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Straysify

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Everything posted by Straysify

  1. Bait Car now has a discord! Join it here. Feel free to join for support/questions, updates, or just to talk with others. I’ll need some people to test the new garage scenarios soon, I’ll select some people from the discord. EDIT: Fixed the link
  2. If you mean the one that was uploaded on the 2nd of this month (build 8037), the latest version of Bait Car should work fine as far as I know🙂
  3. I'm not too sure, I know the latest version works on 1.89 but crashes LSPDFR when you call for backup, so I'm not sure what issues you'll run into with 1.87. What LSPDFR version are you running?
  4. I guess I read your mind on this one as well, that’s what I’ve been working on lately 🙂 see my comment a few posts back with some picture previews!
  5. I will add these to my list of suggestions, thank you very much for your feedback! I'd like to do something with more realistic animations such as peeking in the window, checking out the vehicle, etc, but I'm going to have to play around and find some good animations first. I'm also going to make it so there's a chance they notice the setup BEFORE entering the vehicle, and flee at that point. It would be up to the player whether to pursue them or not, by calling in the pursuit through LSPDFR.
  6. Putting some requests here at the request of LMS: Regarding investigative mode: Add a parameter (or make it a separate function) to Mod.API.Functions.SetPursuitInvestigativeMode to disable the suspect wandering tasks. An example of when this would be useful: I have scenarios where peds are playing animations(working on cars), however investigative mode forces them to stop playing their animations and begin wandering. I attempted to get around this by disabling pursuit AI, however this seems to break investigative mode (the cops confront the suspects, endlessly. LSPD is very persistent!). A function such as Functions.IsPedBeingConfronted(Ped) or Functions.IsPedAboutToBeConfronted(Ped) would also be helpful if the above won't be added, because we could re-enable pursuit AI for that ped when that returns true Maybe add a function to force the outcome of a confrontation with a given suspect? So we could, for example, make it so that whenever the ped is confronted, it will for certain result in them being arrested. Something like Functions.SetConfrontationOutcome(Ped) I love this mode and think it has a lot of potential. It'll allow us to add a lot of realism to our events/callouts!
  7. I just downloaded again and tested it and its working for me, can you attach your RagePluginHook.log? Edit: Try the latest release. I have changed the method by which the plugin checks whether or not you're in the bait car parking it/leaving it.
  8. Can you upload your RagePluginHook.log? That's odd. Do the prompts show up telling you to park the bait car once you first enter it?
  9. Preview of what I've been working on🙂 (will consist of more than just peds standing around, obviously)
  10. Just been super busy with college and life the past couple years! There will be plenty more updates to come 🙂 Now that I have it re-written (lost the previous project files) I'm hoping I can stay on top of it even during the semesters. Working on some big additions currently!
  11. Multiple suspects can now take the bait car, and the plugin will also save your personal vehicle so it no longer despawns while you're parking the bait car😀 Also fixed some setting changes being ignored.
  12. Appreciate it man, thank you! Edit: Excellent video 🙂
  13. Open beta testing for the next release starts today, the thread can be found here:
  14. Here is a link to the release page, the first beta release is available now. I appreciate the help! https://github.com/bmk-dev/Bait-Car/releases/
  15. Good Morning and Happy Holidays! Bait Car v0.8.2.18-beta is available for testing now. Issues (and recommendations) can be reported here: https://github.com/bmk-dev/Bait-Car/issues
  16. Will be releasing an update over winter break, either this month or January.
  17. I've recently restarted work on this from scratch, I should have a version available for some people to start testing soon.
  18. Working on it, decided to re-write the whole plugin. Tough with school and 2 jobs, but I fit time in. Next update will have garage locations all over the map with various events that you follow the suspect too, along with more.
  19. Will be updating this to the new RPH soon, haven't touched my computer in a while but I reinstalled LSPDFR and I'm starting to love GTA again.
  20. I'll update it at some point this week to add navigation controls to the ini file.
  21. All controls are listed in BaitCar.ini.
  22. Just tested the current version on a clean install, works fine for me. You're not loading BaitCar via the console are you? It is automatically loaded when you go on duty with LSPDFR. (Also, check to make sure it isn't being loaded in your startup.rphs file)

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