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Sam

Community Founder
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Everything posted by Sam

  1. Sam posted a record in Agency
    Can be set to true to stop the Agency being available in the Backup Menu.
  2. Sam posted a record in Agency
    A Loadout defines which Vehicles and Peds an agency has.
  3. Sam posted a record in Agency
    If set, this will make this Agency a child of the parent agency you specify.
  4. Sam posted a record in Agency
    The default Inventory for the agency - it will be used if a Ped doesn't have a specific inventory assigned.
  5. Sam posted a record in Agency
    This is a unique identifier for the Agency, which is used to reference the agency in code and other data.
  6. Sam posted a record in Agency
    This is generally an initialism of the name, e.g. LSPD
  7. Sam posted a record in Agency
    This is the full name of the agency, e.g. Los Santos Police Department
  8. A Weapon element is a simple representation of an in-game weapon. They should be used in an Inventory to create different loadouts. Attributes Attribute Name Type Required Description Chance Number No The chance that this weapon will be selected in favor of another. This is a normalized chance, meaning that if each chance attribute for each weapon is added up, the total should always be 100. If one weapon has a chance of 70, and another has a chance of 30, it means that there is a 70% chance that the first weapon will be selected instead of the second. Elements Element Name Type Required Description Model Text Yes The model name of the weapon, e.g. WEAPON_PUMPSHOTGUN Component * Text No See below. * Denotes zero or more elements may be present. Components By using the Component element, it is possible to give each Weapon any number of additional components such as silencers, flashlights, etc. Be aware that while most weapons in GTA V have additional components, some do not. Additionally, some components may not function properly when the weapon is being used by an NPC. Components can also be specified using their decimal hash. Example <Weapon chance="70"> <Model>WEAPON_CARBINERIFLE_MK2</Model> <Component>COMPONENT_AT_CR_BARREL_02</Component> <!-- Heavy Barrel --> <Component>COMPONENT_AT_MUZZLE_07</Component> <!-- Muzzle Brake --> <Component>COMPONENT_AT_SCOPE_MEDIUM_MK2</Component> <!-- Scope --> <Component>COMPONENT_AT_AR_AFGRIP_02</Component> <!-- Grip --> </Weapon> A weapon Element defining a Carbine Rifle Mark II with additional components. Additional Information You can find a list of weapons here: https://wiki.rage.mp/index.php?title=Weapons You can find a list of weapon components here: https://wiki.rage.mp/index.php?title=Weapons_Components Note that these lists may be outdated as additional weapons are frequently introduced in content updates to the game.
  9. Hate to disappoint, but August 5th 2009 is actually the birthday of LCPDFR 😉
  10. Sam posted a page in Technical Documentation
    In 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)
  11. A 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.
  12. A 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>
  13. An Inventory defines what Weapons (and weapon components) a Ped should be equipped with. Elements Element Name Type Required Description Name Text Yes A short name for the Inventory that will be shown in the Police Locker menu. ScriptName Text Yes This is a unique identifier for the Inventory, which is used to reference it in code and other data files. Weapon + Weapon Yes The Weapon that the Ped should be given. StunWeapon Weapon No If specified, the Ped will be able to use this Weapon as a stun gun. Armor Number No How much armor the Ped should be given. This can be between 0 (none) and 100 (full). + Denotes one or more elements may be present. Example <Inventory> <Name>SWAT</Name> <ScriptName>swat</ScriptName> <Weapon chance="70"> <Model>WEAPON_CARBINERIFLE</Model> <Component>COMPONENT_AT_AR_FLSH</Component> <!-- Flashlight --> <Component>COMPONENT_AT_AR_AFGRIP</Component> <!-- Grip --> <Component>COMPONENT_AT_SCOPE_MEDIUM</Component> <!-- Scope --> </Weapon> <Weapon chance="30"> <Model>WEAPON_COMBATPISTOL</Model> <Component>COMPONENT_AT_PI_FLSH</Component> <!-- Flashlight --> </Weapon> <StunWeapon>WEAPON_STUNGUN</StunWeapon> <Armor>100</Armor> </Inventory> Anexample of an Inventory in LSPDFR 0.4, shown here is a simple SWAT configuration where the Ped could be equipped with either a modified Carbine Rifle or a Combat Pistol equipped with a flashlight. Additionally, the Ped is issued Armor and a Stun Gun.
  14. An Outfit contains one or more outfit Variations that a Ped can have. The idea of an Outfit is that it can be used as a more generic representation of what a Ped should wear. Instead of having an outfit that is a "LSPD Sergeant Patrol Uniform", you could instead have a more generic "LSPD Patrol Uniform", which could define the basics of the uniform (e.g. pants, shirt, equipment, etc.) then have "Sergeant" as a variation, which could simply be a different shirt texture. When giving a ped an outfit, a random variation of the outfit that is compatible with the Ped's gender will be selected. If you wish instead to use a specific variation, do so like this: <Ped outfit="lspd_cop.f_sergeant">mp_f_freemode_01</Ped> An example of assigning a specific outfit variation to a Ped. In this case, "lspd_cop" is the ScriptName of the Outfit, and "f_sergeant" is the ScriptName of the Variation. Elements Element Name Type Required Description Name Text Yes The name of the outfit, e.g. "LSPD Patrol Uniform" ScriptName Text Yes This is a unique identifier for this outfit, which is used to cross-reference it in code and other data. Variations - Yes A container of one or more Variation elements. Example <Outfit> <Name>The Cop</Name> <ScriptName>lspd_cop</ScriptName> <Variations> <Variation> <Name>Officer</Name> <ScriptName>m_base</ScriptName> <Gender>male</Gender> <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> </Variation> </Variations> </Outfit>
  15. Ped

    Sam posted a page in Technical Documentation
    A Ped is a representation of a non-player-character (NPC). A number of attributes are available to define specific variations. Attributes Attribute Name Type Required Description chance Number No The chance that this ped will be selected in favor of another. This is a normalized chance, meaning that if each chance attribute for each ped is added up, the total should always be 100. If one ped has a chance of 70, and another has a chance of 30, it means that there is a 70% chance that the first ped will be selected instead of the second. outfit Outfit No Used to specify which Outfit the ped should wear. inventory Inventory No Used to specify which Inventory the ped should have (will override the agency setting). randomizeProps True/False No If set to true, the ped's props will be randomly selected by the game. comp_ Number No See below. prop_ Number No See below. clipset Added in 0.4.6 Text No Can be used to specify an animation clipset to be used for the ped's walking style. Comp_ attributes The following attributes can be used to achieve complete control over the ped's Component (e.g. tops, bottoms, shoes, etc.) variations. Note that this will override any Components set by an Outfit. Prop_ attributes The following attributes can be used to achieve complete control over the ped's prop (e.g. helmets, glasses, etc.) variations: Note that this will override any Props set by an Outfit. Example <Ped comp_head="2" comp_uppr="0" tex_uppr="2" comp_accs="2" comp_task="1" randomizeProps="false" prop_eyes="2">s_m_y_cop_01</Ped> A basic example of a Ped element, which spawns a specific variation (black, with short sleeves and sunglasses) of s_m_y_cop_01 (the male LSPD officer). Additional Information The following lists may be helpful: List of ped models and components: https://ragepluginhook.net/PedModels.aspx 'Freemode Character' clothes: https://wiki.gt-mp.net/index.php/Character_Components
  16. A Vehicle element simply defines a vehicle by model name. Aside from this, it can contain a number of attributes which allow for more advanced configurations. Attributes Attribute Name Type Required Description Chance Number No The chance that this vehicle will be selected in favor of another. This is a normalized chance, meaning that if each chance attribute for each vehicle is added up, the total should always be 100. If one vehicle has a chance of 70, and another has a chance of 30, it means that there is a 70% chance that the first vehicle will be selected instead of the second. Livery Number No Specifies a specific livery which the vehicle should use. Livery IDs start at 1 to match their associated texture, e.g. police_sign_1. This only works on vehicles that have liveries (most vanilla police cars do, where the livery is used for the number on the roof). Weapon Text No This is a special attribute which can be used to enable a mounted weapon on a vehicle that has them (e.g. fighter planes, attack helicopters, etc.) Extra_1 - Extra_15 True/False No See below. Is_Mp True/False No Is this Vehicle a MP DLC vehicle? MP DLC vehicles need workarounds to work in singleplayer. Default = False. If set to true, vehicle will only be considered if MP DLC workaround have been applied by LSPDFR, or MP DLC vehicles have been forcefully enabled. This should only be set for Rockstar patch introduced multiplayer DLC vehicles. Use_Modkit_Liveries True/False No Liveries can be standard vehicle liveries, or for some vehicles, they can be applied via modkits. Default = False. If set to true, duty menu will toggle through modkit liveries and hardcoded livery will be set by applying a vehicle mod. Please note that liveries should start at 1 even for modkit liveries. (so e.g. DLC livery 0 = 1 in LSPDFR) Livery_Multi Number array No If specified, overrides Livery. A comma separated number list to specify multiple liveries in the same Vehicle definition. Vehicle Extras Most vehicles in Grand Theft Auto V have 'extra components', which can be toggled on or off to give vehicles a different look or to add additional details/special parts. You can turn these extra parts on or off using the corresponding Extra_ attribute for the part which you wish to enable or disable. Example <Vehicle extra_1="false" extra_2="false">police</Vehicle> A basic example of a Vehicle element, taken from the LSPD Local SWAT unit in LSPDFR 0.4. The vehicle (Police Cruiser) is set to spawn without Extra_1 and Extra_2, meaning it will have no lightbar. Additional Information List of vehicle models: https://wiki.gt-mp.net/index.php/Vehicle_Models Is_Dlc and Use_Modkit_Liveries are new to build 8747. Livery_Multi was introduced in build 8757. Is_Dlc was changed to Is_Mp is build vNext.
  17. A Loadout is like a police unit - it connects a number of Peds to a Vehicle. Loadouts consist of one or more Vehicles, alongside one or more Peds. They are used to represent the different units that an Agency has available, and each Loadout is available to be chosen from the Backup Menu if its agency is selected in the menu. Each vehicle and ped are added to a pool. When the Loadout is requested (e.g. it is called as backup), one vehicle will be randomly selected from the pool, as well as one or more peds - up to the maximum number of peds as defined by a NumPeds element. Attributes Attribute Name Type Required Description chance Number No The chance that this loadout will be selected in favor of another. This is a normalized chance, meaning that if each chance attribute for each loadout is added up, the total should always be 100. If one loadout has a chance of 70, and another has a chance of 30, it means that there is a 70% chance that the first loadout will be selected instead of the second. Elements Element Name Type Required Description Name Text Yes A name that best describes the loadout (e.g. Patrol Unit, SWAT unit, etc.) Vehicles - Yes A container for one or more Vehicle elements. Peds - Yes A container for one or more Ped elements. NumPeds Number No Used to specify the minimum and maximum number of peds to be selected. Flags Flags No If set, will make this agency child of the parent Agency you specify. Example <Loadout> <Name>Patrol Unit</Name> <Vehicles> <Vehicle chance="70">sheriff</Vehicle> <Vehicle chance="30">sheriff2</Vehicle> </Vehicles> <Peds> <Ped chance="80">s_m_y_sheriff_01</Ped> <Ped chance="20">s_f_y_sheriff_01</Ped> </Peds> <NumPeds min="1" max="2" /> </Loadout> A basic example of a Loadout in LSPDFR 0.4, defining a simple Patrol Unit for a Sheriff's Department with two vehicles and two peds.
  18. 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).
  19. This 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.xml
  20. No, it isn’t the idea to make anything obsolete. LSPDFR is just LSPDFR, it doesn’t contain or include any other mods. There may be initial compatibility issues with plugins that use the API but these will be able to be addressed when we release an update to the API after 0.4.
  21. Sam commented on Officer Joey Kuffman's gallery image in GTA V Galleries
  22. I appreciate your understanding of how what you said could easily be seen as a dig at us, and that's the main thing I wanted to retort. I'm sure Coastal Callouts will be a fantastic mod, and I do agree that at this point, with 0.4 around the corner, it wouldn't make much sense to release anything right now. Still, I must admit that it's unsettling when there's reply after reply to this topic not necessarily about the mod itself, but rather them saying how they have donated and if they can have access now. Sure, it might be these people that are donating who have made continued development of Coastal Callouts possible, and yes, I think it is right to reward them for their generosity, but surely the continued development of Coastal Callouts, or any other mod on the website for that matter, should ultimately be for everyone. When you keep a mod in paid access for over two years, I think there's a real risk that everyone loses. I certainly do appreciate your passionate response and I'm happy that you clearly still care a lot about this mod. I just hope that, for everyone's benefit, more people can get to try it soon.
  23. I don't know about anyone else, but I'm very much looking forward to the 31st of February.
  24. Sam commented on Officer Joey Kuffman's gallery image in GTA V Galleries
  25. You will need to be running the latest version of GTA V. We recommend a fresh install/clean copy, but it shouldn't be strictly necessary.

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