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xRaymond

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  1. Like
    xRaymond reacted to Sam in LSPDFR 0.4.2 - Coming Soon!   
    Hot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested.
     
    Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4.  Necessary changes, but not really cool enough, right?  So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas.  Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right.
     
    If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off.  (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M)
     
    Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like.  That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2.
     

     
    With one quick glance at the shimmering shield, her problems are suddenly your problems.  (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis)
     
    Now, not only does this look exceedingly awesome, but it serves a practical purpose too.  Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example!
     
    Of course, that's not all.  Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time.  Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it? 
     
    We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt.
     

     
    As if being Frank Tenpenny isn't cool enough...
     
    Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous.  There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support.
     
    Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?!
     
    Keep your eyes open for LSPDFR 0.4.2, coming soon.
     
  2. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - Now Released   
    After what has to have been the most chaotic night in the history of LCPDFR/LSPDFR, I'm happy to announce that the third public release of LSPDFR, LSPD First Response 0.3, is now available for download.  LSPDFR 0.3 brings with it many exciting changes and features, including some amazing developments we've made with the Downtown Police Station, beautifully seamless arresting animation sequences, and a whole range of general improvements across the board.
    On a similar note, we hope that you enjoyed the livestream provided on our new Twitch channel at http://www.twitch.tv/g17media.  We appreciate that there were some teething issues with this over the night, but we also hope that you can appreciate the amount of work that goes into putting together not only something like that, but also preparing the modification for release at the same time!  (If you'd like some quantification of that, every member of the management team here has dedicated the entirety of their days today to LSPDFR - seriously, we've barely even eaten!)
    I'd also like to say a massive thank you to @JFavignano and @Stevetrackboyz for being a part of the action tonight.  Indeed, I hope that everyone else will join me in showing their appreciation - you guys were absolutely fantastic!
    We highly recommend that you take a look at the LSPDFR 0.3 Feature Guide, located here: http://www.lcpdfr.com/lspdfr/features.  This guide highlights some of the new features available in greater detail, and also provides more complete release notes (which are massive).
    LSPDFR 0.3, now complete with automatic and manual installation packages is available below: 

     
    On behalf of the team,
    Sam.
  3. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - November Update   
    This is the sixth part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
    Continuing with the idea of posting regular updates on our progress with 0.3 on Tuesdays, we're back with a look at what's to come in the next version of LSPD First Response.
    First of all, let me very quickly pay attention to the success of the mod so far - we've surpassed the half-million mark in terms of total downloads, and despite there only having been two releases, you can clearly tell that everyone is still as engaged and excited as ever, awaiting what the future holds.  Especially nice to see has been the flurry of suggestions and ideas that have been floated around by so many people throughout the community, and you can be sure that we're really looking forward to delivering LSPDFR 0.3, which features many of them.
    In an interesting twist, one of the new features coming to 0.3 is actually something that we don't think has been suggested much.  When developing the final versions of LCPDFR, we invested some time in creating a development system which basically turned LCPDFR upside down, putting the player in the position of a criminal being chased by the police.  This turned out to be a vital tool for us when testing police pursuits, with the rationale being that if the cops could chase the player, they'd have no problems at all chasing non-player characters.

    This system has actually been present in all versions of LSPDFR, although it was a last minute addition and therefore very rough around the edges, which might explain why it was tucked away as an 'Easter egg' (one that I won't spoil for those of you who haven't found it).  In tandem with the development of our new pursuit logic, we also re-created the ability to be chased by the police, ensuring that our logic was designed both for players and peds.  Therefore, while off duty with 0.3, you now have the option to hand over control of any pursuing officers during a wanted level to LSPDFR - making it so that you will be chased in exactly the same way that all other suspects are.

    It's fair to say that the results of this can be staggering (literally)! 
    Perhaps it is also worth mentioning as well - while there's a massive number of big new features making their way to LSPDFR 0.3, we've also been making an effort to pay attention to the little details in a number of areas, including things like smoother animations and improved backup spawning positions.
    Indeed, one cool example of this is the new 'hand on holster' animation that we've added in LSPDFR 0.3.  Unlike some other ways of doing this, the player's body isn't rigidly locked, meaning that character body movement is actually properly synchronized with player movement.  This also acts as a really cool way to draw your weapon, as the transition from holding at the holster to aiming down the sights is seamless.

  4. Like
    xRaymond reacted to l3ubba in Observation on Police Encounters   
    The guy wasn't in handcuffs yet nor was he kicked in the head. The officer was using knee strikes in order to gain compliance which is an approved technique that is taught in the police academy. If you want to sit there and taunt the police for being weak and not being able to arrest a guy then don't complain when they raise the level of force in order to make the arrest. Do they expect the police to just wrestle with the guy until they are tired and say "fuck it, we can't arrest him so we'll just let him go"?
  5. Like
    xRaymond got a reaction from officerscrub in Check out ELS for V!   
    o_o months?! Geeze! Thankfully Fallout 4 is coming out next week and will pass the time quickly. I'm very much looking forward to it guys! Just take your time, and don't rush it. Life comes first. 
  6. Like
    xRaymond reacted to GravelRoadCop in Check out ELS for V!   
    I am part of the ELS team and I feel confident to report what is the latest status.   A little over eleven years ago, Grand Theft Auto : San Andreas was released to PC. GTA San Andreas, for many of us, was the start of our first serious 'gaming career' that afforded us the opportunity to introduce a new kind of entertainment aspect to the game, unknown to many : roleplaying as an Emergency First Responders. From driving a crown Victoria police cruiser outfitted with real life products and with custom sirens in single player, to being part of an immersive multiplayer platform where you can role-play as a Police Officer, Firefighter, or Paramedic. SA-MP has helped paved the way for communities to plant imaginative seeds and to solidify the foundation of creating mods achieving a realistic atmosphere. Police, Fire, and EMS vehicles, textures, sirens, and many other layers that was given birth by members who wanted to contribute to the greater cause, allowing a minority group to become a vital key in creating the gameplay that allows us to experience the imagination and dreams that we all have . From watching COPS to being part of visually unique worlds where we can pretend the roles some of us dream of becoming. GTA SA San Andreas helped us create a community where we can share our interest as a collective hive. Naturally, we wanted more.   Grand Theft Auto IV was next to come out, and the game opened many new possibilities that was not achievable in San Andreas. It gave us a platform to expand our creativity and imagination and broaden the horizon of emergency services modifications. One of the many successful mods that helped lay solid foundation to achieve a dynamic realistic gameplay was ELS created by Lt.Caine and his A-team. Emergency Lighting System opened a new door for modelers to design their vehicle models beyond a limit and achieve the vision they had imagined. They created the image that we all see in the real world, on COPS, or in front of us and we are lucky enough to experience it. Multiple patterns, custom siren tones, interactive control panel -- it was art. It inspired people to follow their dreams, it inspired people to show their interest in law enforcement, firefighting and emergency services. It inspired others to lay down an example for others to follow because we all knew that there will be the next big bang ... and we wanted to make sure that we had a community healthy enough to grow into the next chapter ... Grand Theft Auto V.   When we first saw early concepts for Grand Theft Auto 5, we were struck by how far Rockstar Games had come. We all had realized that GTA 5 was going to be the game that we all waited for since SA. We all knew that this game will allow us to introduce a new kind of level of entertainment that was not possible in SA, or IV. We all knew that GTA 5 was going to help all of us create a perfect emergency services platform with many finer details to depict and sculpture the virtual reality to emulate what many first responders in real life have to go through.   Many of us are excited to experience the new journey and it is still just beginning. With a community as large and passionate as the one we're proud to be a part of, we’ll continue to refine, iterate, and update as we experience and share new epic moments on Grand Theft Auto V, together. Lt. Caine has the opportunity to do more than slap a fresh paint on his ELS program. He has the opportunity to design an ELS system that will shape the course of emergency services roleplaying in many years to come. It will allow us to experience the advance features of ELS that was not introduced in IV. It will contain a finer and detailed ELS control box with many options, many new patterns and a reliable tool that we all can put our trust in 100 %. It is a tool that will be designed to keep every one of you as a mission to be accomplished. It comes with a goal to ensure that every user of ELS are safe, noticed and guarded by those who intents to deface your integrity as a Law enforcement officer, firefighter or paramedic on the streets of Los Santos, against live players or AI characters. It will be designed to ensure that you will win the fight.    Right now as I am typing this, ELS is on a steady course with strong strides being done. Unfortunately, it cannot go so far without a resource package that depends on LMS. Without this package that Lt.Caine is waiting for, ELS will not be released.  This resource package will allow us to introduce new layers to the program that eliminate the need of depending on GTA V natural minerals and resources, which comes with limitations. LMS is the key in breaking down the wall in order for ELS to be the light tower that will show the way of the virtual reality we all want.   It became very clear to us that we were going to need a long period of design.  There is no release date set in stone, and we have no idea when it will be finished. It will take a matter of months before we are confident to share this kind of information. But we want to let you know that the program will done when we feel that the quality is beyond the vision that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered complete and not broken. All we ask from you guys is your patience because it will pay off with great rewards in the end.   Thank you.
  7. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - Hot Pursuit   
    This is the fifth part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
    While we've already added an amazing amount of cool new features to 0.3, an update to LSPDFR, or even LCPDFR, wouldn't truly be an update without some further refinement of the pursuit system.  It is, in many ways, one of the largest and most important parts of the modification and with 0.3, we've been taking the time to make a number of small but noticeable improvements.  From more cautious cops to more daring suspects, we think you'll really enjoy pursuits in 0.3.
    And in a refreshing change - I think for this update, we'll let the pictures do the talking...




    Allow me to quickly note as well.  No, we don't have a release date for 0.3.  Releasing a new version of LSPDFR is actually quite the mammoth of a task - one that you can't simply put a date on.  We're putting out these previews as it is something that the majority of our fans asked for, and it gives us a great opportunity to get feedback on the modification as we develop it.  
    Will your game be rocking LSPDFR 0.3 soon?  Absolutely, but we're not quite ready to define exactly when that will be.
  8. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - "Busted!"   
    This is the fourth part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
    So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
    If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary.  Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.

    As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar.  The cool bit is that it looks like exactly like the user interface found in the original game, too.
    Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control.  As you do this, the progress bar fills (and it does so really quickly).  Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up.  Oh yeah, we're just getting started...

    As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation.  Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control.  This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
    Of course, all of this is a little bit mean so far.  We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile?  We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature.  When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options.  One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot.  The results can be quite spectacular.

    You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do.  To seal the deal though, you can use the same process to release suspects from handcuffs now.  It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.

  9. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - Downtown Police Station   
    Probably not in 0.3, but we have big plans in relation to that.
  10. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - Downtown Police Station   
    This is the third part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization
    Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos.  Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds.  Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it.

    The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins.  We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale.  Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station.

    The cool stuff we've put in with the Downtown Police Station doesn't end there, though.  To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens.  By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after.
    Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps.  We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells.  Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there!


    Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day.  Instead, stay tuned for the next part of this update series - you won't want to miss it!
  11. Like
    xRaymond reacted to Sam in LSPDFR 0.3 - Backup Customization   
    This is the second part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
    In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list.
    LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types".  Not anymore!) 

    I like planes.  Now, LSPDFR likes planes too.
    The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS.  Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too.
    With this new feature, you can precisely choose:
    The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game:
    Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas.  Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units.  There's really very little in terms of limits as to what you can do with this exciting new system.
    Oh yeah, it doesn't even end there either.  With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services.  

    Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians.
    Just one more thing...  As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests.  This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.

  12. Like
    xRaymond reacted to Sam in LSPDFR 0.3 Announcement + First Preview   
    After a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3.  As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
    With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.

    You asked, we listened.  Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required! 
    With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects.  With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs.  The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component.  In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.

    The Vapid Police Interceptor makes its LSPDFR debut in 0.3.  Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
    We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
  13. Like
    xRaymond reacted to Cyan in Retrieving persona data from web - Possible?   
    We're going to eventually implement something like this, hooked to LCPDFR.com.
  14. Like
    xRaymond reacted to F5544 in F5544 WIP Dodge Charger High interior, 2015 conversion.   
    start at the lower versions first.
  15. Like
    xRaymond reacted to bcsogirl in Police Reports & Paperwork   
    Hello all,

    As an avid roleplayer (and i'm sure i'm not the only one), I often wonder about how to enhance my LSPDFR experience, and I've decided to experiment with writing reports. Does anyone have any samples of police paperwork (incident reports and whatnot) so that i can find out what information i need to collect? I might also turn this into a larger project, if there is community interest, like having a central reporting system up on the web where other players can also send up their reports, which then are displayed in a "Police Blotter Format", maybe even with a crime map.
    Hell, maybe we even find a way of injecting this into LSPDFR (I now i'm aiming way up high now) so that we can somehow sync the information on the peds and on the database. For instance, say a player stopped a guy in sandy shores, but he took off. You submit the report to the site and resume your patrol. Then the next day someone stops him in Los Santos and the police computer tells the guy he has a warrant out in Blaine County for obstruction by fleeing. Would be great wouldn't it?

    Actually, as a matter of fact, I think I will do this, even if at first the "warrants" don't show up on the police computer itself.

    Anyone has any thoughts on the idea or source material i can use to base this off of?

    Oh crap, now I'm picturing this whole web based dispatch system... halp
  16. Like
    xRaymond reacted to JFavignano in GTA V Modded Vehicles   
    Yes I am one of those lucky enough to be approached to alpha test a CVPI. I had a long chat with them before doing so because I don't believe in people flaunting a mod that no one can have, it pisses me off when people do it and I would never want that for my subscriber base and community. I explained how model locking is a power ego trip and it ruins what the community is all about, they assured me they were on the same opinion about it so I agreed to show it in my video. I will NOT support the work of modders that decide to act like children with the notion they own the 3d model of a car they never took the hours to create. I get that zmodeler isn't for everyone and I just don't have the time to learn it all, that is why I am so grateful for the ones that do take that time and create beautiful mods for GTA. I also understand it takes a long time to convert models, I am not hating on that at all but the audacity to keep showing off mods without the intent of releasing until locking is available is just down right low and it shows their character.
    I appreciate all of you that said kind things about my character, I always will put my ass on the line for something I believe in. Keep being awesome.
  17. Like
    xRaymond reacted to LukeD in [WIP/REL] CalloutsV - The Successor to Callouts+   
    As some of you may recall I made a status update about how I planned to recreate Callouts+ for GTA V. Today I am pleased to inform you all that this is definitely the case and that CalloutsV will be made.
    This thread will offer you a rough idea as to the callouts and features I plan to create as of now, and once in development this thread will act as my WIP forum area to give you updates and respond to support requests and suggestions.
    I hope to make CalloutsV the biggest and most comprehensive callouts plugin possible.
    Planned Callouts
    Many of the callouts from Callouts+ will be making there way over to the big city of Los Santos, for you to engage with. In addition to these there will be multiple paths to take with several callouts, including decisions to make and timers to race against. In Los Santos, your police training will be hit hard. Don't expect tutorials and easy callouts. You'll need to think on your feet.
    Below is a list of callouts I plan to make:
    I have assigned colours for indication of progress, red not done, orange in progress, green done.
    • Officer Down / Requesting Assistance
    • Illegal Street Races
    • Broken Down Vehicles / Highway Obstructions
    • Road Traffic Collisions / Motor Vehicle Accidents
    • EMS Requesting Escort
    • Injured Pedestrians
    • Vehicle Fitted With Tracker
    • Location based events (at stores etc)
    • Many more...
    Planned Features
    I originally said no features, however due to the way I plan on changing each callout means I will need some default functionality. Don't worry though! If you would rather use another plugins tow truck or paramedic, you can! I will be designing each callout to consider what happens if someone else repairs the car or heals the ped or takes them away from the scene.
    Downloads
    http://www.lcpdfr.com/files/file/7989-calloutsv-the-successor-to-callouts/
    Suggestions, Ideas & Feedback
    Of course this is a plugin about what you guys want to see as much as what I would like to make. Suggestions will always be accepted, but not always implemented or used. Feel free to post ideas below as always.
    Developers, Have your say!
    CalloutsV will blatantly not be the only callouts plugin for LSPDFR, with time other developers will want to jump in on the action. If you do plan to release callouts, feel free to drop me a message via the PM system on the forum. With multiple different people working on callouts it's hard to ensure each plugin remains unique and fun, developers will often overlap ideas and that's where problems occur. To work around this, get in touch so we can discuss ideas, I'm already in conversation with FinKone and Straysify to ensure we don't tread on each other's toes. So don't hesitate to contact me.
    Warning: If you choose not to contact me, and then get pissy at me for "copying" your idea or you decide to copy mine. I will not take too kindly to this, make the effort to get in touch before trying to slate me for theft etc. I'm not a nasty person, and I will happily discuss things with other developers to peacefully resolve conflicts.
  18. Like
    xRaymond reacted to Deactivated Member in Girl commits apparent suicide in jail   
    N/A
  19. Like
    xRaymond got a reaction from Lee10 in Girl commits apparent suicide in jail   
    Reports said she attacked him first, I don't know..I didn't waste an hour of my life watching the dashcam video of the retardedness. It's not the point of this. Autopsy and corner both said it was suicide and not murder. There is NO EVIDENCE of murder. Source. 

    Also, according to the autopsy, she tried killing herself prior to being arrested and she also has cuts on her wrist indicating that she was indeed fighting heavy depression.
  20. Like
    xRaymond reacted to l3ubba in Girl commits apparent suicide in jail   
    Go read Pennsylvania v. Mimms, I already had this discussion with someone else. The US Supreme Court ruled that it is legal for an officer to ask you to step out of the car and you have to comply.
    I'm not even going to bother responding to the rest of your posts as they are absolutely absurd and most likely just a troll attempt to get a reaction from people. The sole piece of "evidence" this case relies on is the family saying "she would never do this". I am sorry for their loss but that is no reason to accuse the officers of a crime with no evidence. If you truly believe the conspiracy theories you are posting then I feel sorry for you.
  21. Like
    xRaymond reacted to cp702 in Girl commits apparent suicide in jail   
    There is one situation in which law enforcement officers have a license to kill: when carrying out a death sentence. Any other time, it must be justified by the officer: self-defense, defense of others, preventing the escape of a dangerous criminal, and preventing the escape of a prisoner (in some circumstances). The first two are options for everyone; I'm not sure about the latter two.
    @NYPDDetectiveODonnell: I'm really not sure what you're trying to say about cops, but any cop who prioritizes state laws over federal is violating his oath. The oath taken by every police officer binds them to uphold the United States Constitution, and the US Constitution and laws made pursuant to it are supreme over all state laws and everything in any state constitution. There is little difference between a "public official" and a "government official;" one definition of "public" given by Merriam-Webster is "of or relating to a government," and the OED says "public" in the sense of "public servant" means "Serving the public in a professional capacity; (in later use) spec. employed by local or central government." The term "police" itself literally derives from a Latin and ultimately ancient Greek root relating to government ("police," "policy," "politics," "polity," are all related terms).
    I don't find it odd in the least that someone who was a close friend in high school would not remain close once your lives took very different turns. Neither of you is the same person you were in high school, and you are likely not his only friend. I have people I was friends with for 7-ish years in middle and high school who I don't talk to anymore, for the sole reason that we went away to college in different places and are making new sets of friends.
  22. Like
    xRaymond reacted to l3ubba in Girl commits apparent suicide in jail   
    As others have already pointed out you can't be arrested for not using your turn signal alone, she was fighting a police officer so that is what she was arrested for.
    I don't think this story is worth the time. Just another case of a family saying that "my son/daughter would never do that" and "they were such a nice person turning their life around" which might be true but I think part of it is the denial during the grieving process that makes them think that something else had to be the cause of her death. What motive would a detention deputy have to murder a random woman? But this is no surprise to me, yet another story of the family of the suspect saying that the police murdered their child even when the only "evidence" they have for such accusation is "my son/daughter would never do that".
  23. Like
    xRaymond reacted to Sam in LSPD First Response 0.2a Update   
    Problems related to the retail version shouldn't be anything to do with LSPDFR.  According to the website, there's a new version of RPH which fixes a bug present in the retail version.  At the end of the day, LSPDFR is the same on both the retail and Steam versions, but how RPH executes it is not.
    I'm hoping this is a one off!
    At least, though, I hope it can give everyone an insight into the work that goes on behind the scenes here to do what we do.  I especially hope that it can also shed some light on how we've been listening to your feedback about RPH and pushing for changes to it, and I certainly hope we can be in the position to push forward with some positive changes to the hook, like:
    Toning down the branding and notifications.  I don't think there's any more doubt as to the name of the hook, and those screens get seriously annoying! Removing/significantly redoing the redundant plugin verification system (LSPDFR is the only verified plugin, and it is always a version behind, meaning new releases are never verified) I know a lot of people are keen to see the removal of the anti-piracy measures.  I do, however, understand the ethics behind them, but I don't think it is a modification developer's place to be enforcing Rockstar's intellectual property rights (especially since the process behind making RPH directly contravenes the EULA of the game, and the name/logos of the hook are quite possibly a violation of these rights itself!).  This is also something that we've mentioned multiple times.
  24. Like
    xRaymond reacted to Sam in LSPD First Response 0.2a Update   
    Nothing different.
    At the end of the day, this is simply bad news for people that want to play LSPDFR.  It means that we'll be downloading RPH at the same time you, and everyone else is.  We then have to compile the mod against the new version, give it a test, make sure everything's still working okay, and only then do we get to release it.
    From what I understand, compatibility for the Steam version (which I use), has been there since early this morning.  If there'd been the foresight to recognize that developers of modifications using RPH might appreciate the opportunity to prepare their modifications for the latest version, then assuming everything did work, we'd be in a position to release an updated version of LSPDFR almost as soon as RPH itself was released.
    Instead, we're left in the dark and being forced to find out information from other people.
  25. Like
    xRaymond got a reaction from YT.JBUDDTV in LSPD First Response 0.2a Update   
    Honestly, I know this upset a lot of people..but this performance update was really needed. I couldn't, and many others as-well were unable to play due to the sh!t update they did previously. I know it sucks they broke the mod, but hey..at-least they fixed their muck up and now we can play LSPD much more better when it gets updated. Hopefully. 
    Everyone just have patience, they will update eventually..they have a life too you know. In the meantime, you have LCPD & If you google, I'm sure you can find a backup of the previous update. 

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