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The Loot

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Everything posted by The Loot

  1. Yeah, depending on what part of town you are in, you might have constant pursuits as the game decides to have criminal after criminal run from a cop, which triggers the event. I see it all the time in Hove Beach and other locations full of gang members.
  2. I've had issues with both the TowService and the EMS function in PoliceHelper. Something new that 1.0 brought around isn't playing nice with those mods attempts at spawning.
  3. You can also target them while unarmed and hold the arrest key to bring up the additional options.
  4. Having issues with the wrong voices on some of my modded peds. I've noticed this in the SNT speech menu which chooses voice based on head, and in LCPDFR spawned partners (hard to tell with other cops as it gets hectic.) I'm not sure if this problem existed before I installed LCPDFR 1.0 or not. Using New Cops by Custo (Enhanced Textures by Yard1), and LCPD Detectives and Enhanced Security Guards by Olanov, and almost entirely unmodded NOOSE Swat, which is confusing. M_M_SECURITYMAN All Heads Play Default Security Man, Instead of White and Hispanic Playing Train As Defined M_Y_COP Black Head 04 Plays White Cop Hispanic Head 02 Plays White Cop Hispanic Head 03-05 Plays White Cop 2 All White Heads Play White Cop 2, no White Cop M_Y_COP_TRAFFIC (Detectives) All White Heads Play Traffic Cop Black All Black Heads Play Traffic Cop Hispanic All Hispanic Heads Play Traffic Cop White M_Y_SWAT (Completely Default Model and Textures) Mask Set to Black Voice, plays Hispanic All White Heads Play SWAT Hispanic All Hispanic Heads Play SWAT White All Black Heads Fine Edit: Added Details.
  5. Only the first two listed police vehicles spawn naturally. You can move the models around on that line, but adding them to any other line will cause them to spawn with civilian drivers or no drivers.
  6. Traffic Spawner has nothing to do with the way the game spawns normal traffic. What it does is occasionally spawn a specific vehicle with specific peds.
  7. Well, what do you know? That works, folks. Thanks LMS.
  8. A way to radio in a person's ID instead of needing a police computer, so we can do foot patrols without having to find a vehicle when we investigate a ped . That will usually spawn police cars with civilians or no drivers. Use CP702's >Traffic Spawner.
  9. Just reloaded scripts, forced duty, and teleported character, then crash. Crash.rar Crash after calling Ambulance at the end of a drug deal shootout. EMSCrash.rar
  10. Ctrl-N calls helicopters for pursuits. The Annihilator can be called by forcing it in the INI file, or by authorizing lethal force in the pursuit tactics menu (F8).
  11. The siren/light mode is the Divide (/) key. There is a known crash issue with it, however. It may also just be an issue for the initial car you choose when going on duty.
  12. Hmm, maybe a felony stop function would be nice in the future, especially with the built in ALPR to give more significant reasons for traffic stops. In .95 I avoided using a partner because he'd end up shooting someone who ran from a traffic stop, or a driver that bumped into me. With the new AI scripting, I haven't run into that yet. 1.0 has taught me several times that a partner is a necessity.
  13. The one by the church is a game spawned event.
  14. One little thing that could be done is moving the custody drop-off and vehicle spawn at the Fishmarket station to the upper parking lot. That fence next to the garage gets in the way of the drop off scene and your partner when they run to your vehicle.
  15. If "~" shows up on a prompt, it means that there isn't a key/button assigned for the action. Look through the INI file for that action and make sure there's something defined for the main action and not just the modifier.
  16. I think that's some unimplemented server functions that figure into future plans.
  17. Keyboard is Capslock, controller is left thumb.
  18. I'd like to see it so that they'd have a chance of just ignoring anything you tell them to do, or do completely different things. Tell them you're going to frisk and they hand you their ID or start to walk away and things like that.
  19. That might be because it can't spawn the things the callout needs, like the Code 4 issue in .95.
  20. Boy, that's even more in-depth than mine. I'd be happy with just the ability to add/remove vehicles and persons from other pools like the Transport vehicle INI setting. Another suggestion that someone inspired would be that when dealing with transients or drunks, they might completely ignore your commands or do something completely different.
  21. Yes, that's what I did and it works fine.
  22. Two suspects had abandoned vehicle. While chasing one I heard shots fired at the other, not sure what went on with the AI over there. Game crashed soon after. Second crash, same situation as the first, no shots.
  23. You could change the Action menu to the right stick. I'm also surprised that you haven't had crashes using the siren toggle; it's a known issue.
  24. Possibly in the future, but the biggest effect is that it now allows people with just GTA4 to have full mod functionality (Computer and Model Choosing) with the Police3, Police4, and PoliceB slots.

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