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LMS

Management Team
  • Joined

Everything posted by LMS

  1. We've tested the apartment extensively but looks like something is wrong there - please share your RagePluginHook.log file (from the session where it crashed) in this thread here and I will take a look.
  2. No problem at all, thanks for getting back to me and I'm happy to hear it works now.
  3. If you go on duty and it tells you to create a character, you need to do so once. You can either decide to create your custom character in the Character Menu, or if you prefer playing as Michael directly, you can skip that and just select Preset Characters in that menu. Michael will show up for the LSPD and SAHP and you can choose to play as him directly from the menu.
  4. Thanks for sharing your thoughts. We're monitoring the forums to understand what the biggest problems are, so please keep us posted about you think.
  5. You will only see this on your profile if you have synced a character to our server. In order to sync a character, you have to create it after you have set up LSPDFR sync or you have to manually re-sync your character you have created before. To do that, go to the character menu from the pause menu, select your character and press spacebar to sync it. You will then see the LSPDFR Characters tab on your profile.
  6. You will only see this on your profile if you have synced a character to our server. In order to sync a character, you have to create it after you have set up LSPDFR sync or you have to manually re-sync your character you have created before. To do that, go to the character menu from the pause menu, select your character and press spacebar to sync it. You will then see the LSPDFR Characters tab on your profile.
  7. With LSPDFR 0.4 the API received a few minor changes in terms of the Persona class, which might require recompilation on your end. While there are not many new additions to the API just yet, we hope to change that soon with our next minor update. We ask you to bear with us for a little bit longer before we expand our API functionalities. As for additions for newly introduced 0.4 features, we ask you to provide some feedback here in the thread on what you would like to see. We have showcased scenarios in one of our announcements and still plan to make the available shortly. In short, a scenario takes over control during a chase or a traffic stop to provide unique behavior. During a scenario, it has full control over all entities. Another useful addition will probably be frisking and the ability to place items on peds, that can then be found, much like we had it in LCPDFR. Thanks for your patience and all the work you have done.
  8. How is everyone doing tonight?
  9. LMS posted a page in Features
    Introduction Out with the old, in with the new. Gone are the days of going to a Police Station and simply 'switching model' into a police officer. Instead, LSPDFR 0.4 is based around actual Characters. They have names, they have stats - they are their own person. To play LSPDFR 0.4, you'll need to have at least one character. By default, LSPDFR 0.4 comes with a number of 'preset characters' which can be selected from. These roughly represent the options available in LSPDFR 0.3 and are intended for those who wish to jump straight into the action without creating your own Custom Character. Custom Characters Custom Characters are those which can be created through the Character Creator in LSPDFR 0.4. We use the same system as that found in GTA Online, allowing a great detail of customization ranging from hair color to nose shape. They uniquely represent each player in the game world without having to worry about running into your doppelgänger. Note that there's a limited number of police-related clothing and accessories available for these characters by default in Grand Theft Auto V. This can be vastly expanded by installing other modifications, like EUP, which adds hundreds of different clothing items and accessories for a large number of police agencies. @Sam has also created a simple modification which enhances the LSPD outfits: https://www.lcpdfr.com/files/file/22116-lspd-character-outfits/ Preset Characters A Preset Character, on the other hand, is based on an existing NPC model. This gives them a great range of available clothing and components, but ultimately limits their individual look. Players that have played LSPDFR 0.3 will recognize most of these models. While a preset character is still essentially a normal character, that can be used to LSPDFR and also synced to your account, there are certain limitations. Most notably the lack of a proper off-duty experience since a NPC character does not have an off-duty outfit. For the full LSPDFR experience we hence recommend using a Custom Character.
  10. LMS posted a page in Features
    LSPDFR Sync LSPDFR 0.4 introduces a new unique experience bringing our players closer together. The new Sync functionality allows you to synchronize your character from the game to your LSPDFR Profile. To view your own personal characters or someone else's character, simply click on their profile and navigate to the LSPDFR Characters tab. The LSPDFR Characters page shows all characters a user has synced. Setting up LSPDFR Sync To set up LSPDFR Sync it is recommended to use windowed or window borderless mode. While in-game navigate to the Pause Menu and select the LSPDFR tab. Select the Sync tab and confirm. A new browser window will be opened to authorize your forums account to be linked with your LSPDFR copy. You need to be logged in to the forums in order for this to work. Once authorized, switch back to your game and you will be connected with the LSPDFR Sync service. Syncing characters If you are already connected, all new characters will be automatically synced. For the 0.4 release there is a limit of three characters per user that can be synced for stability purposes. If you want to sync characters you have created before connecting to the LSPDFR Sync service or unsync a specific character, you can do so from the Character Menu. The Character Menu allows you to individually sync and unsync your character. Character Avatars Your avatar is created automatically when your character is first synced to the server. If you want to change your avatar, you can take a selfie using the in-game camera. The new avatar will then be updated shortly on your profile.
  11. LMS posted a page in Features
    Settings File The Settings file in LSPDFR 0.4 is 'lspdfr.ini' and can be found in the LSPDFR folder of your GTA V installation. The LSPDFR Settings File (lspdfr.ini) can be opened in any text editor (e.g. notepad) where you can edit existing values and add new settings from the list below too. If you change anything in the lspdfr.ini file, you will need to reload LSPDFR for the settings changes to be applied. Console Variables LSPD First Response 0.4 features a new settings and console variable system. Like in previous versions, all settings can be set using the lspdfr.ini file in the lspdfr subfolder. However, they can now also manipulated from the game using the game console for quick testing. Typing in "SetVar" followed by the name of the variable and its value will temporarily - for the session only - change its values. Note that for a few options this will not have any effect as they are only evaluated when the mod first loads. Entering "SetVar Ambient.DisablePlayerFlashlightOverride true" into the Console would disable the LSPDFR flashlight feature, for example. Settings Below you can find the most common settings for LSPDFR and what they do. The Default Value does not indicate the value in the release version of lspdfr.ini but the value LSPDFR uses if no value is specified. Settings name Type Default Value Description Main.PreloadAllModels Boolean False Loads all models that will be used by the mod at startup. This reduces loading times and possible micro-stuttering during gameplay but will increase memory usage. If you use many vehicle mods and encounter texture loss, turning this off might help freeing memory. Main.DisableGameBlipHiding Added in 0.4.2 Boolean False If set to true, stops LSPDFR from hiding story-mode related map blips. Main.DisableMultiplayerMap Added in 0.4.3 Boolean False If set to true, LSPDFR will not load the multiplayer map. Use with caution as this prevents access to many parts of the police station interior as well as the player house. Callouts.DisableBigRadar Boolean False The game radar map is enlarged while a callout is being displayed. Callouts.Multiplier Integer 250 Likelihood of a callout to happen. The higher, the more likely. Setting this to zero disables callouts. WorldEvents.IntervalMultiplier Float 1.0f Likelihood of a world event to happen. The higher, the more likely. Setting this to zero disables world events. WorldEvents.MaxNumberOfEvents Integer 1 Maximum number of world events that can run at the same time. Holdup.TimeMultiplier Float 1.0f Multiplier for the response time for the 'Holdup' callout. A higher multiplier gives you more time, where as a lower multiplier gives you less time. Ambient.DisableAmbientGameCopSpawnBlock Boolean False LSPDFR disables ambient cops to be created by the game in favor of our own spawning system. If you are using a popschedule based mod to spawn police units, turn this option on to disable the block. Ambient.DisablePlayerFlashlightOverride Boolean False LSPDFR replaces the default game flashlight when equipped. Setting this option to true disables that. Ambient.DisablePlayerHolsteringActions Added in 0.4.6 Boolean False LSPDFR 0.4.6 adds new holstering/drawing animations for pistols. Setting this option to true disables these. Ambient.DisableSitAnywhere Added in 0.4.9 Boolean False LSPDFR 0.4.9 adds the ability to sit down on most chairs and benches. Setting this option to true disables the feature. AmbientSpawn.SpawnFrequency Integer 5000 Specifies the frequency in milliseconds for attempting to spawn ambient units in the area. AmbientSpawn.MaxCopsInArea Integer 5 Specifies the maximum number of ambient cops in an area at any time. Setting this to zero disables ambient spawning. AmbientSpawn.MaxSpawnedCopsInArea Added in 0.4.2 Integer 2 Specifies the maximum number of ambient cops created by LSPDFR in an area at any time. Setting this to zero disables ambient spawning. Ambient.DisableEscapedSuspectEncounter Added in 0.4.7 Boolean False Specifies whether encountering previous escaped suspects will be disabled. Ambient.EscapedSuspectEncounterInterval Added in 0.4.7 Integer 45000 Time in milliseconds to consider spawning an escaped suspect. BackupManager.LastBackupRequestResetInterval Integer 30000 Time in milliseconds after a backup request is considered a new request. A new request will not be evenly distributed with prior requests and will usually spawn as close as possible. KeyHandler.AlwaysDisplayKeyboardKeys Boolean False Specifies whether helpboxes in the game indicating what keys to use will always display the keyboard controls. Networking.DisableServerCommunication Boolean False Specifies whether any kind of LSPDFR server communication should be disabled. Networking.DisableDiscordRichPresence Boolean False Specifies whether Discord Rich Presence for LSPDFR should be disabled. Frisking.DisableCovid19Items Added in 0.4.7 Boolean True Specifies whether COVID-19 outbreak relevant items will be found during frisking. TrafficStop.ScenarioMult Added in 0.4.8 Float 1.0 Sets the likelihood for random scenarios (i.e. suspects resisting) to happen during a traffic stop. Chase settings Settings name Type Default Value Description Chase.CopsCanCommandeerVehicles Boolean True Specifies whether cops can commandeer civilian vehicles during chases. Chase.DisableCameraFocus Boolean False Specifies whether the game camera focusing on suspects during chases should be disabled. Chase.DisableTrafficDensityAdjustments Boolean False Specifies whether adjusting traffic density during chases should be disabled. Chase.ExhaustionInterval Integer 25000 Specifies the time in milliseconds after which a suspect can become exhausted. Chase.ExhaustionDuration Integer 30000 Specifies the duration in milliseconds a suspect can be exhausted. Chase.MaxUnitsPerSuspect Integer 10 Sets the maximum amount of cops that can be assigned to an individual suspect during a chase. Chase.MaxUnits Integer 20 Sets the overall maximum amount of cops that can be assigned to a chase. Chase.SuspectEscapeTime Integer 90000 Sets the time after which a suspect is considered to have escaped a chase. Chase.TrafficDensityBudget Integer 2 Sets the vehicle budget during chases. Chase.TrafficDensityMultiplier Float 0.5 Sets the traffic density multiplier during chases. Chase.AmbientResponseOfficersAssignedThreshold Added in 0.4.2 Integer 2 Specifies the number of cops assigned to a suspect that are necessary before nearby ambient cops are no longer added to the chase. Higher numbers will result in more ambient cops being able to respond. Chase.AmbientResponseOfficersAssignedInAreaThreshold Added in 0.4.2 Integer 2 Specifies the number of cops in the area assigned to a suspect that are necessary before nearby ambient cops are no longer added to the chase. Higher numbers will result in more ambient cops being able to respond. Performance Settings Settings name Type Default Value Description AmbientSpawn.DisableRandomUnits Boolean False Specifies whether ambient units can spawn. It is recommended to enable this setting when encountering texture loss. Chase.DisableAmbientAI Boolean False Specifies whether ambient vehicle AI is affected during chases. It is recommended to enable this setting when encountering performance issues during chases. PoliceStation.DisableAmbientSpawn Boolean False Specifies whether ambient units can spawn and populate a police station. It is recommended to enable this setting when encountering texture loss. Developer Settings Settings name Type Default Value Description Main.DisableAmbientScriptHooks Boolean False RAGE Plugin Hook limits the number of native addresses that can be resolved at runtime. LSPDFR makes use of this feature on every load resulting in a crash after reloading a few times (usually around 20-25). During plugin development it is hence recommended setting this to true.
  12. Try something like this: var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180); ped.WarpIntoVehicle(SuspectVehicle, -1);
  13. You can simply create the ped you want and then warp in the vehicle of your choice by calling WarpIntoVehicle on the ped.
  14. I mean if that is your main issue, just extract all known names, hash them and then compare the hash to the files provided by authors. Note that the audio hash is 28 bit instead of 32 bit as you can see in the most significant 4 bits being zero in your hashes (SIREN_PA20A_WAIL is 0x6D329446 but 0x0D329446 for audio).
  15. I think whatever tool you are using to view the files got an update to their internal hash translation table instead of R* renaming files. You could try to bruteforce other names as well with the information you have gathered.
  16. The default freemode character in GTA V only has proper clothing for the LSPD, so if you plan on playing as different agencies you will have to download the appropriate textures. I would not worry about it too much for now as there will be xml definitions for most major uniform and vehicle packs at release or shortly after. You can have multiple characters, as many as you want in fact. They all "spawn" at the same house for now though, i.e. with their appropriate personal vehicle and isolated from each other but it will be the same interior.
  17. You can either select from a pool of predefined characters for various agencies (as well as adding your own via xml should you fancy) . This is similar to the different ped models you can find in the duty selection right now. Or you can play as a freemode character and download appropriate textures for it to play as different agencies with your main character.
  18. That is correct. It works like this Dynamic -> Name -> Hash -> Address. Ultimately you want to call the address. So if you call with a hash already you can skip the first two lookup stages. No problem, most of the time FPS issues come from calling an expensive native way too often.
  19. Yes, we will still ship it with RPH. You have a fair point though, that we should have updated the included RPH more often. I don't think removing it would help, in fact I think it would make things worse. Of course it would be nicer if people properly read the instructions on updating RPH before playing, but they do not, so we will have to deal with that. At least they get a somewhat helpful error that they need to update something. Removing it entirely could result in many people asking how to start the mod in the first place.
  20. I'm not sure where you got that information, but it is not true. The fastest way to call a native is calling it by hash, as that removes the overhead from converting from a string to a hash first. CallByName will also still be faster than using Natives as there is no runtime binding. I am not saying that the differences are big (they are in fact almost non-existent), but dynamic invocation will always be the slowest just due to the nature of how it works. It's the same as having a static call or a VTable call, of course there is no big difference, but ultimately the indirection will cost you a few cycles.
  21. You will then be happy to hear that we have reached an agreement with LS Customs to open up their shops for police officers so that you can modify your personal vehicle. We have shown pictures of chases and lights and helicopters in earlier previews, so please check out those to learn more about the changes. Each of the previews focuses on a different part of the mod.
  22. Yes, you will have a personal vehicle at your house.
  23. Hello Martin, Lua does not have any native function to play audio, so the easiest way would be to use a library for that. You can find some examples here: https://stackoverflow.com/questions/5365583/how-to-play-sound-in-lua Note that this will play the audio from the GTA V process like any other "frontend" game audio, i.e. you cannot play it from a given game position to adjust for volume etc. These things you would have to implement yourself based on what parameters the library supports and what you can calculate from the game. Playing audio from your disk through the actual game world (i.e. a position in the game world) is possible, but much more complicated.
  24. The only way that I know of to bypass the limit is to dynamically replace audio when it is being loaded from disk. Audio in the game is generally not cached very well, so even ambient speeches almost always hit the disk. Even then you have to make sure you load a big/long AWC as merely replacing the audio buffer with a longer audio will not work and the game will stop after the original runtime. Since you are only replacing it for each playback, you could possibly have an infinite (well, almost) amount of very long audio (as long as the ones they replace). It is a little messy, but it generally works. From what I remember, they mostly use ADPCM and PCM with their custom variant of XXTEA encryption.
  25. LSPDFR 0.4 will remove this constraint from the game and it will work exactly like it works on any other car.

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