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LMS

Management Team
  • Joined

Everything posted by LMS

  1. Only x86 of course, ARM is for mostly used for tables and smartphones.
  2. Sure, it's like they said. When a suspect hurts one or more officers (by car, weapon etc.) they will start shooting. You can revoke the permission to shoot by enabling and disabling lethal force right after that.
  3. You forgot to install the necessary redistributables, please download and install this: http://www.microsoft.com/en-us/download/details.aspx?id=30679 If the issue persists, download DependencyWalker and open AdvancedHook.dll, then choose File->Save and attach the .dwi file here.
  4. Also please attach the LCPDFR.log.
  5. Please post the LCPDFR.log.
  6. The log you posted indicates you're using 0.95. Please install 1.0 over a fresh IV copy and try again.
  7. You could also put a boolean inside your draw loop and set it to true/false to toggle the drawing.
  8. This has been answered multiple times already, please search the forums before creating a new topic the next time. Use the manual installation and install the x86 (which is 32bit) redists. You need both: 2010: http://www.microsoft.com/en-us/download/details.aspx?id=5555 2012: http://www.microsoft.com/en-us/download/details.aspx?id=30679
  9. Do you use the latest hotfix (1.0a)?
  10. AIm at a nearby cop and press G. Automatically makes them become your partner.
  11. I can reproduce the issue you have reported, thanks! To avoid that, simply wait for an unit to show up before requesting a new, that way it won't crash. But I will fix the issue in the next build. Thank you, always nice to hear that! :) And V is not so far fetched...
  12. I assume this happens when you have called for a prisoner transport that did not show up yet and you attempt to call for another one (holding down E) right?
  13. It might a little, like preventing a pursuit from ending properly so you have to get far away or kill the suspect in order to end it. But it can be neglected in most cases.
  14. It happens when a vehicle that has been selected as a prisoner transporter (by AI) is being deleted although it is still in use by LCPDFR. This usually occurs when you have third party mods that free vehicles, e.g. traffic mods.
  15. I have addressed this issue in our development build, thanks for reporting.
  16. Hey, you can't get the forum username via the API for now, but I understand that it might be useful and will add it. As for you other questions, they are not APi specific, but I'll try to help you: 2.) Create a GTA.TaskSequence and concat the animations using that. 3.) ApplyForce takes the force in world coordinates, whereas ApplyForceRelative takes a relative force based on the current direction/heading of the entity. E.g. for relative, new Vector3(0, 10, 0) refers to infront, while -10 is behind the entity.
  17. As Jay pointed out, a strong obfuscator will be able to make the code almost unreadable by renaming everything. If you are not happy with the results, try moving the critical parts into a C++ dll.
  18. It will really depend on the current load and that's hard to compute. For instance, my PC uses about 120W when only doing desktop work, but can go up to 400+ when playing 3D video games. Simply attach an ammeter and monitor the power consumption during the various stages (idle, load) and then you should be able to come up with a pretty good average value.
  19. it will still add very close cops for realism instead of making them simply pass, but your settings should definitely reduce it overall.
  20. Natives have to be invoked on a scripting thread, so you can't simply call them from another thread. As you already said, a timer will work just fine. We offer two different versions of timers: A normal timer, working just like System.Windows.Forms.Timer but running within the scripting thread context: this.timer = new LCPD_First_Response.Engine.Timers.Timer( 2000, delegate { LPlayer.LocalPlayer.Money += 50; }); Note that I used an anonymous function instead of a callback function, I prefer it in most cases where you don't have much code for readability. And you could also use a so-called NonAutomaticTimer, it works a little different: // Put this in Initialize this.timer = new NonAutomaticTimer(2000); // Put this in Process if (this.timer.CanExecute()) { LPlayer.LocalPlayer.Money += 50; } This way the timer code is not executed automatically, but only when reached within your Process logic and if the time has elapsed. If you really want to call natives from another thread, you can use DelayedCaller.Call to launch them from a thread, they will always run on the main scripting thread. But they will be added to a queue and Call will return immediately. If you also need to access a return value in the thread and want to wait for it before processing further in thread, use something like this which blocks the thread until the code was invoked on the main scripting thread: // Code below will execute on main scripting thread and thread will be blocked until it has been invoked System.Func<bool> isSpeechPlayingLogic = () => LPlayer.LocalPlayer.Ped.IsAmbientSpeechPlaying; if (!DelayedCaller.InvokeOnMainThread(delegate { return isSpeechPlayingLogic(); }, 1)) { }
  21. No offense, but if you had looked at the ASM code you would have seen it is not LCPDFR related. .text:00C01FFC 5C8 mov edx, [ecx+0B4h] As AdvancedHook shows, ecx was null, hence the crash. But this occured within the IV game code, we are not responsible for that.
  22. Yeah, that's correct. You'll also see a log message when it is set to true.
  23. We use it to display different strings (him/her) and for some audio and resist chance logic. But I'll see if I can come up with a more defensive check.
  24. Just a technical information: LCPDFR (and even GTA) run in user mode (also called ring 3, where ring 0 is the kernel mode). Programs in ring 3 are not able to cause a BSOD, only kernel mode programs are, e.g. device drivers.
  25. You can try removing AdvancedHookInit.asi and installing the taser manually. If that doesn't work, I have no idea since LCPDFR is not yet loaded at that point.

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