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Stealth22

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Everything posted by Stealth22

  1. VERSION 0.4.0 HAS BEEN RELEASED! Code 3 Callouts now requires RPH v0.24I realize that there are people experiencing difficulties with the most recent update of RPH. However, v0.24 contains various fixes and optimizations that affect Code 3 Callouts. This plugin has only been tested with RPH v0.24. It may work with v0.22, but this configuration is not officially supported or recommended.This update includes an updated version (v1.3.0) of the Stealth.Common DLL. Older versions of this DLL will not work.THAT MEANS INSTALL IT AGAIN.Dispatch AudioIf the user ignores a callout from Dispatch, an AI unit will accept the call over the radio (for immersion and realism)Unknown TroubleWhen a victim shouts for help, she will stop running away after police intervention.NEW CALLOUT - POLICE IMPERSONATOR!A citizen was signalled to pull over by someone identifying themselves as a police officer. The only problem is, this person was not actually a police officer. Due to the seriousness of these types of situations, Dispatch designates these calls as requiring a Code 3 response. Speak to the victim, and find out what happened. Then search the area for the suspect...quietly. Don't spook them! One more thing...approach with caution, Officer. This person may not appreciate being pulled over by the real police...NEW FEATURE - AMBIENT EVENTS!Not every situation is spoon-fed to you by Dispatch. You need to think on your feet, and be ready to react to anything that may happen right in front of you!Normally, this would include traffic violations, but Albo1125 has that well-covered with his Traffic Policer mod. (And he did a great job with it, too!!)There are two possible ambient events that may occur:Fight in Progress - You come across two people in a fistfight. We can't have that happening. But be careful, one or both may turn on you...Mugging - Someone is being held at gunpoint, and being robbed. They see a police car, and yell for help. But the suspect is not going to like that...so what are you still reading this for?! Get moving!! (This event is more rare than the Fight in Progress)More ambient events will be added in future releasesYou can customize the frequency of ambient events in the .ini file, or disable them entirelyPeds involved in an ambient event will be blipped on your mini map. The blips can be disabled in the .ini file, for realismNOTE: Ambient events will not be triggered whenever the player is occupied with a callout or a traffic stop
  2. VERSION 0.4.0 HAS BEEN RELEASED! Code 3 Callouts now requires RPH v0.24I realize that there are people experiencing difficulties with the most recent update of RPH. However, v0.24 contains various fixes and optimizations that affect Code 3 Callouts. This plugin has only been tested with RPH v0.24. It may work with v0.22, but this configuration is not officially supported or recommended.This update includes an updated version (v1.3.0) of the Stealth.Common DLL. Older versions of this DLL will not work.THAT MEANS INSTALL IT AGAIN.Dispatch AudioIf the user ignores a callout from Dispatch, an AI unit will accept the call over the radio (for immersion and realism)Unknown TroubleWhen a victim shouts for help, she will stop running away after police intervention.NEW CALLOUT - POLICE IMPERSONATOR!A citizen was signalled to pull over by someone identifying themselves as a police officer. The only problem is, this person was not actually a police officer. Due to the seriousness of these types of situations, Dispatch designates these calls as requiring a Code 3 response. Speak to the victim, and find out what happened. Then search the area for the suspect...quietly. Don't spook them! One more thing...approach with caution, Officer. This person may not appreciate being pulled over by the real police...NEW FEATURE - AMBIENT EVENTS!Not every situation is spoon-fed to you by Dispatch. You need to think on your feet, and be ready to react to anything that may happen right in front of you!Normally, this would include traffic violations, but Albo1125 has that well-covered with his Traffic Policer mod. (And he did a great job with it, too!!)There are two possible ambient events that may occur:Fight in Progress - You come across two people in a fistfight. We can't have that happening. But be careful, one or both may turn on you...Mugging - Someone is being held at gunpoint, and being robbed. They see a police car, and yell for help. But the suspect is not going to like that...so what are you still reading this for?! Get moving!! (This event is more rare than the Fight in Progress)More ambient events will be added in future releasesYou can customize the frequency of ambient events in the .ini file, or disable them entirelyPeds involved in an ambient event will be blipped on your mini map. The blips can be disabled in the .ini file, for realismNOTE: Ambient events will not be triggered whenever the player is occupied with a callout or a traffic stop
  3. Nice work! Are all these changes committed to the GitHub repo? And FYI, you can commit your changes without any problems. If something doesn't work, we can reverse any changesets that are committed to the server.
  4. I'll have to give that a try, or maybe I'll try the TIR6 LED mod again. Thanks!
  5. Well, in Canada (to my knowledge at least), its just referred to as Assault, which was the main reason why I called it that. But your link talks about Assault just being an 'attempt' to injure versus battery being that contact was actually made. In the context of this callout, there are instances where the call was fabricated by the victim. So it could be either, really, haha.
  6. Not sure about the latter, but I can definitely do a notification box that describes the subject's wounds. Great idea! I don't think I can do that for this next update, but I will put that on my list for sure!
  7. Sort of a similar situation. Not working on anything with this at the moment, not since my last commit. I need to finish the upcoming update of Code 3 Callouts.
  8. Committed my changes to the repo. Still a ton of errors and missing classes, but its at least a little more organized than before. You guys can feel free to work on stuff now. (I'm still trying to learn the structure of the project, lol)
  9. My god, this code is a mess! I've got it mostly cleaned up. There are a lot of missing classes though, from Script Hook V. I should be able to do some more between tonight and tomorrow. Everyone hold off on any commits until Monday, just to prevent any conflicts.
  10. Not to mention that callout developers would no longer have control over the development and release cycle of their plugins.
  11. Ok, no problem. I'll go in and re-organize the classes, maybe this weekend if I can.
  12. @alexguirre, can I be a little OCD about the organization and naming conventions? All of the UI classes (UIText, UIContainer, etc) should go into a UI namespace, and named Text, Container, etc. The element interface should be called IElement (the "i" in front denotes that its an interface), and then it would be implemented by the Text class. To keep things clean, each class/interface should be in it's own file as well, unless there's something that is explicitly a sub-class. I can go through and take care of some of that later when I have time. (FYI, "inherit" is for when you have one class being derived from another, i.e. a Dog class would inherit an Animal class, and it would implement an IAnimal interface, for example. In short, "inherit" is for classes, and "implement" is for interfaces.)
  13. I just took a peek at NativeUI, as I had not seen it yet. It looks awesome, so it would be great to have that ported to RPH. You can add me as a contributor too, I might work on it if I have time. And I think @LMS is right, it should probably go into the LSPDFR API repo. I can probably do the merge if you want. One thing I think we should do is have the various classes separated into appropriate namespaces. Having all the classes in the root like that isn't good for code organization. It's a bit OCD, I know, haha. But I can't help it, I code for a living, so I'm always using best practices in all the coding I do.
  14. Did @LukeD create a menu that looks like the LSPDFR ones? I believe @FinKone did something similar for Police Radio, although I have not tried it myself yet. @LMS, do you think you could put an example on the GitHub repo?
  15. Does anyone know how to create a menu similar to LSPDFR's backup/interaction menus? And if so, could we put up an example for it on the GitHub repo?
  16. Maybe I'm misunderstanding what you're saying, but isn't that why you would duck behind cover and call for backup the moment they pull out weapons? (Or, if its happening after you walk up to the car, maybe call for backup before you approach the vehicle?)
  17. I was hoping he would do this. Like he said, it is not a 100% guarantee, but it will stop most newbie rippers who would give up after Zmodeler refuses to import the model. Oleg stated that there will be ways around it, but hopefully this results in some more high quality models being released. Let's all be friends now, shall we?
  18. Stealth22 commented on VWking's gallery image in GTA V Galleries
  19. That looks nice! And before anyone asks, he can't release it because the original author does not want anyone to make modifications to it. Or at least, I assume that's why he didn't finish it.
  20. I had (experimental/development) versions of Keep Calm running whenever that happened, so Keep Calm was likely the culprit there, or at least I assumed so. I just have never tried it since. But yeah, I don't dismiss them until the end of the callout, or unless I am completely finished with that entity. For the agency thing, you have to either do a map zone detection like Albo said, or the LSPDFR guys need to add an API function that tells us which agency the player selected. You could do it based on the ped model of the player too, I guess. But agency would be better...throw a request for that on the GitHub repo. I don't have VS2013 in front of me right now to check, but I think OnOnDutyStateChanged only tells you when the player goes on/off duty, not what agency they are. Keep in mind that the PoliceAgency enum may be marked internal in a future release. Try and stick to stuff thats in the API namespace.
  21. For those following the forum thread, I had come down with a fever last week, hence why I had no time to work on this. For those who sent me messages saying get well soon, thanks. I am feeling better now, just been catching up with stuff I missed at work. I did get a chance to do some testing on the latest version, and things are not quite where I had hoped. I also wanted to make a couple more small changes, since there are bug fixes to take care of. The release of RPH v0.24 also impacts development a little, as I need to bring my development tools in line with .NET Framework 4.6. It's coming soon, but it won't be for at least two weeks.
  22. Thanks for the good wishes, guys. I am feeling better now, just been catching up with stuff I missed at work. I did get a chance to do some testing on the latest version, and things are not quite where I had hoped. I also wanted to make a couple more small changes, since there are bug fixes to take care of. The release of RPH v0.24 also impacts development a little, as I need to bring my development tools in line with .NET Framework 4.6. It's coming soon, but it won't be for at least two weeks.
  23. Nope, no fix as of yet.
  24. There should be no impact at all.

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