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Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]

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Then press the breathalyzing button 2 times so  that you'' disable the freeze?

 

That wouldn't make sense as to why it only happens on passed tests if that was the case then. Remember, failed tests don't have that symptom. I'll try it, though.

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  • Braveheart
    Braveheart

    Looking at Friday 10th August for the release.

  • Showcase Video is here

  • 2.3 should fix any issues with locations not showing up.  There was also an issue in the previous version where resist arrest would prevent or sometimes crash when LCPDFR arresting, this has been fixe

2.4 is out! Woo

 

  • Added new calls
  • Improved all calls spontaneity (some became a little predictive)
  • Improved breathalyser and fixed crashes
  • Moved and improved a lot of on-screen text
  • Changed how locations are generated
  • Improved follow me command (ALT+H)
  • Author

That wouldn't make sense as to why it only happens on passed tests if that was the case then. Remember, failed tests don't have that symptom. I'll try it, though.

 

This was indeed a bug with the breathalyser, I've since fixed it and uploaded the fixed version (2.4.1).

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

New version?! Woot! I'm gonna have to put it on my pc when I get home! I just updated the policehelper so I can't wait for your new script Braveheart! Keep up the great work!

Having issues with the multiple armed individuals call. Most of the guys stand still (sometimes one of them will start shooting) and aren't hostile at all until I attempt to interact with them.

  • Author

Having issues with the multiple armed individuals call. Most of the guys stand still (sometimes one of them will start shooting) and aren't hostile at all until I attempt to interact with them.

 

Am aware and dealing with it, thanks for the notification though.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

Am aware and dealing with it, thanks for the notification though.

 

I too am having issues with tte multiple armed suspects, I'm running the version before the newest one, but when I arrive on scene, only the marked guy has a weapon, all the others have tasers. Any way to fix that?

I too am having issues with tte multiple armed suspects, I'm running the version before the newest one, but when I arrive on scene, only the marked guy has a weapon, all the others have tasers. Any way to fix that?

 

Happens also to me, I first thought it was my comp -.- but after I realized it was working before. So it is defiantly an issue. The people just stand there (all have guns, but they just "camp") unless I shoot to them.

If you want my attention, quote me.

 

dae1089b7c4b80df4e988fc8d8c6841b.png

  • Author

I too am having issues with tte multiple armed suspects, I'm running the version before the newest one, but when I arrive on scene, only the marked guy has a weapon, all the others have tasers. Any way to fix that?

 

Yes, I've fixed this issue and the issues surrounding the numerous armed individuals call, new version - 2.4.2 - uploaded.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

This was indeed a bug with the breathalyser, I've since fixed it and uploaded the fixed version (2.4.1).

 

Awesome! I will try the new version ASAP.

I didn't get a chance to test it yet up to this post, but I did think of something else. Would it be possible for this mod, when LCPD:FR is activated, to generate AI traffic on the bridges connecting the islands? If the game hasn't been beaten, the bridges are unlocked, but no traffic is generated on them, and the AI avoids them. It'd be cool if their was a way to trick the game into putting AI traffic on the bridges. The trainer doesn't do it, either.

Edited by MyHogs

I have plenty of AI traffic on the bridges.  I have to cut around all the cars trying to get through the toll booths it get's so busy at times.  I do notice on the larger spans that I usually don't see traffic until I'm about halfway across.

 

Good day,

 

DrDetroit

Edited by drdetroit

I have plenty of AI traffic on the bridges.  I have to cut around all the cars trying to get through the toll booths it get's so busy at times.  I do notice on the larger spans that I usually don't see traffic until I'm about halfway across.

 

Good day,

 

DrDetroit

 

Well yeah, the ones with the toll booths work, lol... I know that... I'm referring to the ones that have the roadblocks on it that LCPD:FR has to unlock, though. Like the Algonquin Bridge, for example.

I didn't get a chance to test it yet up to this post, but I did think of something else. Would it be possible for this mod, when LCPD:FR is activated, to generate AI traffic on the bridges connecting the islands? If the game hasn't been beaten, the bridges are unlocked, but no traffic is generated on them, and the AI avoids them. It'd be cool if their was a way to trick the game into putting AI traffic on the bridges. The trainer doesn't do it, either.

 

 

One thing you can do is use SNT to unlock all islands, and then reload your save. I think that's how I've gotten it to work.

I'm still getting freeze-ups with the latest version. Someone mentioned updating scripthook, advancehook and dsound to help with the freezes. Anyone know where I can find these?

  • 3 weeks later...
  • 3 weeks later...

Hey, I've been watching and I saw this mod and I figured to give a whirl.

 

My problem is that the script is working, but I do not believe it's working properly. The location of the information coming in is located at the middle portion of the screen, which I believe it's suppose to be in the top left hand corner. My second problem is that the native, vanilla LCPDFR calls are still coming and conflict with the ability to accept the calls for Bravehearts script. Does anyone have any tips? solutions or the like for me?

 

Thanks!

Thought of some more suggestions.

- All have one thing in common... the ability for AI to do traffic stops.

- First suggestion is AI traffic stops in general. If an AI cop spots a speeder, red light runner, an illegal lane change, or some other traffic violation, the AI turns on the lights and pulls the vehicle over, and if the secondary lights are off, they're turned on, as well as the takedown lights, all of which would be turned off at the end of the traffic stop. Obviously, the same events could occur.

- Second suggestion is the ability to shoot radar from a helicopter, and flag vehicles to be pulled over by the AI.

- Third suggestion is similar to the second suggestion, but could be done from a cruiser shooting radar at the side of the road (one car shooting radar, the other car, or cars, doing the traffic stops)

- Call outs to assist AI at traffic stops, and with traffic stop related events such as pursuits.

Yes, I've fixed this issue and the issues surrounding the numerous armed individuals call, new version - 2.4.2 - uploaded.

 

Braveheart, I still have all of the problems even with 2.4.2 of the armed individuals just standing still and not shooting. Usually to get them to shoot, I have to either shoot one of them or each individually for them all to start shooting. I don't mind going up and arresting them all and avoiding the shootout completely but gets old arresting 5-10 people all the time.

 

I DONT KNOW HOW TO FINISH THE POLICE ASSISTANCE CALL OUT :P

 

ALT+DEL

 

Hey, I've been watching and I saw this mod and I figured to give a whirl.

 

My problem is that the script is working, but I do not believe it's working properly. The location of the information coming in is located at the middle portion of the screen, which I believe it's suppose to be in the top left hand corner. My second problem is that the native, vanilla LCPDFR calls are still coming and conflict with the ability to accept the calls for Bravehearts script. Does anyone have any tips? solutions or the like for me?

 

Thanks!

 

It used to be in the top left but in the 2.0 release (I think it was) it was moved to the middle left. As for the LCPD:FR calls affecting Braveheart's script, I disabled world events and callouts for LCPD:FR in the .ini file. If I want to go to a LCPD:FR call, I'll just hit the manual call combination. 

 

 

Edited by Sutton0492

[img]http://www.lcpdfr.com/crimestats/user/69538/sig.jpg[/img]

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