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LMS

Management Team
  • Joined

Everything posted by LMS

  1. I suspect your wave file header is a bit bigger than usual and hence there is a clicking as parts of the header are being played. Normally it should be 44 or 46 bytes which LSPDFR accounts for, but if there is more metadata present it will ignore that.
  2. How are you playing the audio in-game?
  3. I unfortunately don't think any of the public bypasses mitigate the anti-piracy measures completely, so it is something you will have to live with if you want to be launcher free.
  4. We are planning to add more houses in the future, if you have any specific request such as in the first post, just let us know.
  5. There are plenty of launcher bypasses available on the internet, which will allow you to play the game without the old or new launcher.
  6. Is there a ink/repo somewhere to have a look at the audio?
  7. This is usually caused by the plugin cancelling "itself". Perhaps there was an issue with setting up the scene or you were too close/too far to the original call area. You could also try looking through your logfile to see if the callouts crashed during setup. Feel free to attach here and I can take a look too.
  8. Perhaps posting one sample clip and how it sounds in-game could help so we get a better idea of what sounds off.
  9. You can use the website API to query the latest available download version and then compare it to your local version. It will involve making a webrequest to "https://www.lcpdfr.com/applications/downloadsng/interface/api.php?do=checkForUpdates&fileId=yourFileId&textOnly=1", then parse the request (it will give you a version string) and check if it is greater than the local version. Check out https://github.com/Albo1125/Albo1125-Common/blob/master/Albo1125.Common/UpdateChecker.cs for an open source version.
  10. It seems you have a configuration issue with Interaction+. There is an entry called "DpadLeft" which probably is supposed to be "DPadLeft".
  11. Good to hear you got it working at least!
  12. Nothing unusual, it should work. You place your callout in plugins/lspdfr right?
  13. I just copied your code and ran it as an external callout and it works fine. The ped names match the vehicle records. How are you loading your callout?
  14. I have never used SpawnHelper and I am not sure where you got it from, so I cannot help with that. But you are definitely missing some glue to make it work.
  15. No, it works fine for me. Do you have issues with LSPDFR backup or backup used in other callouts?
  16. The SpawnHelper class you have there just stores the location and the heading of for a position. You probably need some other code to actually save a position as a SpawnHelper object and then dump it to code or file.
  17. I tried your code, it seems fine for me. Perhaps try spacing out the backup requests a bit so they don't both spawn at the same time. Other than that, I am not exactly sure why it is so slow for you.
  18. I just tested it on my end, both functions work fine for me. Here is the code I used: Ped victim = new Ped(Game.LocalPlayer.Character.GetOffsetPositionFront(5)); Vehicle vehicle = new Vehicle(victim.GetOffsetPositionFront(5)); API.Functions.SetVehicleOwnerName(vehicle, API.Functions.GetPersonaForPed(victim).FullName); API.Functions.AddPedContraband(victim, ContrabandType.Narcotics, "COCAINE");
  19. Yes, renaming the files will make them replace a different vehicle. The model file themselves have no idea of their name, if that makes any sense. As for using names that are not yet in the game, you will need a vehicles.meta entry to add them.
  20. No problem, at least we now know why it does not work.
  21. I am not entirely sure how VocalDispatch works, but at least to me, your way of doing it seems fine. "el-GR" is a .NET supported culture so that should definitely work. I suspect that the underlying voice recognition API might not recognize the culture. Can you try this code example with your locale and see if it works? https://docs.microsoft.com/en-us/dotnet/api/system.speech.recognition.speechrecognitionengine?view=netframework-4.8
  22. A GameFiber is essentially its own thread. Now, why is this important? While GTA V ticks scripts one at a time (so no benefit for multiple threads here), it allows you to use the commands you already mentioned. You can spawn a new GameFiber, have it do something and then wait for 5 seconds before doing something else. This will not interrupt any other fiber or game code and RAGE Plugin Hook will automatically resume the waiting fiber after 5 seconds for you and it will continue execution. So whenever you deal with operations that need to wait or handle blocking resources, using a GameFiber might be a good idea. A word of caution though: For LSPDFR itself we have largely moved away from having many fibers like we used to in previous versions. The reason being that the code is less predictable since the order in which fibers will execute is more or less random and other plugin fibers might run in between. To save resources we like to do a few things only once per tick, which would not be possible if we used many fibers. For instance, at the start of the tick, we invalidate all entities that no longer exist and remove their internal tasks etc. This means that tasks down the road do not have to worry about running on a non-existent entity, saving us some call time as well. If we used fibers for everything like we did before, we would always have to double check. So while fibers provide a lot of benefits and are generally quite lightweight, for large scale projects they can cause more harm than good and should be used with caution.
  23. There have been similar suggestions in the past, but there are quite a few challenges to overcome. First, not everyone wants to have the same mods. Then you need to keep them updated and also get permission of the authors to redistribute them. It also makes it much harder for mod authors to track where and how their mods are used as well as getting feedback on them. I feel like your best bet is to write a detailed guide on how you got your game so stable for other people, so they can follow your instructions but still pick out what they want.
  24. Thanks for your report! I will have a look at those functions and report back.
  25. Thanks for your report. Could you maybe attach a small test project where you are using it for me to test?

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