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Braveheart

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Everything posted by Braveheart

  1. I'd suggest you make a post on http://www.pchelpforum.com I always head there when I have computer trouble and they've always been able to advise me accordingly.
  2. Just to touch on the subject of using a vehicle offensively (a UK perspective) - one has to always consider the implications of one's actions. The risk to persons or property is far too high and force policy would not endorse the use of a vehicle as a "weapon" against a person. We have PPE for that (baton, CS spray and - specialist firearms officers only - tasers and firearms). However it could happen, as long as the individual officer can justify their action in court as proportionate to the threat. The only time a vehicle would be used offensively is in the road policing/traffic discipline, where specialist officers are trained to a high standard to use their vehicle to (safely) bring another vehicle to a halt.
  3. Excellent! Finally a new trailer due. Looks like I'll need to do as I did with GTA:IV, buy it for PS3 and later once it's released, for PC.
  4. I'll be releasing another version of the Policing script once it is in a reasonable state. Progress has slowed somewhat. Trouble?
  5. I sporadically get this issue. Mostly when joining a Multi-player game. Try the following: Go to C:\Users\YOUR USERNAME\AppData\Local\Rockstar Games\GTA IV Delete the 'Settings' folder This works for both EFLC and GTAIV.
  6. Something at the backend must have changed, I'll pass details onto Jay.
  7. Much appreciated, thank you! I was toying with an ambulance assisting option whereby they would arrive and begin CPR on any cadavers around you. However this proved to be buggy as all hell so what I may do is reduce it to an ambulance arriving and any bodies just disappearing. Not an ideal solution but I cannot get the paramedics to work properly (there unfortunately is no way to set them to paramedic AI, the AI has to be faked in script. Perhaps the C++ scripthook would be better for this.) All other issues have been noted, I'll look into them as and when I can.
  8. I also get the texture issue when I have mods installed, the following two lines in a commandline.txt fixed it for me: -availablevidmem 100 -percentvidmem 3.3
  9. Noted, I agree it may be better to have the voices match your character. But I again would like to say that the voices may not make much sense where they are used depending on your model. There is no automated conclusion to the incidents, it is up to you which course of action to take and when you are no longer needed on scene. The markers not removing are all fixed in the next version.
  10. The issue isn't in having them remove from the player's group, it's stopping LCPD:FR from adding them back. I'll continue to look into it though. Whilst aiming at a person a new decision will be made every few seconds, if they comply one minute they may decide otherwise if you aim at them (with a firearm or baton) or attempt an E arrest. Are you aiming at the passenger/driver and pressing ALT+F (default)? If you hear your character shouting, then it's working. If not, then it's not working and perhaps you have a conflicting key as I cannot replicate any issues with this.
  11. I cannot answer this, I'm sorry. The script does not intentionally set any player models and I cannot replicate your issue. Like I said before, your voice will be set by the script to three cops' voices one of which is the hispanic cop. The voices I have chosen were chosen because they are the only ones which make sense (or the most sense) in the places they are used. I can change it if it's something everyone would prefer, but we do that on the premise that it's understood that the voices will more than likely not make any sense. It should do! Let me know how you get on. Unfortunately I cannot do this (yet). I had tried to include a tool to order arrested suspects into your own car for transporting later, however I'm almost certain LCPDFR is constantly updating the arrestee to be a member of your group and constantly updating their follow-you setting. I can't yet find a workaround for this. 1 - Interesting. I've noticed that sometimes, even if I've set the ped to fight you, they refuse and run away. It seems to be part of GTAIV. I'll look into that further though. 2 - This is something I cannot (or at least, think I can't) fix. There is no animation for a ped in the kneeling down hands in the air state, we only have the hands up getting down to work with. So we can either loop that or (like I've set it to at the minute) do the get down on knees animation and once it's done, have them put their hands up. The latter of the current process will cause your handcuffing to be overridden if you handcuff them before this command has been given to the ped. I think I'll remove the kneeling down and revert back to the simple hands in the air process. I'll look into all cars moving on both commands. I have a new version which is being tested at this time, it appears to have introduced some new bugs (grr) and on account of this I'm reluctant to release it just yet. A note on medical assistance: I cannot explain why the paramedics are behaving in the manner they appear to whilst my script is installed. There is nothing in there which should have any bearing on paramedics, my theory is they do not recognise the spawned peds so will not stop to assist. I'm fairly certain though in vanilla LCPDFR they would still stop and exit (or one would) and walk around, even if there was no injured parties on scene. Perhaps I'll look into a replacement medical assistance option for the time being. Thanks for all the feedback, keep it coming!
  12. What is the issue with calling prisoner transport? I cannot replicate any issue with calling them. I've tried my best to have it MP compatible as it was originally designed for my RP group (much like the MDC). If more than one person are aiming at a suspect though it may get a little unstable. Well the purpose of the mod is realism, in real life there's nothing to really tell you when you're complete with an incident, only you can decide what needs to be done and when you are no longer required on scene. I will also add that creating a resolution to the incidents would be fairly difficult to do. It shouldn't be caused by that, stopping traffic simply freezes the vehicle. If you have the mobile phones option turned on this will conflict with stopping vehicles. Can you confirm that the script is causing this (remove it and try to play)? If it's definitely the script, I need to you to check your ScriptHookDotNet.txt log file, scroll to the end of it and copy paste any errors to me please. Your model shouldn't change, but your voice will change to hispanic cop, white cop and white traffic cop. The reason for this is their voices for the particular options I've chosen are the only ones which make sense. I can easily change it to where the voice you select is used, however I warn you now the voices will not always make sense.
  13. Yeah I know, it's because the script is working independently of LCPD:FR, something we'll have to live with. I cannot replicate the first issue, going available will remove any markers from the last incident only. Medics should still function normally, I haven't done anything which would affect them. I don't quite understand your last comment re pressing F10?
  14. Whoops I've forgotten to include the new ini file, sorry. If you add the following text verbatim into your ini file: There is also a major issue that's come up with the traffic collision call, you may notice the script crashes shortly after receiving this call. I'm working on it at the minute.
  15. Excuse my double post. Version 1.1 has been uploaded. Changes: --1.1 -New command to order a suspect to follow you (for a limited amount of time) -Attempted to make Multi-player more stable -Tweaked resist arrest quite a bit -Fixed markers remaining from RTA's -Changed the way calls are generated (you should notice an improved variety) -Few other bug fixes
  16. They won't disappear until you either ALT+DEL (removes markers only) or SHIFT+DEL (removes everything markers, peds and vehicles).
  17. It shouldn't crash everyone, it was originally made for online use. If it does crash, try turning mobile phone users off.
  18. The marker remaining for RTA's is a bug, it's fixed in the new version (due shortly). In the interim you can, as above, have the cars recovered.
  19. Yeah if you wanted to, it'll work on its own.
  20. One thing I was trying fairly hard to add was the ability to order arrested suspects into your car and wait there. However like I stated earlier about cowering, I think LCPD:FR constantly updates your arrestee to one of your group members and always sets them to follow you, there doesn't appear to be a work around, yet....
  21. Copy both Policing files into your scripts folder. This has all the same features as the breathalyser script and more, it does replace it.
  22. The former will be fixed in the next version the latter they will still respond to you, I cannot stop LCPD:FR from having them cower (as they're set to a member of your group, I think LCPD:FR constantly updates this so it's nigh impossible to workaround).
  23. The read me/ini file explains everything. Pick and chose which options you want to turn on, use the available key to have incidents randomly spawn and not-available key to delete the last incident and prevent any further from spawning.
  24. It shall be approved as soon as it possibly can be. It is out with my control, sorry.

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