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LMS

Management Team
  • Joined

Everything posted by LMS

  1. Expanding a bit on how investigative mode will work from a developer perspective: We expect you to call SetPursuitInvestigativeMode right after creating a chase. You can technically call it while a chase is already running, but that behavior is currently undefined, you have been warned. What this does internally is make all cops use the less aggressive response and approach behavior where they will walk up to a suspect hands on holster and then confront the suspect. The suspect can then surrender or flee. The latter then turns the chase into a traditional pursuit. During investigative mode, the suspect will wander around normally, but can react to the player or other cops and might surrender or flee on sight. Chances here are influenced by whether the player/cop is armed and how heavily currently. Should the suspect get involved into combat or enter a vehicle during investigative mode, the chase will automatically be turned into a traditional pursuit. We have many more plans for this concept including the ability for AI officers to ticket and warn suspects and it is certainly not fully fledged out yet. I thought to throw in the API call anyway to at least familiarize yourself a bit better with the experience and do a few tests here and there. If you have any questions or comments, let me know here.
  2. We certainly share the concerns mentioned by you and others. However, even if most people behaved "crazy" like you said, there could still be a lot of value in it when looking at tendencies. Is someone even crazier/less crazy when facing event/situation X? It then does not really matter what their overall playstyle is, because you can see nuances depending on the situation. That would still be a very valuable insight. This is the first iteration of the new system and we plan to add more interactions by the AI such as verbal warnings or ticketing. Those did not make it into 0.4.9 just yet. The only way for you to trigger the new system in LSPDFR itself currently is when calling in a crime. We now consider non-violent, on foot crimes for the new investigative mode. For instance, if an angry pedestrian shoves you (but not punches/fights) and you were to call that in, it would not turn into a full-blown chase where the suspects immediately starts sprinting away followed by police. Instead, they would walk off not knowing they have been reported. If you then were to call in backup, they would slowly approach and confront the suspect just like in the video. There is a chance the suspect might surrender on sight or resist. We have many more plans for the system to "de-pursuit" the whole of LSPDFR in upcoming updates, so stay tuned 🙂
  3. LSPDFR 0.4.9 introduces very minor API additions. Functions SetPursuitvestigativeMode GetIlluminatedClothingStyle SetPedArrestIgnoreGroup Documentation LSPD First Response.XML Check the bottom of this thread for new functions introduced in build 8151 (April 27, 2022).
  4. My theory is that EUP is replacing assets that get moved/renamed by your mod so LML cannot locate them anymore to replace them.
  5. Not a bad idea, I will have a look whether it makes sense for us.
  6. I justed tested it myself using the snippet you provided above and it worked just fine, my file got replaced. Log looked like this just so you can confirm: 2021-04-19 18:20:45 TRACE d:\gtav\vfs\vfs\vfs\packfilehooks.cpp:242: Global full replace: addonDLC:/islandtest/carcols.ymt 2021-04-19 18:20:45 TRACE d:\gtav\vfs\vfs\vfs\packfilehooks.cpp:242: Global full replace: addonDLC:/islandtest/carcols.ymt XML: <FileReplacement> <GamePath>update:/x64/data/carcols.ymt</GamePath> <FilePath>carcols.ymt</FilePath> </FileReplacement>
  7. We do have some plans to make the house system more customizable which would make it easier to add your own properties, but I do not have any timeline on that. If the mod handles all interaction, it would probably be as simple as saving a set of coordinates, though.
  8. No, I am not sure, it just seemed like a possible explanation since the folder name could be parsed as a file name. Can you attach the updated logs?
  9. Chances are the folder name confuses my parser or the game loader. See if renaming it to something simpler helps.
  10. That looks good to me, path also looks correct. Please attach your log files (ModManager and vfs), perhaps I can see what is wrong.
  11. Thank you, just confirmed my suspicion. You have a lot of outdated configuration files that refer to models you no longer have installed. Check all the Invalid vehicle model warnings in your log file. Now that should not have crashed LSPDFR as we should have just skipped agencies with no valid models, but this is how you can fix it in the short term: Remove the configuration files that pull in bad models, in this particular case a bad ambulance config using AMBULANCE2 which you no longer have.
  12. Not what I need, please wait until you can reproduce the exact same problem as before but with the logging enabled. What you encountered now was a game crash (caught by RAGE Plugin Hook) and is most likely unrelated to a script mod such as LSPDFR or Coastal Callouts.
  13. Please open the console and type in "SetVar Trace.Verbose true", then reproduce the issue and post your log again. I am curious about a specific entry.
  14. New members cannot change their name. You can only do so once you become a normal member, which will happen in a few days time.
  15. LMS replied to ilikegta5's topic in LML User Support
    Does the crash window have any details? If not, you can try to open the Event Viewer. To do that, type in eventvwr.exe in your Windows search and open it. Under Windows Logs -> Application you might find more details.
  16. Let me start off by saying that pursuits will not work well (or probably not at all) on non-vanilla path nodes. That being said, your specific issue is related to no backup unit configured for the area even though the callout expects one to be available. You would have to define backup units/agencies responsible for handling the new areas, in this instance a zone called DISPLAY.
  17. Those lines you would use from the in-game console. However, if you check my post above we have added a way to change the chance for events in 0.4.8 so you can use TrafficStop.ScenarioMult (default value: 1.0f) to lower or increase it based on your preferences. That setting would be changed via the ini file.
  18. What happens when you say the callout ends? Also in OnCalloutAccepted you are calling the wrong base method.
  19. A path that contains \ needs to be escaped since \ is a special character. The @ does this and so does using \\. If you want to use a relative path, you can combine it with the current directory, such as Path.Combine(Environment.CurrentDirectory, @"plugins\LSPDFR\CivilianCallouts\Places\Amount.xml").
  20. Unfortunately, LML cannot load ELS configs from a self contained folder but they need to be loaded by ELS from its default path. Perhaps it is something I could look into in the future, though. That being said, for now ELS configs will always work the same, no matter how you installed the car.
  21. The ELS xml files usually go in ELS/pack_default.
  22. No, nothing will happen to your GTA Online account. In fact, you cannot even access it while RAGE Plugin Hook (used to run LSPDFR) is loaded.
  23. I understand that and it has been on my mind a few times, but I haven't gotten to cleaning up the source and putting it up so far. Maybe one day 🙂
  24. As long as it works 😛
  25. I think you would have to remove the .rpf from the name, so only "ptfx". Let me know if that works.

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