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TheNob

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Everything posted by TheNob

  1. This script so cool but sadly it cripples my game performance (FPS) already when more than two police backup units are in play.
  2. Thank you so much for your efforts so far. I love the police mod. Check ID & Asking to exit the vehicle for the co-driver Remember if the siren horn was active or not after traffic stop etc. ends. Each and everytime it starts when entering the police car.
  3. Great mod but sadly it crashes almost every time. LSPDFR Troubleshooter and RPH say that the installation and requirements are okay. All other plugins and mods are working fine. If I have a Traffic Stop Backup or Petrol Theft as soon as I press Y to talk to the officer / store manager LSPDFR crashes. RPH Log
  4. It still works fine for me with 0.3
  5. Great mod! But IVEnterExit and Hazard lights don't work. Pressing and holding the "Exit Vehicle" does nothing. So I only can exit with engine running. My custom hazard shortcut ("i") doesn't start the hazard lights. Indicators work.
  6. Thank you for the fast reply! Much appreciated .
  7. ## FEATURE REQUEST / SUGGESTIONS ## Please stop removing dead people. It appears to me that shot suspects are given free for some kind of "garbage collection" by LCPDFR. If I call the Medical Examiner they can't find any corpses. Remove all road blocks after pursuit. (Problem caused by ELS?) Police cars stay there forever. AI cops don't always disable horn of ELS before exiting car. (ELS problem? Although this came with LCPDFR 1.0) Criminals often too brave and resisting too much. Too seldom apply to leave the car. It would be great if this would be adjustable. More about that later. I love how you can press the "traffic stop" command during a pursuit to yell "Stop the vehicle" or while the vehicle is standing still "Get out of your vehicle". It would be awesome if the latter case would give the pursuit routine a chance that the criminal indeed steps out of his vehicle and surrenders. Ambient events often occur at the same location (e.g across the street) right after handcuffing criminal but before completion of arrest (Maybe the hotfix fixed that). Although realistic it is even more annoying and a source of other buggy behavior. Main instructions should be disable-able. E.g. "If a pursuit ..." or "If a car through ALPR...". All the long text instructions. Mini instruction which key to press should stay though. If stopping a car with a partner it would be nice if the partner wouldn't always run towards the car with his gun at point. It would be great if he walks towards the car like yourself without the gun drawn and only aiming at it if you do so yourself. Opening the police car trunk now also refreshes health besides armor. Very useful! It would be great if also the uniform would be cleaned as well. If a passenger/driver of a stopped vehicle is told to step out, this person should already be in the "stopped" mode for further options. (I know this is a really minor problem. But maybe this is easy to implement.) I you get shot and spawn at the hospital, shouldn't the running mission be canceled and the scene be cleaned up? I find it kind of strange to go back to the scene to finish the mission. The new style of driving arrested peds to the police station is absolutely cool but also ineffective because of the extra scene that gets played back each and every time. If you want to save time you better call a transport even if the police station is right around the corner. It would be awesome if this extra-scene of the suspect taken out of the car could be faster by not switching to this "scene-camera" but instead placing a cop near the drop off marker. Then when you arrive at the station the suspect gets out of the vehicle and disappears together with the other cop similar like in 0.95. Last but not least additional options for the config file: - average rate of stopped cars that flee - average aggressiveness/braveness factor of suspects - "Mission/arrest completed" music jingle optional - Joining Pursuit: Option to disable "event" camera which pans onto the suspect. - APLR detection rate Sorry, one last thing :) If there are more than two passengers in a car when stopped, can LCPDFR please only give one or two of them a weapon?! Honestly I really like this additional feature/idea of having stopped suspects start shooting out of their car. The only problem is that it is an almost inevitable deathtrap because how the game mechanics are laid out. You can't shoot that fast, ducking doesn't help and running away gives you only one or two more seconds because people can shoot out of the vehicle in almost 360 degrees. There are no blind spots to hide. (I don't play hardcore difficulty but I've increased damage and the physical stopping power of all weapons.) It would be awesome if (in addition to going to either side of the car) while still sitting in the police car parked behind the suspect you could order through an additional hotkey that the driver should be so kind to step out of the vehicle. This way you would have an additional option if you encounter a vehicle with multiple occupants and you want an extra safety net. But at the moment if a similar situation occurs like in the video above I know that if they draw their weapons I am dead meat because they switch from unarmed to armed and shooting in milliseconds.
  8. ## QUESTIONS ## 1.) How does the timeouts and multiplier settings for events and callouts work in the configuration file? My understanding of the timeouts is like this: timeOutMin < timeframeOfEvent < timeOutMax And what does the multiplier do? Does it influence if most of the events start more earlier or later in the timeframe? 2.) APLR: If you report a parked vehicle all you get as feedback is the character talking into the walkie talkie. Is that right? And: Are you supposed to handle all drivers in an APLR-recognized car with an arrest? 3.) Most of the vDH scripts (helper, tow service, METT), spotlight script etc. crash pretty fast with LCPDFR 1.0. Is that because of the new/modified scripthook? ## BUGS ## I have "cracking" sounds during dispatch calls and other "manually" assembled radio calls between the wav-file elements. Medics called through LCPDFR are now(!) very ineffective to say the least in comparison to 0.95 and PoliceHelper. They try to drive too close to the injured person with the ambulance car, sometimes pass you completely just to make a turnaround later or the medic steps out of the vehicle and starts a walk in the park instead of helping the injured person. The "Interaction" routine for stopping/arresting peds stops working if called too often in a row. Red/blue dot disappears. Drunk suspect resets aim/arrest menu. You must be very fast to get to the point of e.g. asking for the ID. (Maybe stopping the drunk animation/state of the ped after "stop" command could help!?) Many if not all AI cops patrolling the street are walking with their pistol in their hand. New police computer doesn't always block keys input for other scripts. (I my case the keys for my indicators script are still accepted while running the computer) Taser is shown on uniform when Taser is equipped. (Besides disabled in config in the first place) Sometimes arrests by AI cops are getting stuck: a) They stop after the suspect pulls up his hands or after handcuffing they don't bring the person to the nearest police car. (Already fixed in 1.0a ?) b) Suspect enters police vehicle but not the officers who arrived with it. (even no other available officer at the scene). Suspect and car stay there forever. (Definitely present in 1.0a.)
  9. TheNob posted a topic in Discussion
    A huge Thank You for all the work and effort everyone put into LCPDFR, graphics, models, textures, scripts, helping people and/or creating tutorials. GTA 4 had a big revive for myself with LCPDFR, ENB, ELS, new car models and all these additional scripts. On top of this it made a huge dream for me come true - to play as a cop in GTA. Thank you very much!!! I encountered LCPDFR last quarter through Google while I searched for - guess what - police missions & mode in GTA 5. I installed LCPDFR, some scripts and a few car- & ped-models and after a pretty long trial and error period I had everything up and running and had many hours of fun with almost no crashes thanks to the regular use of the reloadscripts command. The release of LCPDFR 1.0 is a huge step forward. Congratulations! Especially in its potential won by higher stability and a developer API. With that said, the update to 1.0 broke more in my case than it brought much needed features. But please, don't take this personal. It is obvious that such a huge restructured mod needs its time for refinement, bug hunting and extensions. I will report my bugs and suggestions in upcoming threads.

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