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Sam

Community Founder
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Everything posted by Sam

  1. I eagerly await an explanation of how this is "Random discussion about LCPD First Response".
  2. Sam replied to cp702's topic in Discussion
    I'll look into it.
  3. Sam replied to billc's topic in Discussion
    Nothing to see here folks! This topic has been closed by G17 Media staff. If you feel that this topic has been closed in error, please report this post.
  4. Sam replied to billc's topic in Discussion
    I'm afraid that we're not paid to do this, no one employs us to do this, and we're not a professional software development company so, we don't do release dates.
  5. Sam commented on Cleveland023's gallery image in GTA IV Galleries
  6. Nothing to see here folks! This topic has been closed by G17 Media staff. If you feel that this topic has been closed in error, please report this post.
  7. Run as admin.
  8. Sam replied to BroCop's topic in Discussion
    TrafficFlow is pretty much discontinued.
  9. Sam replied to BroCop's topic in Discussion
    Double post, what, where, who? Me? No, I didn't double post...
  10. Sam replied to BroCop's topic in Discussion
    I know my posts are awesome, but orgasmic? Both, and more.
  11. Sam replied to BroCop's topic in Discussion
    FUUUUUUU. I guess that the main reason as to why there won't be any combined PPM-LCPDFR 'super mod' is that the two mods use entirely different programming languages and scripthooks. Initially, when LCDPFR was a one man band, I just developed it with my limited knowledge of VB.Net using the .Net Scripthook but now, with LMS and Jay on the team, as well as contributions from others, LCPDFR is developed in both C# and VB.Net. Additionally, with AdvancedHook, LCPDFR also uses various other languages and techniques aside from the main script. PPM however, scripts their mod entirely in C++ using the C++ Scripthook. Seeing as C++ scares me when I look at it, there is obviously no prospect of combining the two. As for implementing the various features that PPM has and we don't, we obviously have no intention of copying what they do and in terms of their very specific features, I don't think that there will be any chance of them being implemented on the grounds of decency more than anything else. In terms of missions and pursuits, we are actively in the process of improving and adding to these particular parts of LCPDFR. For example, our new pursuit system can provide some breathtaking scenes with multiple police helicopters flying strategically over the action complete with tracking searchlights, NOOSE trucks literally driving the suspect into a wall to thwart his escape and cops that act more like pursuit trained officers than Chief Wiggum.
  12. The nuclear situation is looking quite grim, that and the ever rising death toll are making this a tragic happening.
  13. I don't really think pepper spray is that possible. Furthermore, afaik, cops in the US don't really use it that much. About riots, there are some mods for that like the IV RiotMode over on GTAForums.
  14. If both of you can post diag reports that would help.
  15. Update your GTA IV to version 1.0.7.0.
  16. Good to see you back <3
  17. I will try to add this.
  18. What you think is impossible might actually be possible.
  19. Norton 'security' is your problem. Get a decent, reputable anti-virus like Avast.
  20. About the position being in a skyscraper, sometimes I get that in LCPDFR. It seems that that position has the XYZ coords of 0,0,0 therefore if something goes wrong with the blip position, it will just be 0, hence why it spawns in the middle of the map. Another thing you should know is that the GetRandomPed function is very unreliable and will not detect peds who are doing anything. The best method to use is World.GetPeds in a for loop where you can then loop through every ped in a specified distance. Something to try might be to set a position like Player.Character.Position.Around(100), and then do .Around(50) on that position - it should give you fairly good distances without too many errors.
  21. As Olanov said, its the car mods...
  22. As you are using a random ped, the game will unload the random ped from memory, blip or no blip, hence why your blip disappears as the ped has disappeared. To stop this you need to use something such as ped1.BecomeMissionCharacter. Also try assigning some properties to the blip after you declare it. If you want, post the full module and I can help you out more.
  23. :S I know why this might happen and will take a look. To get out of the animation, reloadscripts and then CTRL DEL.

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