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LMS

Management Team
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Everything posted by LMS

  1. Do you see this in your log "Combat target is shooting at us but we are not allowed to shoot back"?
  2. Are the targets they are fighting in combat with the cops? That would be the easiest fix.
  3. Yes, we do hook various combat tasks to manage behavior. The logic is rather complex and depends on what your situation is. Initially, we distinguish between ambient (non-persistent) and persistent cops. If they are persistent and have an internal flag set that allows them to shoot, they will be allowed to. This is usually used to allow cops to fight in pursuits. For ambient/non-persistent cops (which the solution was really developed for as I wanted to reduce random aggression), it works like this: If the target is ambient/non-persistent and is either currently shooting, aiming or has fired a weapon at an enemy ped within the last 500ms, the cop is allowed to return fire. If the target is persistent: If target is in a chase and the chase still allows for more ambient units with a high priority to join, we add the cop to the chase. Else if target is either currently shooting, aiming or has fired a weapon at an enemy ped within the last 500ms, the cop is allowed to return fire.
  4. We are happy to release our first reboot of the LSPDFR Mod Showcase featuring five great vehicle mods! In the future we hope to bring you more videos regularly to help you discover new mods and see what else is out there. Find all details here: https://www.lcpdfr.com/forums/topic/103780-lspdfr-mod-showcase-episode-1/
  5. The V scripting engine is very very slow compared to game code, so whenever you start managing many entities, there will be performance issues. Ambient fighting is not handled by any scripts and hence is much faster to process. You can start caching information about peds (we do that a lot) and see if it helps, but ultimately everyone is abusing a tool for something it was never really meant to support. I've been meaning to write some "intrinsics" that skip the whole native handling baggage for common calls, but never gotten around to do it.
  6. You might be able to get it working by getting a ped's pursuit attributes and setting the AverageSurrenderTime to a very low (perhaps even 0) value.
  7. The keyword you are looking for is interprocess communcation (IPC). If you look for the language/framework of your choice and IPC, you should find many ways of communicating.
  8. The wrong keys being displayed is a known issue with the Complete Edition. The keybindings should still work, just display incorrectly.
  9. Thanks for testing. If there is no log, then yes, that seems like it is not running. I am not sure why you are seeing the stuttering and why it only happens initially, though. While LML does intercept quite a few streaming calls, it should not be significant compared to how much time it takes to actually read the file. It's especially odd since most of LML takes part in the game's streaming code which should not affect the main thread for the most part. I'll see if I find time this week to prepare a build without any logging to see if that helps (logging is usually relatively expensive).
  10. The LML logs looks fine to me. Perhaps it is OpenIV then as it seems rather excessive. Let me know how testing goes!
  11. Thanks for the detailed report. A performance loss is understandable given the nature of how things work behind the scenes, however it should be negligible as not a lot of code is executed. Could you please check if you get excess logging in vfs.log? Also, could you try to use a vanilla install of LSPDFR and LML without OpenIV? Due to the way LML installs things, OpenIV likes to log a lot, this might also hurt game performance (I know that it is required for many mods, but just want to check if it is causing it).
  12. You can use the system time, but it will only work as long as the game is not paused whilst your timer is ticking.
  13. It really is just getting the current game time (in the Game class) and comparing it to the start time. Now you have the time elapsed. Time elapsed / Total Time it should take is your progress.
  14. Most FiveM resoures should work out of the box when loaded through Lenny's Mod Loader: https://www.lcpdfr.com/lml/index/
  15. If you know how long it takes, just base the progress on the time elapsed so far.
  16. To uninstall, either disable the package in the UI or delete the folder.
  17. It will be included in the next update.
  18. The one when you go on duty, as that is where you select your inventory you want to start out with.
  19. We pull the configured inventory for your agency when you go on duty. In fact, when using the Police Station Menu, you can specify which inventory you want to use. Are you saying you select one there (and it is valid), but you do not get any weapons?
  20. Leider nicht, gab es bisher nie und wird es so wie es aussieht auch erst einmal nicht geben. Die Hersteller sind leider keine Freunde davon ihr System zu öffnen.
  21. Hallo Roger, LSPDFR (und so gut wie alle anderen GTA 5 Mods) funktionieren nur auf dem PC. Auf der Playstation ist die Installation leider nicht möglich, da Sony keinen Systemzugriff gewährt.
  22. Hallo Roger, das ist eigentlich schon alles was du benötigst. LSPDFR hat einen Installer, wo du den Pfad in dem sich GTA V befindet, auswählen kannst (meist automatisch schon erkannt). Dann einfach installieren. Nach der Installation in den Ordner von GTA 5 wechseln und die RAGEPluginHook.exe starten. Diese startet GTA 5 mit LSPDFR dann automatisch. Wenn du Probleme hast, schau bitte ob sich in dem Ordner Logdateien befinden (wenn du nach Datum sortierst, solltest du sie finden). Dann diese bitte hier anhängen.
  23. Yes, and don't worry, if you launch RPH by mistake it will not allow you to join online.
  24. You do not need the remove it, just do not start the game using it. Then it is not running and perfectly safe to play.
  25. Reloading only works when using a standalone RPH plugin.

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