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Stealth22

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Everything posted by Stealth22

  1. It's very simplistic right now, lol. I hope to develop it further in the future.
  2. Code 3 Callouts 0.6 has been released, and it conforms to the above standards.
  3. VERSION 0.6.0 HAS BEEN RELEASED (HUGE UPDATE!) REQUIRES VERSION 0.34 (OR NEWER) OF RAGE PLUGIN HOOK! INCLUDES A NEW VERSION (v1.5.0.1) OF THE STEALTH.COMMON DLL! ADDED AN AUTOMATIC INSTALLER Don't worry, a manual option is still there for advanced users! Automatic installer will detect the location of the user's GTA V install directory (AS LONG AS YOU FOLLOW THE INSTRUCTIONS!) Automatic installer adds Code 3 Callouts to the Programs and Features screen of Windows Setup program only supports 64-bit versions of Windows 7, 8, 8.1, or 10 Setup program requires .NET Framework 4.6 to be installed (which requires Windows 7 SP1 or later) Added a Documentation file (PDF format) Fixed the suspect driving styles, so they obey intersections Assault - Added observation window showing physical condition of victim Radio animation no longer freezes player position (anim also triggered for most radio transmissions now) Changed the logic for finding suspect vehicles (Police Impersonator and Hit And Run calls) You will now receive ALPR updates, and the suspect's precise location will be blipped for about 2 seconds Dispatch will also give the approximate direction of travel However, the suspect will no longer be "found" if you simply drive by him. You need to be close to his rear bumper long enough to look at his license plate number!! Location updates will not be triggered if you are too close to the suspect...but don't worry, this only happens if you are literally right behind him Impaired Driver - Removed vehicle damage for realism; Also changed his driving style, and made this callout compatible with the Breathalyzer mod Intoxicated Person Make suspect run away instead of being 'deleted' if player hits the sirens when too close (Credit to Jeff Favignano for finding this one!!) Added a possibility for him to do something...interesting (aside from flee, or run at you with a weapon!) Suspect vehicle colors will be randomized now Assault - The stories/scenarios have been re-done, and they are much more realistic now Suspect also spawns closer now Police Impersonator - Suspect now wears clothing to make himself look like an officer I tried to make him drive police vehicles (to make it look like his car has lights), but LSPDFR does not allow the player to pull over police vehicles NEW CALLOUTS!! Road Rage in Progress Backup Required (Domestic Disturbance) See the documentation PDF for details on these callouts NEW FEATURE - Computer Aided Dispatch (CAD) information for all callouts (See documentation!) Player will now be alerted when arresting a suspect who had a weapon concealed Peds will now turn to face the player, when the player arrives on scene (most callouts) Hit and Run - EMS will now respond to the scene instead of already being there Unknown Trouble - Added more error checking, and made the homicide detective more fluid Ambient events now spawn further away, to prevent insta-popping (as seen in Jeff's videos!) Miscellaneous bug fixes Blip colors now conform to new standards agreed upon by some of the plugin developers
  4. VERSION 0.6.0 HAS BEEN RELEASED (HUGE UPDATE!) REQUIRES VERSION 0.34 (OR NEWER) OF RAGE PLUGIN HOOK! INCLUDES A NEW VERSION (v1.5.0.1) OF THE STEALTH.COMMON DLL! ADDED AN AUTOMATIC INSTALLER Don't worry, a manual option is still there for advanced users! Automatic installer will detect the location of the user's GTA V install directory (AS LONG AS YOU FOLLOW THE INSTRUCTIONS!) Automatic installer adds Code 3 Callouts to the Programs and Features screen of Windows Setup program only supports 64-bit versions of Windows 7, 8, 8.1, or 10 Setup program requires .NET Framework 4.6 to be installed (which requires Windows 7 SP1 or later) Added a Documentation file (PDF format) Fixed the suspect driving styles, so they obey intersections Assault - Added observation window showing physical condition of victim Radio animation no longer freezes player position (anim also triggered for most radio transmissions now) Changed the logic for finding suspect vehicles (Police Impersonator and Hit And Run calls) You will now receive ALPR updates, and the suspect's precise location will be blipped for about 2 seconds Dispatch will also give the approximate direction of travel However, the suspect will no longer be "found" if you simply drive by him. You need to be close to his rear bumper long enough to look at his license plate number!! Location updates will not be triggered if you are too close to the suspect...but don't worry, this only happens if you are literally right behind him Impaired Driver - Removed vehicle damage for realism; Also changed his driving style, and made this callout compatible with the Breathalyzer mod Intoxicated Person Make suspect run away instead of being 'deleted' if player hits the sirens when too close (Credit to Jeff Favignano for finding this one!!) Added a possibility for him to do something...interesting (aside from flee, or run at you with a weapon!) Suspect vehicle colors will be randomized now Assault - The stories/scenarios have been re-done, and they are much more realistic now Suspect also spawns closer now Police Impersonator - Suspect now wears clothing to make himself look like an officer I tried to make him drive police vehicles (to make it look like his car has lights), but LSPDFR does not allow the player to pull over police vehicles NEW CALLOUTS!! Road Rage in Progress Backup Required (Domestic Disturbance) See the documentation PDF for details on these callouts NEW FEATURE - Computer Aided Dispatch (CAD) information for all callouts (See documentation!) Player will now be alerted when arresting a suspect who had a weapon concealed Peds will now turn to face the player, when the player arrives on scene (most callouts) Hit and Run - EMS will now respond to the scene instead of already being there Unknown Trouble - Added more error checking, and made the homicide detective more fluid Ambient events now spawn further away, to prevent insta-popping (as seen in Jeff's videos!) Miscellaneous bug fixes Blip colors now conform to new standards agreed upon by some of the plugin developers
  5. I haven't decided whether to include this in Code 3 Callouts 0.6 yet...I was thinking of doing it in the next release, just cause I'm done all the other code changes... I might incorporate some of them.
  6. I think he's talking about the translucent blip showing the location of the call, when its dispatched. But that's managed by LSPDFR...we display it by caling ShowCalloutAreaBlipBeforeAccepting. @AlconH, just to clarify, are we using Color.Green for the "green" color, or Color.Lime? I don't mind one way or the other...I use Lime now, but I don't care if I have to change it. I originally picked Lime cause it stood out more than Green on the mini-map. Red and Yellow are quite bright compared to Green, so Lime sort of matched that.
  7. I'm not sure if they use precisely that size, but it looked pretty similar. I don't recall for sure though. Its up to you, but its just best practice to use what we've established. You can change the size with the Blip.Scale property.
  8. It could also just be a static class on GitHub that everyone uses. @AlconH, any chance we could use Drawing.Color.LightBlue for police officers? I may sound stubborn here, but I really hate the standard Blue, when it comes to blips. Maybe its just me, but I hate how it looks on the map, lol. EDIT: It also matches the 'blue' used by RPH when you use "~b~" to change the text color. EDIT 2: One more thing! Can we all use a scale value of 0.75 when it comes to Ped blips? The larger/normal ones crowd the map quite a bit, IMO. I believe GTA V uses smaller blips for Ped enemies, like if you attack a gangster in Grove Street. Scale 1.0 is fine for vehicles or routes.
  9. Sounds good. And sorry, when I said blue for police, I meant "light blue". It looks better (especially for cops) than the "pure" blue (#0000FF). The regular blue can be used for something else, if we want.
  10. I usually go with: Red - Suspects Yellow - Unknown/Generic Green - Victim/Witness Blue - Police All the routes on mine are green, but I like the idea of coloring it based on it being a Code 2 or 3 response.
  11. I'll try to add some more logging and error checking to that callout.
  12. Yeah, I found an example on how to do it, it's easy. The only replacement cars I have are the four police vehicles, and the Sheriff cruiser. I only have like 3 or 4 standalone vehicles, but I put them in a brand new DLC pack, and they work fine. I don't have the link handy, but I'll post it when I'm free on Monday.
  13. I don't think we need to develop a separate library for this. People are unable to install things properly as it is. This will only confuse people or cause errors if our plugins can't find the required files. If we're going to do anything at all, let @Cyanadd it to LSPDFR. But personally, I think even that is overkill. Just a simple notification, with the ability to disable it, is good enough.
  14. MulleDK19 told me that if LSPDFR managed this sort of thing, it would work fine...for LSPDFR plugins anyway.
  15. I've had a conversation with MulleDK19, the developer of RPH, about an unrelated subject, but along the lines of cross plugin communication. He told me that it wasn't possible, because each plugin runs in its own little world, so to speak. Because they run in separate AppDomains, each plugin has no idea what other plugins are running. I agree though, update prompts should just be one simple notification, and that's it.
  16. I haven't looked at the code in a while, nor have I used it in my plugins yet. But is the menu perhaps getting registered twice?
  17. It should go under Plugins\LSPDFR. LSPDFR will load it automatically.
  18. I usually use the combat ped task...as long as the ped has a weapon, it works for me. I think there's another native though...shoot at entity or something similar.
  19. If you look at the RPH website, there's a section where you can search for and view the various ped models, and I think it does the animals as well. If not, there is a list of ped models (including animals) out there, but I'm on my phone, so I don't have the link handy. You just spawn it the same way as if it was a human ped. You don't need to trigger a pursuit. That's only if you want the ped to flee from the police. There is a native function that can make Ped A flee from Ped B. The RPH SDK examples have an example on natives, and there may be one in the GitHub repository as well.
  20. I use VB.NET for my plugins. Check out the topics in this forum, there's lots of resources for newbies.
  21. Make sure you have referenced v0.36 of the RPH DLL in your project.
  22. Alright, cool. Maybe make sure about the seats. The stock sheriff2 vehicle is a four seater, so if that F150 model only has the two seats in the front, it may cause issues with LSPDFR if a sheriff2 unit shows up to transport a suspect. Best case, it would get the front passenger seat index and toss the suspect in the front, or worst case, it would crash, lol. But if it is indeed a four seater (or can be made into one), then you're good.
  23. Yeah, that's why I said I prefer to use FileVersionInfo for referenced DLL's instead. Way less chance for error, lol. And yeah, I studied Computer Science, and I'm a .NET software developer for a living.

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