minutes ago, Suffolk County Skin Co said:

Try using the CustomBackup mod. It's about 20 times easier to edit and customize than the stock backup.

I'll give it a try. 

  • Author

It's the same problem with that mod. If it responds code two it is all good, even if it turns on lights and sirens upon arrival. If it responds code three, the vest dissapear from the officer upon leaving the cruiser. That's odd? Any clue why?

LSPDFR overrides comp_tasks, @Sam might be able to comment further on that. But it tries to reset comp_tasks because that's the weapon/holster/vest on the cop peds. So it always changes that component whenever an AI officer draws their gun. LSPDFR would need to change that behavior. 

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17 hours ago, PNWParksFan said:

LSPDFR overrides comp_tasks, @Sam might be able to comment further on that. But it tries to reset comp_tasks because that's the weapon/holster/vest on the cop peds. So it always changes that component whenever an AI officer draws their gun. LSPDFR would need to change that behavior. 

Very good point, I hadn't thought of that.  It is true that we never intended for the the freemode models to be used for NPCs with LSPDFR 0.3, other than perhaps teasing them in the police station. 

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

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