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The Loot

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Everything posted by The Loot

  1. You can use CodeWalker to modify the scenario files that control those spawns.
  2. Those Burnout 2 feels.
  3. From @dilapidated on Discord: [Sirens Blare In The Distance]
  4. Expecting it to come out the 28th, but being prepared for an early surprise, would be the best thing to do.
  5. Completely unsurprised that one of the usual jackasses defending criminals and spewing hatred and threats towards cops was fully willing to try and murder two officers. Bonus irony on losing parental rights while wearing that shirt.
  6. @Phaxol FInally got around to using this, nice and neat! One issue could use fixing, though: when using the computer with a gamepad, LSPDFR catches the selection button press and cancels the traffic stop.
  7. You'll have to verify files on Steam, and I think Social Club will do it automatically.
  8. RDE modified the relationships file, which causes gang members to attack each other... frequently.
  9. Actually, check the last pinned message in #support, it's a user-made guide that works far better.
  10. First guess would be that BlaineCounty is used in a Backup Region that comes before Paleto, therefore it gets ignored. Catchall areas like LosSantos, LosSantosCounty, and BlaineCounty should be towards the very end of each set.
  11. Did you join the Discord server and download the unofficial hotfix?
  12. Found a video covering some of it.
  13. Added new components and textures takes modification of the peds ymt file, but not many people have delved into the encrypted files, and not much of the discoveries is floating about.
  14. LSPDFR doesn't support addon vehicles or peds when going on duty, but this may likely change in the next release.
  15. There's a fix you can install over it in the Announcements channel on the Discord server linked on this page.
  16. If they're all set up correctly in the model hierarchy, they should be hidden along with the extra in the first place, so I suggest looking into that aspect of vehicle modeling.
  17. Seating entry points, animations, and positions are controlled by vehicle layout. Could try testing other sedan layouts in the vehicle's meta entry to see if any work better than the current.
  18. The original files are being overridden by patchday versions, install those in the latest patchday ped archive.
  19. It's in x64\levels\gta5, and you'll have to find a unencrypted one from some other source before you can modify it.
  20. No, just make duplicate entries in the EMSUnits file, like so. <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="5" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="6" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="7" chance="5">ambulance</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="3" chance="25">ambulance2</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="25">ambulance2</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="3" chance="10">ambulance3</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="4" chance="10">ambulance3</Vehicle> <Vehicle prep="an" name="ambulance" audio="VEHICLE_AMBULANCE" livery="5" chance="10">ambulance3</Vehicle>
  21. Make additional entries for the other ones. I know I seemed to only have one ambulance model being used until I added the others with chance values, could be the same thing.
  22. That's some pleasant news.
  23. Good to hear those issues should be fixed. As for the last point, dismissing units out of their jurisdictions and replacing them with new local units was the basic idea. Feels odd whenever a bunch of BC Sheriff units head into Los Santos (and vice versa), and even between counties, too. I know it's not completely unrealistic with how actual agencies work in CA and elsewhere, but it'd be nice to have some control over the situation somehow, whether natively or through plugins. The ability to limit total ambient units allowed during calls naturally would be nice to go alongside the new patrols, too, which will make ambient units more appealing to use rather than blocking them with various plugins.
  24. Does it work after reholstering and drawing it again? Sometimes it needs a refresh after spawning and changing clothes. I keep getting a crash when I first load the plugin, though it doesn't do it when loading a second time. I've experienced a similar crash with LSPDFR, too, so maybe it's related to something other than this plugin.
  25. @LMS Few things: Has the issue been fixed where when the AI arrests someone, it sends the transport vehicle to your position instead of the suspects? This can end up with cars and peds spread out across the map if you don't stay near them until they get picked up. Has the issue of u-turning traffic turning pursuits been looked at? We could also use the "Close Roads" option allowed in vehicles, since it currently isn't. Any chance of a back-end system of dismissing cops who get too far from the pursuit (especially when they're on foot or if they don't end up going back to their vehicle for whatever reason in a vehicle chase), or vehicles that are flipped or severely damaged, too? On the topic of dismissing vehicles, perhaps a function that lets players manually (or automatically) dismiss units who are outside appropriate areas or just not needed. (Hopefully plugins could do the job if someone decides to in the future and if it doesn't get built in.)

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