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vdH PoliceHelper 1.2.0 beta

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Could you add a new option in the .ini that allows us to select custom vehicle barriers? I have a UK-style barrier in the making and I would like to place it with your very handy script, but simpily replacing the current model cj_barrier_2.wft doesn't work because the placement offset is way off, and the barrier ends up spawning under the ground, with only the top showing.

 

I tried replacing another barrier slot, cj_ld_mission and the offset placement was just fine, however your script does not have any option for me to change the model name of the barrier to this.

 

Please add an option to define custom barrier slots and also, to set custom spawning [x,y,z] offsets for where the barrier initally spawns.

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  • OK. New and hopefully last closed beta is available for testers... and anyone with leaked mod ;) Link in game. Many parts of code were redone. After long long tests I've managed to make thieves dri

  • Thank you for all kind words. I really appreciate it.   It will be released quite soon. There is only one world event left (but complicated) and some tweaks to make. Script is not filled with bugs,

  • OK, this time I fucked up link in my post. This shout be ok. That flu is killing me. http://www.youtube.com/watch?v=BMSFAXhKeEk

i think if you just replace the default barrier with the one you are making, that would be much easier. Correct me if I'm wrong but aren't you able to select you barriers now as it is or is that just available for types of cones?

  • Author

Are you sure it's cj_ld_mission? I get only texture with that name. Did you try with other barrier models available in PH? 

"CJ_BARRIER_2",

"CJ_BARRIER_8",
"CJ_BARRIER_8_LIGHT",
"CJ_BARRIER_1"
 
I'd prefer to add the one model that is working for you (if it will be compatible) that adding that detailed options.

Are you sure it's cj_ld_mission? I get only texture with that name. Did you try with other barrier models available in PH? 

"CJ_BARRIER_2",

"CJ_BARRIER_8",

"CJ_BARRIER_8_LIGHT",

"CJ_BARRIER_1"

 

I'd prefer to add the one model that is working for you (if it will be compatible) that adding that detailed options.

The name of the model is "CAUTION_SIGN". It uses the resource "CJ_LD_MISSION" for its textures.

 

i think if you just replace the default barrier with the one you are making, that would be much easier. Correct me if I'm wrong but aren't you able to select you barriers now as it is or is that just available for types of cones?

As I said earlier, the offset is way off and it spawns into the ground.

Edited by Double Doppler

  • Author

Next week I should show something :) If I will have some spare time to finish one module there is a chance that testers will also post some footage :)

 

Wait. It's "your" feature. I'll make some screens and send you by pm :)

Edited by Abraxas

Next week I should show something :) If I will have some spare time to finish one module there is a chance that testers will also post some footage :)

 

 

Just in case everyone doesn't realise already, the next version of Police Helper will definitely blow your socks off.

 

Without spoiling anything, try to picture an infinite number of randomised and detailed callouts that see you take up the role as a more involved investigative police officer than any other simple callouts from any previous mods. The amount of work required to pull that off though is nothing short of astounding. 

Edited by Ekalb

  • Author

The name of the model is "CAUTION_SIGN". It uses the resource "CJ_LD_MISSION" for its textures.

As I said earlier, the offset is way off and it spawns into the ground.

I've checked that model and it not suitable for police action in that shape. I'll try to add option to set curtom model and offset for road barriers when I get to settings menu redesign.

 

I can't cite pedestrians with the police helper. I pull it up, and can check their ID, but when I press F10 to "worn or cite" them it doesn't work. HALP HALP HALP!! lol :D 

Maybe you have some key conflict? Do you get any errors or any trace of error in logs?

Abraxas,

 

For some reason I keep getting a large amount of tick and NonExisting errors.  This happens with PoliceHelper, and also well as the Tow script and METT/Coroner mod.  Once one error shows up, the services never work again until I reload scripts.  I use a lot of bait cars, ambulance calls, and coroner calls and after a while (sometimes 10-30 minutes) they start crashing and this is normally associated with texture loss.  I don't believe it is my computer because I'm running with 16GB of ram, 4GB of VRAM and a GTX 680M gpu.  Here's a log snippet:

 

============================================================================================================
=== [7/9/2013 15:48:06] === PoliceHelper ERROR: Bait car Tick1 section crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 121
=== Status ========== RA:0  ID:0  RB:0  BC:7  RC:0
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Position()
   at GTA.World.GetPeds(Vector3 Position, Single Radius, Int32 MaxAmount)
   at GTA.World.GetPeds(Vector3 Position, Single Radius)
   at vdH.BaitCarClass.BCtimer1_Tick(Object sender, EventArgs e)
 
 
============================================================================================================
=== [15:48:27] === TowScript ERROR: createPed failed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 1.9.0
=== Stat   === Slot0 status: 0, type: normal   Slot1 status: 0, type: magic   Slot2 status: 0, type: magic
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Gender()
   at GTA.World.CreatePed(Model Model, Vector3 Position)
   at vdH.TowService.createPed(Model model, Vector3 position)
 
 
============================================================================================================
=== [15:48:27] === TowScript ERROR: Call truck section crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 1.9.0
=== Stat   === Slot0 status: 0, type: normal   Slot1 status: 0, type: magic   Slot2 status: 0, type: magic
Error:
System.NullReferenceException: Object reference not set to an instance of an object.
   at vdH.TowService.CallTruck(Int32 slotCall)
 
 
============================================================================================================
=== [15:50:08] === METT/Coroner Mod ERROR: callForMett function crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 1.0.0.0
=== Status ========== Status:0
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Model()
   at vdH.MedicalExaminer.callForMETT()
 
 
============================================================================================================
=== [15:50:12] === METT/Coroner Mod ERROR: callForMett function crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 1.0.0.0
=== Status ========== Status:0
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Model()
   at vdH.MedicalExaminer.callForMETT()
 
 
============================================================================================================
=== [7/9/2013 18:31:06] === PoliceHelper ERROR: createPed function crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 121
=== Status ========== RA:0  ID:0  RB:0  BC:10
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Gender()
   at GTA.World.CreatePed(Model Model, Vector3 Position)
   at vdH.Zeus.createPed(Model model, Vector3 position)
 
 
============================================================================================================
=== [7/9/2013 18:34:44] === PoliceHelper ERROR: Bait car Tick1 section crashed
=== Info   ========== Game: TBOGT   Game version: v1120   Multiplayer: False   Mod version: 121
=== Status ========== RA:0  ID:0  RB:0  BC:7
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.Ped.get_Position()
   at GTA.World.GetPeds(Vector3 Position, Single Radius, Int32 MaxAmount)
   at GTA.World.GetPeds(Vector3 Position, Single Radius)
   at vdH.BaitCarClass.BCtimer1_Tick(Object sender, EventArgs e)

 
I'm also running a 100% stock install.  No modded textures, no modded cars, no data mods, nothing, just your scripts (and the testing version of LCPDFR of course).  I apologize if this was covered before but with 49 pages to the thread it's hard to search through.

 

 

de816a4fa5.png

I've checked that model and it not suitable for police action in that shape. I'll try to add option to set curtom model and offset for road barriers when I get to settings menu redesign.

 

Maybe you have some key conflict? Do you get any errors or any trace of error in logs?

I figured it out, Abraxas. Thank you very much. I was pressing shift f10, which works on traffic stops and stuff, but with the police helper I have to us the function (fn) key. Great script man, keep up the good work. 

  • Author

Maybe some of you are familiar with this preview by willpv23, but for others it may be something new.
 
Reverse prostitution sting
- 4 female officers to choose
- various actions, from boring usual traffic stop
- to high speed pursuit with officer thrown out of suspect's car at 60mph
- some surprising rare scenarios
 


 
This is first of two bigger features that will come with PoliceHelper 1.5. There will be some tweaks, fixes and small additions in other parts of the script too. The second big feature will be presented as soon as it will be ready to test it in it's final form. Hopefully quite soon.

Edited by Abraxas

Plz I really hope you add  an option to call for backup during pursuits like normal LCPD:FR even using same buttons? Because sometimes I rly like to have some support with some suspects & it's very stupid to see nearby police cars ignore the suspect totally :/

If you want my attention, quote me.

 

dae1089b7c4b80df4e988fc8d8c6841b.png

  • Author

Pursuits will be invoked by LCPDFR so you will have every option available. Plus I spiced them a bit. You've seen one example when girl was thrown from suspect's car on will's video :)

Just like in bait car it's LCPDFR who decides if we will have calm arrest or crazy pursuit.

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