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ChrJahnsen

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  1. Like
    Fixed the officer down bug hopefully, am trying to figure out why the paramedic is looping that task for you (he isn't set to, nor should it loop at any point during his arrival)
     
    Been through your log with a fine tooth comb, pulled out most of the errors involving Callouts+ and have fixed them for the next release.
    Thanks.
     
    Hopefully fixed this bug for the next release.
    Thanks. 
     
    Why are you trying to revive him? It clearly says in the documents AND on the screen that your task is to find the suspect and that the officer will be dealt with automatically.
    Also, your log files shows an error with the Frisk script. That is something built into LCPDFR and not Callouts+.
     
     
     
    Did I not reply to your post? Here is why...
    If I didn't reply to your post it's probably because you didn't attach an error logs. I can't respond to you and help you without knowing what the issue is with the plugin. It may also have been a case where you were simply replying to someone else with the words "same issue" or similar. This again is not at all helpful to me and actually makes it more difficult for me to go through everyone's posts.
     
    It says it in the readme and has been said multiple times by myself and others.
    Please. Post. Your. Log. Files.
     
    Thanks to those who reported issues with the necessary log files and information. I'll hopefully get them all fixed as soon as I possibly can. 
  2. Like
    Might just have been me, but they were posted in such close proximity :P
  3. Like
    I have no clue as to what any of this information in my logs mean, so I've posted the log here.
     
    LCPDFR crashed after responding to a call from the Wasteland mod. The call was to deal with a vehicle that had battery damage. After repairing the vehicle, the call completed. I then called a tow truck using Callouts+. The tow truck got stuck in traffic, so I canceled it and called in another one. The problems now occur here; I've explained and highlighted the problems in bold.
     
    The tow truck spawns down the street, I can see it constantly back into a wall. It would accelerate, then back into the same wall. Rinse and repeat for about 25 seconds. The tow truck approaches me, I get into my cruiser and set up a small roadblock with Shift-U. As the tow truck pulls up the horn seems glitched, and constantly beeps in small broken bursts. The driver is sitting in the vehicle. This continues for about a minute. I then remove the Barrier I placed down with Shit-U, and the driver gets out as if everything is fine again. The driver of the tow truck stands beside the drivers seat door, and the vehicle appears and disappears constantly on the back of the tow truck for about 5 seconds, the horn is still honking like it's broken. After the 5 seconds have passed, the driver gets back in the truck, and the truck explodes. My LCPDFR then crashes and shows the little message at the top left.
     
    This happens every time I call in a tow truck. 
  4. Like
    Added an option in the config file so you can choose a quick spawn method. This is applied to all of the dispatcher vehicles (ambulance, tow truck and removal team). When it is set to true, the vehicle will spawn a couple of feet outside the catch area that tells them to stop their vehicle and get out. Essentially this means it will spawn on the scene, do what they need to do and then drive away as if it was normal traffic.
    I wont be adding the super speed option (teleport in, remove, teleport out) because that is utterly pointless. You might as well just spawn a barrier inside the car forcing it to delete itself, or ignore the corpse that is on the floor and let GTA IV handle it's removal.
     
    This feature will be made available in the next public release, which will be out once I have been through everything to try and improve stability.
  5. Like
    Excellent, buddy. Can't wait to try it!
     
    I just had an idea. In the vdh tow truck script, you could actually configure how the tow truck spawned. I loved that feature. There were three "speeds", and if you set it to the quickest one, the truck just spawned right in front of you, magically teleported the stranded vehicle onto its back and then disappeared again. No driving to and from. 
    Would you be able to make something similar for the paramedics and tow truck? I don't mind at all that it isn't ultra-super-realistic and it just spawns right in front of me.
    The way the ambulance spawns in the vdhPoliceHelper is also really appropriate, I think. It appears just slightly down the road and drives up rather slowly thus not plowing into cars and bystanders. :)
    Would you be able to make a similar "spawn configuration" for the ambulance - like with the tow truck?
     
    Thanks again for your work, buddy.       
  6. Like
    I've released a new patch fix, beta 3.
     
    Hopefully this will address the few crashes still left behind and make slight amendments to the driving ability of the various dispatch units. Again sadly I am limited to GTA IV AI so if they start smashing through vehicles etc there really isn't much I can do.
    I've also made it so the paramedic, and the tow truck and driver are exempt from the barriers script (so they will drive right around them) which may reduce glitches too.
  7. Like
    That has to be the most hilarious report I've ever seen. :D
     
    The issues you have seems to be related to the fact that both the ped and the truck are stopped by the barrier. I'll add an exception to the barriers script and see if I can clean up the driving a little so they actually make it to you rather than total a wall. Unfortunately I am limited to GTA IV AI so don't hold your breath for this lol.
  8. Like
    Thanks a bunch! In the meantime If I need a good laugh, I'll just call in a tow truck LOL.
  9. Like
    Hello LCPDFR forum :D
    So I started messing with the API, figured it had to be worth a shot, it's massively work in progress because I only started last night.

    I present to you...


    Callouts+ (or CalloutsPlus) is an API script which does as the name suggests, adds more callouts to lcpdfr. You read that correctly, another lcpdfr callouts script, but you also read that it will be using the API! The mod itself will contain a few variants of different well known LCPDFR callout features, such as stolen vehicles and pursuits, things which may not add a huge amount to the game but add some more variation and thus better roleplay.
    I also intend to add some new callouts and progress the mod into as much as it can be (given my level of programming skill of course).

    Special thanks to Tom H for the banner :)


    Current Features (please note these can change, for an official list of released callouts see the download page (link below))
    Murder Callout Street Racing Callout Manhunt Callout Stolen Police Cruiser Callout Breakdown Callout Dynamic Road Traffic Collisions  Officer Down Callout Tracker Theft Callout Some bonus content
    Ability to fix some vehicles Ability to try and revive a fallen pedestrian Call in a less reckless paramedic (who actually examines peds) Call in a removal cop who takes away an abandoned vehicle for you Call in a tow truck Place useful police barriers Run a vehicle check Some Screenshots Of Progress
    http://www.lcpdfr.com/uploads/monthly_01_2014/post-4600-0-98171900-1390480812.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-4600-0-02269100-1390480816.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-4600-0-11123700-1390480819.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-4600-0-23442100-1390480821.jpg




    Your Suggestions
    Post your ideas below and I will add them here, don't be disappointed if your idea doesn't get added to the game, chances are I will have spent hours attempting to make your idea work, but I may not have succeeded.
    • Bank Robbery/ Large scale situations
    • Bomb threats / Acts of terrorism
    • Escaped prisoners
    • Riots and protests
    • Be part of a roadblock
    • Domestic Disputes
    • Location Theft (people holding up a store at gunpoint etc)
    • Arson / Other Fire Events (if possible)
    • Foot Pursuit Callouts
    • Extra Dynamics of callouts - Not everyone is a criminal (Medical Aid, Missing Persons, Suspicious Activity etc)
     
    Download Link

      Known Bugs and Issues Last Updated:  27/03/2015 Please take your time to read these before reporting more bugs. Additionally, if there is a line through the text it means it is fixed in a newer version.       Thanks for reading :D
  10. Like
    New Release!!!
    Version 0.4.4a is now available at the downloads page!
     
    This release is a patch fix aimed to reduce the "race: value cannot be null" problem.
    A catch has been implemented so that if this occurs it will terminate that callout only and not the script itself. This is only a temporary fix until I find the complete solution.
  11. Like
    I've quoted you all so you all get notified, but for future reference it would be much more helpful for me if you waited for a solution or made your own threads. it makes it a lot easier for me to reply to people individually and keep track of who has what issue you see :)
    It also means I don't have to quote 3+ people each time I reply lol.
     
    Anyway, the issue is that the object (whatever it may be, car or ped etc) being used in the ambient scenario is suddenly no longer available to the script (it may have been deleted or unloaded for example) as a result that particular instance is crashing. The game as you have noticed doesn't crash, only that small portion of the entire script crashes. However this causes other sections to fault which is why you have the problem with becoming wanted etc.
    You can try adding "PreloadAllModels=True" to the config file to see if it works, however I'm not sure on a definite fix for this issue right now as I haven't tested it enough :)

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