Leaderboard
Popular Content
Showing content with the highest reputation since 06/23/2010 in Pages
-
Modding GTA V after a Title Update
Modding GTA V after a Title Update
CombineElite and 60 others reacted to Sam for a page
61 pointsRecent Updates 18 March, 2026 - Scripthook V compatibility update A compatibility update for Scripthook V is now available. 17 March, 2026 - Minor compatibility update for LSPDFR 0.4.9 (Build 9572) - GTA Build 3788 Please disable BattlEye launcher to continue to play LSPDFR! We have updated the bundled RPH version, which adds compatibility for the latest game version: Added compatibility for the new GTA V update (v3788.0) Updated the included RAGE Plugin Hook to support this 17 March, 2026 - GTA V Title Update (v3788.0) and GTA V Enhanced Title Update (1013.33) Rockstar Games has updated GTA V to v3788.0 and Enhanced to 1013.33. You will need to wait for an update to RPH to play LSPDFR on the new game version. Anti-cheat Information (BattlEye) Past Updates What are Title Updates for?In most title updates for GTA V, Rockstar Games add new content to the game. Usually, any new content is specific to GTA Online although there are occasionally fixes or updates for the single player Story Mode as well. In some cases, new content is shared between both GTA Online and Story Mode. Additionally, smaller features and standalone content items for GTA Online such as new clothes, buildings, interiors and vehicles are often unofficially accessible in Story Mode through modding. What's the newest Title Update for GTA V?BattlEye anti-cheat software has been added to Grand Theft Auto V. Click here to see the official release notes from Rockstar. Why do Title Updates stop mods from working?First of all, it's important to note that most updates to the game do not stop mods themselves from working, but rather stop the tools and frameworks that most modders use to create their mods from working. Key examples of this are: The RAGE Plugin Hook (which is used by LSPDFR) ScriptHook V (which is used by the majority of mods for GTA V) Community Script Hook V .NET (which itself needs ScriptHook V to work) Therefore, the simple reason for title updates impacting modding is simply that a new version of the game has been released and when this happens, many tools that modders use to create their mods need to be updated themselves to work with the new version of the game. In most cases, the mods themselves won't need to be updated - only the tools (like those listed above) that make them work. Once the tools have been updated, you should be able to install the new versions of the tools and your mods will work again. Note that due to the complexity of LSPDFR, it requires both an update to RAGE Plugin Hook and LSPDFR itself. How long does it take for modding tools to be updated?There's no universal answer to this question as each tool is different and the vast majority of mods for GTA V, including ours, are made by people who do it in their free time for no cost. Importantly, too, updating tools and mods to work with a new version of the game is a tedious and sometimes complicated process, and can take literal days of work. Rockstar Games provides absolutely no documentation or support for modding their games, so everything that has changed from a technical perspective in the game is left to modders themselves to figure out. For headline title updates, like new GTA Online Heists, the process can be even more complicated because of the addition of new gameplay mechanics and native scripting functions to the game that weren't present in earlier versions. Generally speaking, however, the RAGE Plugin Hook (which is needed for LSPDFR) is usually updated within a couple of days of a new title update. Because the developers of the RAGE Plugin Hook and the LSPDFR team work in collaboration with each other, LSPDFR is then updated shortly thereafter. ScriptHook V (which is used by the majority of GTA V mods) is maintained by Alexander Blade, who usually posts updates either on his own website, or on his GTAForums topic: Alexander Blade's Website; https://www.dev-c.com/gtav/scripthookv GTAForums Topic: https://gtaforums.com/topic/932648-script-hook-v What about mods that don't use Script Hooks?For the most part, if you launch GTA V after it has updated with all of your mods still installed, the game will crash. This can either be because you have mods which rely on scripting tools as discussed above, or it can be because you are using other mods which do not need these tools to work. If a mod doesn't use ScriptHook V, RAGE Plugin Hook, Community Script Hook V .NET, etc. then it's most likely to be a vehicle mod, ped mod, or of similar nature. These types of mods are usually installed using Open IV's mod folder feature, which will not work properly after a game update. The reason that mods using Open IV's mod folder won't work after a game update is that the mods folder works like an overlay. It overlays your custom, modded, files over the normal game files. When the game is updated, the game files are updated too but your custom, modded, files are not. This means that the updates to the game are being replaced by your old, custom files and this ultimately causes the game not to work as it is expecting the new, updated files. To fix this, you need to copy the new, updated files into the update.rpf archive in your mods folder. This isn't as complicated as it sounds, because Open IV will prompt to do this for you if you launch it in Edit Mode. I've updated my 'mods' folder using Open IV, but my mods don't work.Unfortunately, this is one of the nuances of modding GTA V using the Open IV mods folder method. When you copy the new version of the update.rpf, you are essentially defaulting back to an unmodded game. To make your mods work again, you will have to reinstall them. To avoid having to reinstall mods after an update, we strongly recommend that you use Lenny's Mod Loader wherever possible: https://www.lcpdfr.com/lml How can I play with LSPDFR or other mods after a Title Update?If your copy of GTA V has not updated to the latest version, you will not notice any changes and can continue to play normally. If you have updated (usually this is automatic), you will need to either wait for the RAGEPluginHook and LSPDFR to be updated, or you will need to revert to the previous version version of GTA V. How do I revert to the previous version of GTA V?Sadly, due to the Rockstar Games' Launcher trying to enforce usage of only the latest version: this is now very difficult to achieve. Some platforms (e.g. Steam) can be easier than others, but this is unsupported due to the fragility of downgrading.61 points -
Getting Started with LSPDFR 0.4
47 pointsWelcome to LSPDFR 0.4! In this Wiki you'll find a lot of information about the great range of new features and capabilities that we've introduced in LSPDFR 0.4. We know that this is a lot to take in, however, so here goes our attempt at a TLDR. Everything in LSPDFR 0.4 revolves around your Character. You can now create fully customisable characters using the same editor as GTA Online. This character has a name and their own stats and attributes. You can easily switch between characters using the Pause Menu You will spawn into the game as the character you last played as. This character defines how you interact with the game world in every aspect. You no longer drive to a police station to select a police offer model to play as, but instead from the very beginning you are your character. At the police station you can select your agency, outfit and inventory among other things, but you can no longer change your whole model. What happens when I play LSPDFR for the first time? If you are playing LSPDFR 0.4 for the first time, then you will not have a character. To get started, drive to a police station. Once you have entered the police station and have selected the option to go On Duty, you will be prompted to select a character. This will bring you to the Character Menu, where you will be able to create your own Custom Character, or choose from a selection of premade, ready-to-use ones. Where can I see a list of new features? We've decided not to release a full changelog for LSPDFR 0.4 - there are simply too many changes to list. Take it from us, almost everything in the mod has been changed in one way or another. Instead, we've put together two useful resources: Release Highlights - a short summary of the coolest new stuff. Feature Guides - more in-depth guides to the main features of LSPDFR. Note that the Release Highlights and Feature Guides are in no way indicative of all the new features or changes in LSPDFR 0.4.47 points
-
LSPDFR Sync
LSPDFR Sync
Officer Here and 22 others reacted to LMS for a page
23 pointsLSPDFR Sync LSPDFR 0.4 introduces a new unique experience bringing our players closer together. The new Sync functionality allows you to synchronize your character from the game to your LSPDFR Profile. To view your own personal characters or someone else's character, simply click on their profile and navigate to the LSPDFR Characters tab. The LSPDFR Characters page shows all characters a user has synced. Setting up LSPDFR Sync To set up LSPDFR Sync it is recommended to use windowed or window borderless mode. While in-game navigate to the Pause Menu and select the LSPDFR tab. Select the Sync tab and confirm. A new browser window will be opened to authorize your forums account to be linked with your LSPDFR copy. You need to be logged in to the forums in order for this to work. Once authorized, switch back to your game and you will be connected with the LSPDFR Sync service. Syncing characters If you are already connected, all new characters will be automatically synced. For the 0.4 release there is a limit of three characters per user that can be synced for stability purposes. If you want to sync characters you have created before connecting to the LSPDFR Sync service or unsync a specific character, you can do so from the Character Menu. The Character Menu allows you to individually sync and unsync your character. Character Avatars Your avatar is created automatically when your character is first synced to the server. If you want to change your avatar, you can take a selfie using the in-game camera. The new avatar will then be updated shortly on your profile.23 points -
Apartment
Apartment
spider8604 and 18 others reacted to Sam for a page
19 pointsThe Apartment LSPDFR 0.4 adds four fully functional apartments from GTA Online to singleplayer for your LSPDFR Characters to use. Each apartment can be used as a spawn location or can be entered freely during gameplay. Likewise, you can also quickly access your apartment through the Pause Menu. There are currently four Apartments in LSPDFR: 4 Integrity Way, Apt. 35 - a plush high-rise apartment with stunning city views New in Version 0.4.9 1893 Grapeseed Ave - a small, rural house in Grapeseed 0605 Spanish Ave - a modest apartment in West Vinewood. 2874 Hillcrest Ave - a luxurious Vinewood Hills stilt house. Sitting down in front of the TV inside 1893 Grapeseed Ave. Features There are a number of features available in the Apartment, including: Drinks TV Bed Chairs Shower Radio Wardrobe The Apartment also contains a Wardrobe which can be used to manage the player character's outfits. You can also change your character's current Components and Props. Viewing the Wardrobe at 2874 Hillcrest Ave. Garage The Apartment also has a vehicle garage outside. By default a black Stanier will be spawned there as the player character's personal vehicle. It is possible to replace this vehicle with another of your choosing by driving your chosen vehicle to the garage and following the on-screen instructions.19 points -
Making Arrests
16 pointsMaking an arrest There are two ways to make an arrest in LSPDFR: Via the Stopping & Frisking feature by detaining the person. Via a gunpoint takedown (explained below). Gunpoint Takedowns Not all suspects are willing to give up so easily, this means you must use force. You can stop a suspect at gunpoint by aiming at them with your weapon out and holding down E or . This will fill a progress bar in the bottom right of the screen. If you are able to fill the progress bar completely, while keeping the suspect at gunpoint, the suspect will begin to comply by going to the ground. Once a suspect is on the ground, they can be handcuffed by moving close to them and pressing and holding E or . An example of a gunpoint takedown in LSPDFR. Interacting with arrested suspects After you arrest a suspect, they will automatically follow you until you release them or transport them to a police station either by doing it yourself or calling for a Prisoner Transport unit. There are several interactions available with arrested suspects: You can make an arrested suspect stop following you and have them sit on the ground instead by pressing Q or behind them. You can take hold of an arrested suspect and move them by pressing E or when behind them. You can perform a pat-down frisk of an arrested suspect by holding Q or when behind them. You can release an arrested suspect by holding E or when behind them. While holding an arrested suspect, you can detain them inside a police cruiser by holding E or beside the rear doors. You can open the door of a police cruiser by facing towards the door and pressing E or . While standing beside an open door, press E or to remove the suspect from the vehicle. Transporting a suspect to a police station You can either choose to transport a suspect by yourself or by calling in a transport unit that will do it for you. Transporting an arrested suspect by yourself You first want to take a hold of the suspect and transport them to the vehicle by standing behind them and pressing E or . Next, you can either: Detain the suspect inside the vehicle using an animated sequence (police cruisers only) New in LSPDFR 0.4.6 Manually open one of the vehicle's doors so that the suspect can enter the vehicle. To place the suspect inside the vehicle using the animated sequence, take hold of them and move them towards the door of an unoccupied seat in the back of the vehicle. The animated sequence will only work if the vehicle is a standard car layout, the seat is free, and if it is the rear-left or rear-right seat of the vehicle. Press and hold E or to detain the suspect inside. A progress bar in the bottom right of the screen will show. To place the suspect inside the vehicle manually, you first need to open a door for them. Approach the door that you wish to use and press E or while facing it to open the door. Once the door is open, take hold of the suspect again, move them towards the opened door and press E or to make them sit inside the vehicle. Note that you can remove a suspect from a vehicle by following the same process to open the door, and then by pressing E or while standing beside the open door and facing towards the seated suspect. In LSPDFR you have the option of transporting a suspect to any police station, most stations have a jail symbol on your map, driving to this and parking in the blue checkpoint will transport your prisoner to the jail. The Downtown Police Station has jail cells that allow you to move a suspect into the cell area on foot, you do this by removing your suspect from the vehicle and leading them into the cells. Requesting a Prisoner Transport Unit Alternatively, you can get your fellow officers to transport an arrested suspect to a police station for you. To do this, you must first make the suspect sit on the ground. Stand behind the arrested suspect and press Q or to make them sit on the ground. Once the suspect is sitting on the ground, open the Backup Menu and call for a Transport Unit. You will need to change the Response Type in the Backup Menu to Transport.16 points
-
Traffic Stops
Traffic Stops
PSQLMIKE111 and 14 others reacted to Sam for a page
15 pointsHow to conduct a Traffic Stop You can conduct Traffic Stops in LSPDFR while On Duty and in a police vehicle by pulling up behind the target vehicle (the one that you wish to pull over) and pressing Shift (by default on keyboard) or A (by default on a controller). If the target vehicle is eligible to be pulled over, doing so will 'blip' it. A 'blipped' vehicle will continue as normal (they don't know that you want to pull them over yet), but can be signaled to pull over by activating your sirens while behind it. Once you have signaled the vehicle to pull over, the driver will attempt to find a safe place to stop. There is, of course, also a chance that they could fail to stop at which point a pursuit could be initiated (read more: Requesting Assistance). Note that you may also overtake the target vehicle and have them follow you to a desired position, and can also sound your horn which will activate the megaphone. Once the vehicle has come to a stop, the Traffic Stop will begin. An example of the player tailing a 'blipped' vehicle. While on the stop While on a Traffic Stop, you can interact with each occupant of the vehicle by walking up to their position in the vehicle and following the on-screen prompts. Doing so while present you with a number of options, such as: Asking to see their ID, Asking them to leave the vehicle, Issuing tickets and warnings. If you ask a suspect to leave their vehicle, you will be able to access more interaction options similar to those available during Stop & Frisk. Unique to Traffic Stops, though, you have the option to ask a suspect to follow you (or stop following you), as well as the ability to dismiss them (either back into their vehicle, or to leave on foot.) The player interacting with the driver of the vehicle.15 points -
Settings
Settings File The Settings file in LSPDFR 0.4 is 'lspdfr.ini' and can be found in the LSPDFR folder of your GTA V installation. The LSPDFR Settings File (lspdfr.ini) can be opened in any text editor (e.g. notepad) where you can edit existing values and add new settings from the list below too. If you change anything in the lspdfr.ini file, you will need to reload LSPDFR for the settings changes to be applied. Console Variables LSPD First Response 0.4 features a new settings and console variable system. Like in previous versions, all settings can be set using the lspdfr.ini file in the lspdfr subfolder. However, they can now also manipulated from the game using the game console for quick testing. Typing in "SetVar" followed by the name of the variable and its value will temporarily - for the session only - change its values. Note that for a few options this will not have any effect as they are only evaluated when the mod first loads. Entering "SetVar Ambient.DisablePlayerFlashlightOverride true" into the Console would disable the LSPDFR flashlight feature, for example. Settings Below you can find the most common settings for LSPDFR and what they do. The Default Value does not indicate the value in the release version of lspdfr.ini but the value LSPDFR uses if no value is specified. Settings name Type Default Value Description Main.PreloadAllModels Boolean False Loads all models that will be used by the mod at startup. This reduces loading times and possible micro-stuttering during gameplay but will increase memory usage. If you use many vehicle mods and encounter texture loss, turning this off might help freeing memory. Main.DisableGameBlipHiding Added in 0.4.2 Boolean False If set to true, stops LSPDFR from hiding story-mode related map blips. Main.DisableMultiplayerMap Added in 0.4.3 Boolean False If set to true, LSPDFR will not load the multiplayer map. Use with caution as this prevents access to many parts of the police station interior as well as the player house. Callouts.DisableBigRadar Boolean False The game radar map is enlarged while a callout is being displayed. Callouts.Multiplier Integer 250 Likelihood of a callout to happen. The higher, the more likely. Setting this to zero disables callouts. WorldEvents.IntervalMultiplier Float 1.0f Likelihood of a world event to happen. The higher, the more likely. Setting this to zero disables world events. WorldEvents.MaxNumberOfEvents Integer 1 Maximum number of world events that can run at the same time. Holdup.TimeMultiplier Float 1.0f Multiplier for the response time for the 'Holdup' callout. A higher multiplier gives you more time, where as a lower multiplier gives you less time. Ambient.DisableAmbientGameCopSpawnBlock Boolean False LSPDFR disables ambient cops to be created by the game in favor of our own spawning system. If you are using a popschedule based mod to spawn police units, turn this option on to disable the block. Ambient.DisablePlayerFlashlightOverride Boolean False LSPDFR replaces the default game flashlight when equipped. Setting this option to true disables that. Ambient.DisablePlayerHolsteringActions Added in 0.4.6 Boolean False LSPDFR 0.4.6 adds new holstering/drawing animations for pistols. Setting this option to true disables these. Ambient.DisableSitAnywhere Added in 0.4.9 Boolean False LSPDFR 0.4.9 adds the ability to sit down on most chairs and benches. Setting this option to true disables the feature. AmbientSpawn.SpawnFrequency Integer 5000 Specifies the frequency in milliseconds for attempting to spawn ambient units in the area. AmbientSpawn.MaxCopsInArea Integer 5 Specifies the maximum number of ambient cops in an area at any time. Setting this to zero disables ambient spawning. AmbientSpawn.MaxSpawnedCopsInArea Added in 0.4.2 Integer 2 Specifies the maximum number of ambient cops created by LSPDFR in an area at any time. Setting this to zero disables ambient spawning. Ambient.DisableEscapedSuspectEncounter Added in 0.4.7 Boolean False Specifies whether encountering previous escaped suspects will be disabled. Ambient.EscapedSuspectEncounterInterval Added in 0.4.7 Integer 45000 Time in milliseconds to consider spawning an escaped suspect. BackupManager.LastBackupRequestResetInterval Integer 30000 Time in milliseconds after a backup request is considered a new request. A new request will not be evenly distributed with prior requests and will usually spawn as close as possible. KeyHandler.AlwaysDisplayKeyboardKeys Boolean False Specifies whether helpboxes in the game indicating what keys to use will always display the keyboard controls. Networking.DisableServerCommunication Boolean False Specifies whether any kind of LSPDFR server communication should be disabled. Networking.DisableDiscordRichPresence Boolean False Specifies whether Discord Rich Presence for LSPDFR should be disabled. Frisking.DisableCovid19Items Added in 0.4.7 Boolean True Specifies whether COVID-19 outbreak relevant items will be found during frisking. TrafficStop.ScenarioMult Added in 0.4.8 Float 1.0 Sets the likelihood for random scenarios (i.e. suspects resisting) to happen during a traffic stop. Chase settings Settings name Type Default Value Description Chase.CopsCanCommandeerVehicles Boolean True Specifies whether cops can commandeer civilian vehicles during chases. Chase.DisableCameraFocus Boolean False Specifies whether the game camera focusing on suspects during chases should be disabled. Chase.DisableTrafficDensityAdjustments Boolean False Specifies whether adjusting traffic density during chases should be disabled. Chase.ExhaustionInterval Integer 25000 Specifies the time in milliseconds after which a suspect can become exhausted. Chase.ExhaustionDuration Integer 30000 Specifies the duration in milliseconds a suspect can be exhausted. Chase.MaxUnitsPerSuspect Integer 10 Sets the maximum amount of cops that can be assigned to an individual suspect during a chase. Chase.MaxUnits Integer 20 Sets the overall maximum amount of cops that can be assigned to a chase. Chase.SuspectEscapeTime Integer 90000 Sets the time after which a suspect is considered to have escaped a chase. Chase.TrafficDensityBudget Integer 2 Sets the vehicle budget during chases. Chase.TrafficDensityMultiplier Float 0.5 Sets the traffic density multiplier during chases. Chase.AmbientResponseOfficersAssignedThreshold Added in 0.4.2 Integer 2 Specifies the number of cops assigned to a suspect that are necessary before nearby ambient cops are no longer added to the chase. Higher numbers will result in more ambient cops being able to respond. Chase.AmbientResponseOfficersAssignedInAreaThreshold Added in 0.4.2 Integer 2 Specifies the number of cops in the area assigned to a suspect that are necessary before nearby ambient cops are no longer added to the chase. Higher numbers will result in more ambient cops being able to respond. Performance Settings Settings name Type Default Value Description AmbientSpawn.DisableRandomUnits Boolean False Specifies whether ambient units can spawn. It is recommended to enable this setting when encountering texture loss. Chase.DisableAmbientAI Boolean False Specifies whether ambient vehicle AI is affected during chases. It is recommended to enable this setting when encountering performance issues during chases. PoliceStation.DisableAmbientSpawn Boolean False Specifies whether ambient units can spawn and populate a police station. It is recommended to enable this setting when encountering texture loss. Developer Settings Settings name Type Default Value Description Main.DisableAmbientScriptHooks Boolean False RAGE Plugin Hook limits the number of native addresses that can be resolved at runtime. LSPDFR makes use of this feature on every load resulting in a crash after reloading a few times (usually around 20-25). During plugin development it is hence recommended setting this to true.14 points
-
Enhanced Blocking
Enhanced Blocking
Moritz Designs and 10 others reacted to Cyan for a page
11 pointsIn the days of Discord and sub-communities, it's very likely that you've ran into drama off-site. Especially if you're a seasoned developer. We understand that there's a lot of drama that tends to spill onto LCPDFR.com, and can manifest in behaviour which does not violate our Community Guidelines but does negatively impact you. LCPDFR.com now has a new feature for creators called Enhanced Blocking. Enhanced Blocking allows you to block certain users from leaving comments or reviews on your files, ideal for toxic users you've encountered off-community or persistent trolls on your files. Although we don't see Enhanced Blocking as a complete silver bullet solution, we hope it gives authors more control over their comment/review sections. Setting up Enhanced Blocking To set up Enhanced Blocking, click your username on the top right of the site to open the User Bar. From the User Bar, choose 'Ignored users'. From the bottom of the page, toggle 'Enhanced Blocking' on, then Save. Blocking a user via Enhanced Blocking First, open your Ignored users list. To open this, click your username on the top right of the site to open the User Bar. From the User Bar, choose 'Ignored users'. In the 'Add new user to ignore list' box, start typing the users' name and select from the autocomplete suggestion. Ticking the 'Posts' box will enable Enhanced Blocking, as well as hiding the users' work from most of the feeds you see on LCPDFR.com. You may wish to tick further ignore options if you do not wish the user to contact you in these ways, too. A caution with Enhanced Blocking Enabling Enhanced Blocking, as well as adding a user to your ignore list with the instructions above, will allow the blocked user to summarise you are blocking them, as they will see no comment or review box on your files and gallery images.11 points -
Characters
Characters
Jebediah Turner and 10 others reacted to LMS for a page
11 pointsIntroduction Out with the old, in with the new. Gone are the days of going to a Police Station and simply 'switching model' into a police officer. Instead, LSPDFR 0.4 is based around actual Characters. They have names, they have stats - they are their own person. To play LSPDFR 0.4, you'll need to have at least one character. By default, LSPDFR 0.4 comes with a number of 'preset characters' which can be selected from. These roughly represent the options available in LSPDFR 0.3 and are intended for those who wish to jump straight into the action without creating your own Custom Character. Custom Characters Custom Characters are those which can be created through the Character Creator in LSPDFR 0.4. We use the same system as that found in GTA Online, allowing a great detail of customization ranging from hair color to nose shape. They uniquely represent each player in the game world without having to worry about running into your doppelgänger. Note that there's a limited number of police-related clothing and accessories available for these characters by default in Grand Theft Auto V. This can be vastly expanded by installing other modifications, like EUP, which adds hundreds of different clothing items and accessories for a large number of police agencies. @Sam has also created a simple modification which enhances the LSPD outfits: https://www.lcpdfr.com/files/file/22116-lspd-character-outfits/ Preset Characters A Preset Character, on the other hand, is based on an existing NPC model. This gives them a great range of available clothing and components, but ultimately limits their individual look. Players that have played LSPDFR 0.3 will recognize most of these models. While a preset character is still essentially a normal character, that can be used to LSPDFR and also synced to your account, there are certain limitations. Most notably the lack of a proper off-duty experience since a NPC character does not have an off-duty outfit. For the full LSPDFR experience we hence recommend using a Custom Character.11 points -
Requesting Assistance
Requesting Assistance
UpperMidnight and 10 others reacted to Sam for a page
11 points'Calling in' In 0.4, when you witness a crime taking place, or when someone resists or attacks you, you can 'call it in' by holding B (by default on keyboard). This will initiate a Pursuit of the suspect and allow other officers to be called via the Backup Menu to assist. Additionally, any officers already in the area will be alerted. The player 'calling in' a PC 148. In this example, the suspect (in red) has fled an attempt by the player to Stop & Frisk them. Backup Menu The Backup Menu contains all the various options in LSPDFR for calling for assistance. It is access by pressing B (by default on keyboard) or Right Stick (by default on controller). The backup menu on LSPDFR 0.4. The Backup Menu can be filtered by Agency. This means that only units belonging to the chosen Agency will be shown. If the agency is set to None - the closest available unit for the type that you request will be dispatched. You can set a response location by using the waypoint marker on the map. Response Types: Code 2: A less urgent response, lights and sirens are only used to clear heavy traffic. Code 3: An urgent response with lights and sirens. Pursuit (only available in a pursuit): The same as Code 3, but with the intention of responding to a pursuit in progress. Transport (only available after setting an arrested suspect on the ground): The same as Code 2, but with the intention of transporting an arrested suspect.11 points -
Stopping & Frisking
11 pointsHow to Stop & Interact with civilians Civilians in the game world can be stopped and interacted with by pressing and holding E (by default on keyboard). This will fill up a progress bar on the bottom right of the screen and will cause the suspects who are to be stopped to be 'blipped'. Once the progress bar fills, the suspects will stop and face towards the player. Stopping two civilians in LSPDFR. The flashing red blips are visible as the progress bar on the right fills. Interaction Once a person has been stopped, the following interaction options are available: Interact (a sub-menu with the ability to ask for ID, issue tickets, etc.) - Similar to Traffic Stops Detain the suspect. Frisk the suspect. An example of frisking a suspect.11 points
-
Pursuits
Pursuits Pursuits are one of the main components of LSPDFR. They can be triggered in a number of ways, including: Being initiated by the player (e.g. if a vehicle fails to stop for a traffic stop) Being initiated by an NPC officer Or, as part of a Dispatch The start of a 'hot pursuit' in LSPDFR 0.4. Shown is the flashing red and blue minimap and the Pursuit Initiated notification. How it works During a pursuit, fleeing suspects are indicated by solid red blips. If no officers have visual of a suspect, this blip will begin to flash. If visual is lost for a certain period of time, the blip will disappear altogether and be replaced by a solid black cross (x), marking the last reported position of the suspect. This cross will then remain on the map until visual is reacquired or the pursuit is called off (which happens automatically if visual is not reacquired within a certain amount of time). During this time, NPC officers will search for the suspect and the flashing red and blue minimap will be disabled, with view cones appearing for each officer instead. Pursuit Menu A number of pursuit specific options are available to the player through the Pursuit Menu, opened by pressing N (by default on keyoard). Among the options available are changing which Agency is responsible for the pursuit and enabling and disabling the use of pursuit tactics and lethal force. The Pursuit Menu in LSPDFR 0.4.10 points
-
Discord Rich Presence
10 pointsRich Presence LSPDFR 0.4 introduces an integration with Discord's rich presence system which will show off that you're playing LSPDFR, as well as what you're doing. Your current agency will be displayed if you are on duty, as well as which character you are playing with and their current position. An example of how Rich Presence with LSPDFR 0.4 looks. Disabling Rich Presence You can disable the built-in Discord Rich Presence system by either: (Just for LSPDFR) Set the Settings value 'Networking.DisableDiscordRichPresence' to 'True'. (Globally for all games) Discord User Settings > Game Activity > Uncheck 'Display currently running game as a status message'10 points
-
Police Computer & Radio
Police Computer & Radio
Karabiber Gamer and 9 others reacted to Will for a page
10 pointsThe Police Computer The Police Computer lets you search individuals by name or vehicles by license plate. You access it by pressing Q on keyboard or X on controller. Type in a name and press enter to get their police record, or type in a license plate number to get information on a vehicle. Use Tab to cycle through the IDs you have collected. The Police Radio The Police Radio gives you access to a small number of police related options. It is accessible from the Interaction Menu while you are on duty. Action changes the animation your character uses while using the radio. You can pick between using a shoulder mic, handheld radio, earpiece, or none. Available for Calls toggles your "busy status". Not available for calls means you will not receive callouts. Request call lets you force a callout. Request Records Check is similar to the police computer. It lets you search names and plates, and you can cycle through the IDs you have collected with Tab. Close Nearby Roads closes the roads around you to traffic.10 points -
Zone
Zone
RedPhoenixKatherine and 9 others reacted to Sam for a page
10 pointsIn Grand Theft Auto V, a zone is the shorthand name used to describe a particular area of the map. Each zone is made up of a number of smaller areas - each one a simple square - and if a position in 2D space is determined to be within one of those squares, it is therefore in that zone. We use Zones in LSPDFR in the Regions system, where we combine multiple zones into wider regions that can then be used in the Backup XML to assign a particular agency to the region. A list of available zones, along with their corresponding names, is given below: LSPDFR also adds two additional zones. These are not present in the game, but can be used in our data files: HIGHWAY (All Highways) YANKTON (North Yankton)10 points -
Police Badge
9 pointsPolice Badge This feature was added in LSPDFR 0.4.2 and is unavailable in previous versions. The Police Badge is a new feature in LSPDFR 0.4.2 which allows the player to flash their badge. This feature is available both On and Off Duty and can be used to clear any wanted level that has been attained, so long as a police officer sees it. The Police Badge is available as an Action within the Interaction Menu. To show your badge, simply choose 'Flash Badge' as your selected Action in the Interaction Menu. Just like any other Interaction Menu Action, you can press or + to perform the action even when the menu is not open. An undercover officer showing her badge in LSPDFR 0.4.2. Note that a custom badge model is in use. Integration with Agency Just like the Ballistic Shield, the Police Badge integrates with the Agency system introduced in LSPDFR 0.4. It is possible to use a custom badge model on a per agency basis.9 points
-
Interaction Menu
Interaction Menu
DumboHoodz and 8 others reacted to Will for a page
9 pointsThe Interaction Menu LSPDFR replaces the default game interaction menu with its own. By default, press M or hold back on controller to access the menu. Quick GPS lets you quickly set a GPS waypoint to the nearest police station, jail drop-off, fire station, medical center, or your apartment. Police Radio is only available while on duty and brings you to the Police Radio sub menu. See Police Computer & Radio for more info. Vehicle brings you to a sub menu that gives you access to some of your vehicle's functions. More on that later. Inventory brings you to another sub menu with some options relating to your character's inventory. See below for more info. Settings is yet another sub menu with some options for LSPDFR. Again, more info below. Action lets you perform a few different quick actions, such as drinking coffee or eating donuts. Press Enter to perform the action. Dialogue lets you say various things like "Hi" or "Bye." Press Enter to say it. Player mood changes your character's facial expression. Walk style changes the animation your character uses for walking. The Illuminated Clothing option allows you to control the style of any illuminated (emissive) clothing on your character's outfit.New in Version 0.4.9 The Vehicle Menu The Vehicle sub menu gives you access to some of the functions of your current vehicle. It can even be used remotely! Engine lets you turn your engine on or off, or leave it always running. Lights lets you turn your lights on or off. Doors lets you open any of the doors. Emergency signals lets you toggle between lights, lights and sirens, or off. Police Car Radio enables or disables the ambient police radio in police vehicles. Radio lets you change the radio station (yes - the radio works in police cars now!) The Inventory Menu The inventory sub menu lets you equip a ballistic shield or drop evidence markers. Equip Ballistic Shield will give your character a shield to carry, for those high risk operations. See Ballistic Shield for more info. Remove Ballistic Shield will put your shield back away. Place Evidence Marker will drop an evidence marker at your current location. See Evidence Markers for more info. The Settings Menu The settings sub menu lets you change some of LSPDFR's settings. Spawn Character changes which character LSPDFR will start with. Spawn Location changes where you spawn when loading the mod on startup. Police Station will put you at a police station, apartment will put you in your apartment, random will randomly pick between those and a few different scenarios. Owned Apartment changes which apartment LSPDFR will consider your character to own. See Apartment for more info.9 points -
Dispatches (Callouts)
9 pointsDispatches A Dispatch is a call which can be offered to the player while On Duty. A notification will appear in the bottom left of the screen detailing the call, and in some cases, the minimap will also be enlarged to display the approximate location of the call. An example of a Dispatch in LSPDFR 0.4. To accept a Dispatch, press Y while the prompt is still on screen. You will then be given further instructions. Callout Plugins One of the main strengths of LSPDFR is the ability to add additional Dispatches/Callouts to the mod using the API. There's a massive variety of these available, including everything from bank robberies to mundane disputes. You can browse a list of these plugins available here: https://www.lcpdfr.com/downloads/gta5mods/scripts/?sortby=file_updated&advanced_search_submitted=1&downloads_field_20=LSPDFR callout(s)&sortby=file_updated&sortdirection=desc&page=19 points
-
Pause Menu
Pause Menu
SgtDevRupesh and 8 others reacted to Sam for a page
9 pointsThe Pause Menu LSPDFR 0.4 introduces seamless integration with Grand Theft Auto V's pause menu. To access this, simply open the pause menu as normal and click on the LSPDFR tab. The 'LSPDFR' tab in the Pause Menu of Grand Theft Auto V. Pause Menu Options Character Updated in 0.4.2 - Switch Character (brings you to the Character Manager which allows you to switch characters, create a new one, etc.) - Go to nearest Police Station (this will bring you to the closest Police Station) - Go to Apartment (this will bring you into the Apartment with a short intro sequence) - View my Character's stats (this will show you a sampling of your character's statistics. You need to be connected to LSPDFR Sync for this to enable.) Settings From here, you can view all of the active configurable settings in LSPDFR and their current values. For more information, see Settings. Callouts Updated in 0.4.7 This menu displays all of the active Callouts currently loaded in LSPDFR. In LSPDFR 0.4.7, you can also force a specific callout to be run from this menu by using the alternate selection key. Sync See LSPDFR Sync for more information. Key Bindings Updated in 0.4.2 From here, you can access all of the configurable key bindings in LSPDFR: With LSPDFR 0.4.2, you can now seamlessly change your LSPDFR keybindings within the pause menu. About LSPDFR This page simply displays the authors and current version of LSPDFR.9 points -
The 'Custom' Folder
The 'Custom' Folder
DarthDeionBB8112 and 5 others reacted to Sam for a page
6 pointsThis guide explains how to use the new 'Custom' data folder functionality, introduced in LSPDFR 0.4. About the Custom folder. The Custom folder allows you to add data to LSPDFR (and make certain edits) without needing to change the original data files that come with the mod. In context, this means that you can easily add and/or edit Agencies, Inventories, Outfits, etc. without fear of breaking the original data. It also makes it simple to install and uninstall custom content, removing the need for you to manually make backups. How to use it. To get started, you'll want to copy whatever LSPDFR data file you wish to edit, or use as a base for new content, to the Custom folder. Files in the Custom folder must keep the same filename as the default file that they are changing/extending, but you can add a suffix to this name to make things easier to organize. This is an example of how a Custom folder might look. A suffix ('lspd_eup') has been added to the original filenames. How it works. The Custom folder works on the basis that it 'adds' content at first, as opposed to replacing or overwriting anything. This means that if you add an Agency XML file to the Custom folder, you will be adding a new agency to the mod, not replacing an existing one. Note, however, that if the agency you add has the same Script Name as an existing Agency (i.e. one defined in the original data), then the opposite is true - your custom agency will replace the default agency. In the example shown above, a new agency file has been added, along with an Inventory file and Outfit file. These inventories and outfits would then be referenced within the Agency XML by their script name, allowing the agency to have its own inventories and outfits. Compatibility. The following LSPDFR data files are compatible with the Custom folder: agency.xml backup.xml regions.xml inventory.xml outfits.xml cop_presets.xml cop_presets_outfits.xml duty_selection.xml stations.xml6 points -
Agency
An Agency is an organization in LSPDFR to which Stations, Peds and Vehicles can belong. In LSPDFR 0.4, the various agencies (i.e. police agencies, fire departments, etc.) are defined within the Agency XML file. Generally, an Agency in LSPDFR is a representation of some kind of police or law-enforcement organization, although other entities like fire departments can also be present. It's worth noting as well that Agencies can be used to represent smaller divisions within an Agency too. This is done by setting the Parent element in the child Agency's XML to the Script Name of the parent Agency. In the default configuration for LSPDFR 0.4, this is done for the SWAT teams of the police and sheriffs. Agencies are referenced by their ScriptName. Elements Element Name Type Required Description Name Text Yes This is the full name of the agency, e.g. Los Santos Police Department ShortName Text Yes This is generally an initialism of the name, e.g. LSPD TextureDictionary Text No The name of the texture dictionary to be used for HUD notifications. TextureName Text No The name of the texture in the above dictionary. ScriptName Text Yes This is a unique identifier for this agency, which is used to cross-reference it in code and other data. Inventory Inventory No The default Inventory for the agency - it will be used if a Ped doesn't have a specific inventory assigned. Parent Agency No If set, will make this agency child of the parent Agency you specify. Loadout + Loadout Yes A Loadout defines which Vehicles and Peds an agency has. ExcludeFromBackupMenu True/False No Can be set to true to stop the Agency being available in the Backup Menu using the Agency switch at the top of the menu. The agency can still respond as a backup unit when called in differently, e.g. via Local Patrol. BadgeModel Added in 0.4.2 Text No Can be used to specify a custom Police Badge model to be used by this agency. ShieldModel Added in 0.4.2 Text No Can be used to specify a custom Ballistic Shield model to be used by this agency. EvidenceMarkerModel Added in 0.4.8 Text No Can be used to specify a custom Evidence Marker model to be used by this agency. + Denotes one or more elements may be present. Example <Agency> <Name>San Andreas Highway Patrol</Name> <ShortName>SAHP</ShortName> <ScriptName>sahp</ScriptName> <Inventory>default</Inventory> <Loadout> <Name>Motor Unit</Name> <Vehicles> <Vehicle>policeb</Vehicle> </Vehicles> <Peds> <Ped comp_uppr="1" comp_decl="1" comp_lowr="0" prop_head="0" helmet="true">s_m_y_hwaycop_01</Ped> </Peds> <NumPeds min="1" max="1" /> </Loadout> </Agency> A basic example of an Agency in LSPDFR 0.4 with only one Loadout (the bike officer).5 points
-
LML Installation Guide & First Steps
3 pointsLooking for a video tutorial? Check out our tutorial here and a guide including the installation of Coastal Callouts by Acepilot2k7 here. This guide is guided at end users to aid with the installation of Lenny's Mod Loader and understanding its features. For mod developers we suggest to refer to the install.xml guide as well the example packages such as 50 Addon Car Example. Installing Lenny's Mod Loader Installing Lenny's Mod Loader is very simple. After downloading the files, simply copy the content of the "ModLoader" folder to your game root folder. Make sure that files such as vfs.dll are in the game's root folder and that you have a "lml" subfolder in that folder, too. Check out the image below to see what your folder should look like after installation. The "ModManager" folder can be anywhere. Installing Mods All mods will be installed in the lml folder inside their own subfolder. For instance, a new vehicle mod might be located in "GTA V/lml/newVehicle". The heart of the installation is the install.xml file which describes how to load a mod. Many files will not yet have such an install.xml file, so we recommend you take a look at our wiki and the examples you can find in the LML subforum if you want to convert a mod to LML. Automatic Installation All mods that have the LML OneClick Tag on the downloads page support automatic installation while the game is running and be used installed using the Downloads Manager which is included in your LML installation. Some mods without the tag will still work out of the box as they follow a relatively simple file structure. LML tries to guess how to install a mod and create an install.xml based on that, however this might not always work correctly. Most FiveM mods are supported out of the box as they follow clear guidelines. Mods with an LML tag only are supported by LML officially but cannot be installed at runtime, mostly because they require modifications of game files early on in the loading process, so that modifying them in a running game is no longer possible. Manual Installation Generally speaking you can install any mod you normally use OpenIV for using LML. Simply create a new folder in the lml subfolder, copy the files in there and create an install.xml to load it. The next time you start the game, your mod will be automatically added to the mods.xml file and loaded. Consult the wiki and the LML forums for more information. Testing your first mod To make sure everything is running properly, please start the game after installing LML. Once the game is up and running, open the Mod Manager and navigate to the Downloads view. After a few moments it should detect the running game and say "Connected to game" in the left corner. That means that LML is set up properly! Now head over to https://www.lcpdfr.com/files/file/22882-non-els-2016-chevrolet-tahoe-christmas-tree-fivem-ready which we are going to use as a test mod. Click on "Download with Mod Manager" and wait until you can see the download appearing in the downloads list. Once downloaded and installed, you will be prompted whether you wish to load the mod into your running game. Select yes and switch back to the game. You are now able to spawn the vehicle you just downloaded by opening the console (F4 by default) and typing in "spawn 16tahoe". Congratulations, you just installed your first addon vehicle! (Please note that by default the car has no siren sound and the grill and window lights do not show as they are extras) I've created an example car that shows how you can easily add an addon vehicle here (feel free to replace the files with your preferred vehicle):3 points
-
Using Backup.xml
3 pointsThis guide explains the purpose of the Backup.xml file, and how to make changes to it. The Backup.XML file is used to assign, for each 'backup type', a particular Agency to Regions and/or Zones. The old structure from LSPDFR 0.3 is still used in 0.4, with the following backup types available: LocalPatrol StatePatrol LocalSWAT NooseSWAT LocalAir NooseAir Ambulance For a better understanding of how this system works, consider the following: <LocalPatrol> <LosSantosCity> <Agency>lspd</Agency> </LosSantosCity> <LosSantosCounty> <Agency>lssd</Agency> </LosSantosCounty> <BlaineCounty> <Agency>lssd</Agency> </BlaineCounty> <NorthYankton> <Agency>nysp</Agency> </NorthYankton> </LocalPatrol> In this example, a number of Regions are defined for the Local Patrol type, with an Agency defined for each Region.3 points
-
Region
Region
GTA 5 Jedi Master and 2 others reacted to Sam for a page
3 pointsA Region is a collection of one or more Zones. In LSPDFR, we use Regions in the Backup XML system, where each Region can be assigned one or more Agencies. Elements Element Name Type Required Description Name Text Yes A name that describes the region. This should not contain any special characters or spaces, as it is used as an XML tag in Backup.XML Zones Container Yes A container for one or more Zone elements. Example <Region> <Name>DelPerro</Name> <Zone>DELPE</Zone> <Zone>DELBE</Zone> </Region> In this example, Del Perro is added as its own region. It could then be used in the Backup XML to make Del Perro have its own police agency, similar to Santa Monica, CA in the real world.3 points -
Security Check process
2 pointsAll files on LCPDFR.com are security checked and scored by our custom rule system to try and prevent malware and other threats against the community. The automated check usually takes less than 30 minutes, and is done whenever you upload a new file, or go through the upload a new version process on a file. This process is automatic, but will flag files to us for manual approval based on a scoring system. The lifetime of your account, previous uploads, the result of our rules and various other variables are taken into account before automatic approval occurs. All files will be run through VirusTotal. Files which are flagged by VirusTotal will have to go through manual review, and we will reach out to ask why the file scan failed. Script modifications by established authors are less likely to be held for manual approval through this new scanning system.2 points
-
Install an addon vehicle using LML
Install an addon vehicle using LML
Owen.butler17 and one other reacted to LMS for a page
2 pointsThis guide describes how to install an addon vehicle that does not yet have an install.xml file Converting an addon vehicle for usage with LML is very simple in most cases. If it is a FiveM resource, chances are LML is able to create an install.xml file automatically. Try downloading the vehicle using LML and see if it works. Folder Layout Create a new subfolder in your "lml" folder. We like to keep things clean, so we move all streaming files (the model and the textures such ytd and yft) into a subfolder called "streaming". For data files, for instance vehicles.meta and handling.meta we do the same, placing them in a subfolder called "data". This is it for the folder! Install.xml Now to make LML correctly load the files, we have to provide it with some information on our mod. Since this is a simple mod, not much needs to be specified. Create a new file called install.xml in the folder of your mod. You can find an example install.xml below that will make your addon vehicle work out of the box. We recommend you change the name of the mod to identify it easily. If you vehicle has some special requirements such as audio gamedata, please visit the LML subforums for more elaborate examples. <?xml version="1.0" encoding="utf-8"?> <EasyInstall> <Name>My Car</Name> <Author>You</Author> <Version>1.0.0</Version> <Link></Link> <Metadata></Metadata> <Addons> <Addon name="My Car"> <StreamingFiles>stream</StreamingFiles> <DataFiles>data</DataFiles> </Addon> </Addons> </EasyInstall> You are now able to spawn the vehicle by using the RPH console in-game and typing "spawn" followed by the name of the vehicle (the name specified in the vehicles.meta and/or the name of the streaming files).2 points -
Component
A ped model is made up of a number of Components, each representing a different body part or accessory. There are 12 ped component slots in Grand Theft Auto V, numbered 0 thru 11 which can be used. A component consists of a drawable and a texture, with a drawable being the actual model and a texture being the texture applied to the drawable. A drawable can have multiple textures, and a component can have multiple drawables although only one can be active at any time. To more easily understand how this system works, consider the following XML: <Component id="4" drawable="1" texture="0" /> In this case, 4 is the number of the component slot, 1 is the number of the active drawable in that slot and 0 is the number of the texture to be applied to the drawable. Of course, the visual appearance of the above code will be different for each ped model, but the underlying result is the same - the second drawable in slot 4, with the first texture for that drawable. To give some context to this, consider a ped model with two different types of pants that can be worn. The first is a pair of leggings available in blue, black and red, and the second is a pair of running shorts available in pink and red. In this case, the running shorts in pink would be used. Attributes Attribute Name Type Required Description id Number Yes The component number (0 thru 11) drawable Number Yes The number of the drawable. texture Number Yes The number of the texture. List of Components Component Name Description (note that usage varies for different ped models) 0 head Head models. 1 berd Beards and masks. 2 hair Hair models. 3 uppr Upper body models. 4 lowr Lower body models. 5 hand Hands and arms. 6 feet Shoes and feet. 7 teef Accessories. 8 accs Miscellaneous clothing parts and accessories. 9 task Gear and equipment. 10 decl Overlays like text and emblems. 11 jbib Miscellaneous accessories and alternative upper body models. Example <Components> <Component id="1" drawable="0" texture="0" /> <Component id="3" drawable="0" texture="0" /> <Component id="4" drawable="35" texture="0" /> <Component id="5" drawable="0" texture="0" /> <Component id="6" drawable="25" texture="0" /> <Component id="7" drawable="0" texture="0" /> <Component id="8" drawable="58" texture="0" /> <Component id="9" drawable="0" texture="0" /> <Component id="10" drawable="0" texture="0" /> <Component id="11" drawable="55" texture="0" /> </Components> An example of values for the ped model "mp_m_freemode_01" to achieve the police uniform. Additional Information The following lists may be helpful: List of ped models and components: https://ragepluginhook.net/PedModels.aspx 'Freemode Character' clothes: https://wiki.rage.mp/index.php?title=Clothes1 point
-
Station
Station
10 40 Hedda reacted to Sam for a page
1 pointA Station is a building or place in the game world used by an Agency The main purpose that Stations serve is to provide a location where the player can access the Duty, Locker and Garage menus - they are the place where the player goes either on or off duty. Stations are interacted with by entering them, which can be done at the defined position (usually the main door). As most buildings in Grand Theft Auto V are not enterable, the player will appear in the Locker Room after a short fade. The only exception to this is the Downtown Police Station, which actually has a functional interior that the player can simply walk into. By default, LSPDFR already provides definitions for all police and sheriff stations that exist within the game world, with the exception of the two minor police outposts in Del Perro Beach and Vespucci Beach. Stations are referenced by their ScriptName. Elements Element Name Type Required Description Name Text Yes The name of the Station, e.g. Rockford Hills Police Station Agency Agency Yes The Agency that this station belongs to. ScriptName Text Yes This is a unique identifier for this station, which is used to cross-reference it in code and other data. This should not be changed for the Downtown Police Station. Position Position Yes The Position at which the station can be entered from (this is typically the position of the front door) Heading Number Yes The heading (angle in degrees) of the above position. For a door that is facing East, this would be 270.0 GaragePosition SpawnPoint No A SpawnPoint that represents the position at which the Police Garage should be entered from, and the angle of this position. GarageSpawnPosition SpawnPoint No A SpawnPoint that represents where a Vehicle selected from the Police Garage should be spawned. DropOffPosition SpawnPoint No The position where persons that the player arrests should be brought to so that they can be jailed. AmbientSpawns - No A container for one or more AmbientSpawnInfo elements. These can be used to add vehicles and peds that will be placed around the station. Example <Station> <Name>Los Santos Intl. Airport Field Office</Name> <Agency>noose</Agency> <ScriptName>lsxAirport</ScriptName> <Position>-864.61f, -2408.92f, 14.03f</Position> <Heading>60</Heading> <CamEndOffset>-17f, -43f, 3f</CamEndOffset> <CamPointOffset>10f, -5f, 1f</CamPointOffset> <DropOffPosition>-864.7288f, -2363.617f, 13.42871f</DropOffPosition> <PrisonBusPosition>-861.2222f, -2346.491f, 14.21414f</PrisonBusPosition> <PrisonBusHeading>86</PrisonBusHeading> <GaragePosition>-887.7394f, -2373.455f, 14.02436f; 140f</GaragePosition> <GarageSpawnPosition>-897.2624f, -2384.005f, 13.5493f; 148f</GarageSpawnPosition> </Station> Ambient Spawn Example <Station> <Name>Grapeseed Police Office</Name> <Agency>saspa</Agency> <Scriptname>grapepol</Scriptname> <Position>1656.82, 4851.67, 41.99</Position> <Heading>270</Heading> <DropOffPosition>1637.666, 4849.198, 41.645</DropOffPosition> <AmbientSpawns> <SpawnPoint chance="100" position="1662.120, 4848.670, 41.568" heading="186.141" type="vehicle"> </SpawnPoint> <SpawnPoint chance="70" position="1645.404, 4820.484, 41.751" heading="278.061"> <Vehicle>POLICE2</Vehicle> </SpawnPoint> <SpawnPoint chance="100" position="1657.298, 4849.098, 41.987" heading="308.446"> <Ped outfit="gspd_class_a.m_lieutenant">mp_m_freemode_01</Ped> </SpawnPoint> </AmbientSpawns> </Station>1 point -
Flags
Flags
MaosnDough reacted to Sam for a page
1 pointrespond as backup: excludes it even from responding in categories, such as local patrol (whereas ExcludeFromBackupMenu only hides the agency switch)1 point