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Space.

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  1. Like
    Space. got a reaction from deputySTEEZYx23 in RPH Weapon List   
    Does anybody have a list of all the weapon names? I am trying to configure CustomBackup and the 'standard issue' weapon by default is WEAPON_PISTOL. I am trying to change this but the link provided in the readme for a weapons list no longer works.
     
    If anybody has a link, that'd be awesome.
  2. Like
    Space. got a reaction from GuppieMann5000 in LSPDFR Crash when AI arrest suspect   
    When in a pursuit (Usually with more than 2 Suspects) I can arrest one fine and leave the AI to chase after the other one, but when they arrest the suspect LSPDFR crashes, but asoon as I restart my game it doesn't do it for that session. Not sure why this is happening, nor how to fix it. Even weirder is that it only happens with specific sessions, since restarting the game fixes the problem, but it's an inconvenience when you setup your vehicle, weapons, ped etc only to find out that LSPDFR is going to keep crashing until you restart GTA V, and it's really just irritating.
    Plugins that I use: EUPMenu, KTFDO, SirenMastery, Spike Strips V, Traffic Control
    LSPDFR Plugins that I use: AgencyCallouts, Arrest Manager, Assorted Callouts, Automatic Roadblocks, BetterEMS, Code 3 Callouts, CodeRedCallouts, ComputerPlus, ConchsCallouts, GangCallouts, LSPDFR+, PanicButton, PeterUCallouts, PoliceRadio, PursuitCallouts, SearchWarrant, SecondaryCallouts, Traffic Policer, Wilderness Callouts
    Any help resolving this issue would be appreciated, thanks.
  3. Like
    Space. reacted to Brexin212 in Damage and deform front or rear of vehicle   
    Well I figured it out! I am going to post my code here just in case anyone in the future would also like to know:
     
    public static void DeformFront(this Vehicle vehicle, float radius, float amount) { // Get dimensions we want to deform var dimensions = vehicle.Model.Dimensions; var halfWidth = (dimensions.X / 2) * 0.6f; var halfLength = dimensions.Y / 2; var halfHeight = (dimensions.Z / 2) * 0.7f; // Apply random deformities within the ranges of the model var num = new Random().Next(15, 45); for (var index = 0; index < num; ++index) { // We use half values here, since this is an OFFSET from center var randomInt1 = MathHelper.GetRandomSingle(-halfWidth, halfWidth); // Full width var randomInt2 = MathHelper.GetRandomSingle(halfLength * 0.85f, halfLength); // Front end var randomInt3 = MathHelper.GetRandomSingle(-halfHeight, 0); // Lower half height vehicle.Deform(new Vector3(randomInt1, randomInt2, randomInt3), radius, amount); } } public static void DeformRear(this Vehicle vehicle, float radius, float amount) { // Get dimensions we want to deform var dimensions = vehicle.Model.Dimensions; var halfWidth = (dimensions.X / 2) * 0.6f; // Ignore far left and right of dimensions var halfLength = dimensions.Y / 2; var halfHeight = (dimensions.Z / 2) * 0.7f; // Ignore roof and gound of dimensions // Apply random deformities within the ranges of the model var num = new Random().Next(15, 45); for (var index = 0; index < num; ++index) { // We use negative values here, since this is an OFFSET from center var randomInt1 = MathHelper.GetRandomSingle(-halfWidth, halfWidth); // Full width var randomInt2 = MathHelper.GetRandomSingle(-halfLength, -halfLength + (halfLength * 0.07f)); // Rear end var randomInt3 = MathHelper.GetRandomSingle(-halfHeight, 0); // Lower half height vehicle.Deform(new Vector3(randomInt1, randomInt2, randomInt3), radius, amount); } }  
  4. Like
    Space. reacted to LMS in [C#] Vehicle Spawning Problems   
    That is indeed an issue with the vehicle creation itself then, not the IsValid/Exists check. It should not happen very often (I don't think I've had it once in my five years in V) but it apparently can occur for some people. Best to catch and handle accordingly. Basically the game could not create the vehicle and is telling you that.
  5. Like
    Space. reacted to LukeD in [C#] Vehicle Spawning Problems   
    This will likely be down to what your plugin is actually doing.
     
    Testing for "IsKeyDown" in a loop is fine but it will return true for every tick that it is considered "down". In other words, every time your while loop starts again it will test for if the key is down, this will happen faster than you can press a key on the keyboard. Therefore it will likely be triggering more than once and failing to spawn that type of car in the exact position because one already is being spawned there.
     
    To test the theory create a simple bool outside of your loop such as "IsCarSpawned = false", and test the bool before you test the key is pressed. If the bool is false it will go on to test the kyebind.
    If the key is down and you spawn the car at the end of the loop set the bool to true, so that the next time you tick round in the loop it will see the bool is true and wont evaluate if the key is pressed.
  6. Like
    Space. reacted to LukeD in [C#] Vehicle Spawning Problems   
    That's good work and much better code. A great improvement from your first try so well done 🙂
     
    The try/catch is good for helping you find faults and deal with things internally. As you have done in your code you can see how you can stop the program from crashing and log the error. This is great for debugging or catching things you're not too sure about, and allows you to move on to better practices when releasing plugins.
     
    The use of "IsValid()" is good, the alternative would be ".Exists()". Both achieve similar things. By testing for this condition before executing further code you eliminate the issue that the vehicle doesn't exist yet or hasn't spawned, if either of these things were true and you tried to warp your character into it you'd crash for trying to execute code against an object that doesn't exist in memory yet. In theory because of this check you don't need to try/catch the code anymore as you have checked for and made sure the vehicle exists before doing anything else with it. 
     
    When in doubt, try/catch the problem to find the exact code that breaks. Once you know the problem, find out how to make it safe code. Once you have safety checked your code it shouldn't cause any issues (it's still code though and will still throw you a curveball every now and then). This is how you make good, well written code.
     
    Keep going and you'll do well 🙂
  7. Like
    Space. reacted to LMS in [C#] Vehicle Spawning Problems   
    There is little reason to ever use IsValid as it does not perform a null check. Use Exists which is an extension method and hence can perform a null check. That way you will never get any exceptions you need to handle but instead just get false.
  8. Like
    Space. reacted to LukeD in [C#] Vehicle Spawning Problems   
    You don't need a call to Hibernate() as this tells the thread to sleep until another thread wakes it up. The result means it stops processing (it won't even loop through) which means it will block any other threads from processing further if not done concurrently. (Feel free to look up information on multi-threading)
     
    What you're doing in your while loop is correct, Yield the thread, this allows other threads to tick through as well and thus not block the game from executing.
    However having two while loops inside each other not so much. Everything below the second loop won't execute at all.
     
    I would add a safety check in so that you're not trying to warp the player into a car that doesn't yet exist.
     
    I won't post any code yet on how to solve your problem. I'd much prefer to tell you how to fix it and see if you can learn yourself. However if you still struggle by all means come back to me and I'll help out further.
     
    Good luck! 🙂
     
  9. Like
    Space. reacted to FKDZ in LSPDFR 0.4.2 - Coming Soon!   
    Loving that ballistic shield, certainly gonna come in handy for some high risk callouts. 
     
    If I had one suggestion: I love the animations you guys add, but to access and play them, is kind of a hassle right? I never get myself to do it. I would suggest a way to individually keybind those animations as an optional thing, so for example shift + 1 is drinking coffee, shift + 2 is showing your badge....etc. This would allow us to quickly trigger those great animations. 
     
    Either way thanks for all the hard work, looking forward to the update!
  10. Like
    Space. reacted to FKDZ in Radar expanding .ini option   
    I requested this too and the devs said it will be in the next patch 
  11. Like
    Space. reacted to WildSevenMoony in Importing EUP Character into LSPDFR   
    Hey guys,
    fairly straight forward: I have a character in the EUP Menu - One I do like and I took my time with. Now I'd like to use this character as my LSPDFR Character but I'd really hate going through the struggle of recreating him. 

    Is there a way to get the character I'm currently using (so after I loaded him from EUP) to be saved as a character in LSPDFR?

    Many Greetings
    Moony
  12. Like
    Space. reacted to SpectreRain in LSPDFR cinematic action series - Episode 1   
    Hi guys,
     
    While we're all waiting on LSPDFR 4.0, here's a little series I was working on just for the love of making cinematic films.
     
    The series is about police patrols realized into short cinematic films.
    I'm not sure whose "Call-out" was used in this film but if you guys know, I'll credit the call-out in the description. 

    Thanks for watching.
  13. Like
    Space. reacted to Albo1125 in Open-Sourcing Albo1125's Mods & 'Retirement'   
    Source code for Assorted Callouts is now available.
     
    Also, thank you for all the kind comments. I've read them all - truly humbling.
  14. Like
    Space. reacted to Albo1125 in Open-Sourcing Albo1125's Mods & 'Retirement'   
    Dear all, 
     
    As many of you will have noticed, my activity in the LSPDFR scene has decreased significantly over the past few months. There are many reasons for this, the details of which I won't bore you with. It mostly comes down to being busy with other things in my life, as well as LSPDFR becoming less interesting for me having played it for so long and the introduction of frameworks allowing modded GTA5 multiplayer environments.
     
    How times have changed since when I joined the community in 2015, from me taking an interest in learning to code in C# to having multiple plugins released on the site. It's been one heck of a journey here. I recall well the first 'mod' I uploaded for the LSPDFR community, which was called 'More Jail Points' at the time. This was first published for RAGEPluginHook 0.20. This later evolved into 'More Jail Points & Prisoner Transporter' and is now known as the all-so-familiar Arrest Manager. When I was contacted by @dbock1989, who was so enthusiastic about my More Jail Points & Prisoner Transporter plugin at the time, I couldn't quite believe it. He had been so kind as to create a variety of images related to the plugin (see below)! It frankly couldn't have been a more exciting moment at the time and, alongside other overwhelmingly positive and welcoming feedback, served as a major motivation factor for me to continue learning to code and create plugins.

     
    Following this, I was looking to give more purpose to the LSPDFR traffic stop system. And so, Traffic Policer was born - a plugin originally intended to add a few ambient events related to traffic offences. This has now grown into one of my most feature-packed plugins to date. By this time, some YouTubers started using my plugins in their videos. Not only was this a great way for me to obtain feedback on my mods' user experience, I also watched @Zachary Houseknecht with great pleasure while my ANPR Hit AI lit many of his police vehicles on fire... An absolute howler: https://youtu.be/4D8HshZzWMQ?t=606
     
    Some weeks on and Assorted Callouts was next in line. This was originally created out of a callout idea by  @CaptainSugarFree  and turned into what is now known as the Pacific Bank Heist. This took about 4 weeks of intensive development to fully complete (and am I shocked at the code quality looking back at it now... works though). As the first of its kind, the callout featured voice-overs and an intense, detailed SWAT based LSPDFR callout. I was incredibly proud for this to be featured on @Jeff Favignano's channel and I see now that the video in question has amassed over 1.9 million views... breathtaking. https://www.youtube.com/watch?v=eIXKvUyzylA
     
    Moving on again. At this point, @FinKone had managed to get me into YouTube. After having released British Policing Script, longing for an LSPDFR experience closer to home for me, many longed a version of the plugin for international and American users to incorporate the traffic stop improvements and a court system. With that, I released LSPDFR+ by doing my first ever YouTube live stream, which was quite the experience. After this, I released Siren Mastery, PoliceSmartRadio and a variety of other tools and smaller plugins. Many hours of coding, effort, stress, giving support and obtaining feedback had been put in by this point. I was absolutely chuffed to then achieve one million downloads on my published files...
    This figure has since risen to over five million.
     
    Following some negative coverage of LSPDFR in some of the Australian media, I'm also very happy that Wired UK decided to publish an overwhelmingly positive article on the whole GTA5 police modding scene: https://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police?utm_content=buffer9ca53
     
    After PoliceSmartRadio's release - with the infamous April FoolsRadio download giving four thousand people a perhaps frustratingly good laugh - I placed the whole modding scene lower in my priority list. As mentioned previously, this has since been pushed far further down.
     
    Some thoughts on the community's development over time
    I would describe the LSPDFR community as healthy. @Sam @LMS and all the other contributors have created something very special for all the right reasons and this is largely reflected in the attitudes of the staff & moderation team and community members. With publishing mods on a popular website like this, unfortunately, comes some drama and negativity - and while I have not always agreed with the way and speed the moderation team dealt with my reports relating to me and my work, they have done a good job overall. The few issues that I experienced were all resolved. From my experience in the plugin side of the modding scene, this continues to be the case now.
     
    One thing I noted during the months that passed is that both experienced but particularly newer modders are now frequently treated with disdain in the scene. The modding scene has grown massively since when I first started and unfortunately, in this area, it shows. Everyone starts somewhere and the fact someone is spending their free time creating something for all of you to download, for free, has become massively underappreciated and taken for granted. Sure, a new modders' release may be full of bugs and be nowhere near as feature-rich as more developed plugins, but this takes time to solve. Had I received the negative feedback I've seen on many a new modder's release page back in 2015, you can rest assured I wouldn't have continued my development here. When providing feedback, by all means, point out the issues, but do so in a friendly, constructive manner, not in an entitled, toxic one. Have a look at the first few comments on my Arrest Manager download page to see what that is like - this was a major factor for me to consider continuing development! It is essential for the development of the LSPDFR modding community that this attitude is changed back to what it was in the 'good old days'.
     
    With all that said, I also hope the release of LSPDFR 0.4 kicks a breath of fresh air into the now somewhat stale core LSPDFR modification. With over 2 years having passed since the latest update of the core modification, I'm sure we all agree that an update would be a very welcome step. From the various preview posts released by the development team, it looks that we all have something great to look forward to there.
     
    'Retirement'? So does that mean you're permanently done with the LSPDFR modding scene?
    No, but I won't be actively developing plugins for LSPDFR any more. To be fair, nothing's really changing much now compared to the past few months. I intend to remain as a member of the LSPDFR Testing Team and I'm sure I'll be drawn back in at some point to explore some of the new development options in the 0.4 API. I'll also stay around on my discord and occasionally the forums and I intend to continue publishing occasional videos on my Youtube channel. If my time and motivation levels allow, I may publish some minor updates to my current mods before 0.4 is released. The fact remains, however, that I would currently classify myself as 'inactive' in the scene. With so much other stuff going on, I simply don't have the time to commit that I used to. It would be a pity to say the least to let all my work slowly deteriorate and waste away. Therefore, I've decided to publish the source code to some of my plugins to https://github.com/Albo1125/. At the very least, I would like it to be a learning resource for other ambitious plugin developers in the scene. At best, I hope other developers will take it upon themselves to improve the code where necessary (yes it is very necessary!) and create pull requests to share those improvements. These can then be merged and released, with credits obviously included for contributors.
     
    Back when I started developing for LSPDFR, very few learning resources were available bar the great example project by @LukeD . This hasn't really changed since, despite the creation of the LSPDFR API repository by LMS (https://github.com/LMSDev/LSPDFR-API) and some posts aiming to document the LSPDFR functions by myself in the API development subforum. A noteable step was the creation of the LSPDFR Developers Discord server thanks to  @Stealth22 A full post with current development resources can be found here: 
    I'm planning to publish the source code to a number of my plugins one-by-one to improve this and give something to the community:
    Arrest Manager: https://github.com/Albo1125/Arrest-Manager  Assorted Callouts: https://github.com/Albo1125/Assorted-Callouts Albo1125.Common: https://github.com/Albo1125/Albo1125-Common Traffic Policer: https://github.com/Albo1125/Traffic-Policer LSPDFR+: https://github.com/Albo1125/LSPDFRPlus British Policing Script: https://github.com/Albo1125/British-Policing-Script  
    By no means do I claim that any of the code I post is perfect or amazing - on the contrary, far from it. With the experience I have now gained, reading through some of my old code makes me want to tear my hair out. This is only to be expected, though - most of my plugins were created as part of my learning experience of C#. Prior to this, I had no coding experience or knowledge. It's fascinating to see how the quality of my code has evolved over time by looking at my various different plugins in order of initial release date.
     
    Wrapping up. I hope this post provides some clarification and closure for those of you wondering where on earth I've been over the past few months. It's been an absolute blast and a pleasure. To all of you who were a part of my journey here, thank you.
     
  15. Like
    Space. reacted to Cyan in Download Failed Only With LSPDFR   
    Thank you for your report. This is an issue on our end that will be fixed shortly.
  16. Like
    Space. reacted to Cyan in Download Failed Only With LSPDFR   
    We're seeing this return to normal on our monitoring, let us know if it's working for you now.
  17. Like
    Space. reacted to Reddington in Guy on drugs does the cop's job for them   
    This is comedy gold.  I would like to know what the officer(s) in the car thought.
  18. Like
    Space. reacted to ShotsFired932 in ELS button switch sound   
    alright, I never saw this post but i know the anwser, ther is a program (not avail anymore, and cant remember real name) that can edit these sounds, those are located inside the ELS.asi, I got some of that i made so imma post all the ones i made, also if you want one made you can PM me if you want. Thank me for the anwser
    http://www.mediafire.com/file/dd6f4x2lvhaic2d/Mystery Question.rar
  19. Like
    Space. reacted to Nikopol in Radiance V or make visuals great again?   
    VisualV
    Superb graphics, little to none FPS drop. 
  20. Like
    SirenMastery
     
     
    Download: 
     
    Siren Control is an upcoming script modification that allows you full control over your sirens. Toggle to your secondary siren at the press of a key/button, silence your siren using any key/button you like and even control exactly which 'secondary' siren plays!
    And yes, in case you missed it, SirenControl will have full support for controllers.
    Currently Planned features for initial release:
    Change the siren toggle key/button and assign it an optional modifier key/button. Change the 'lights only' toggle key/button and assign it an optional modifier key/button. New 'Toggle Secondary Siren' key/button with an optional modifier key/button. This allows you to switch to secondary sirens without having to hold down a key/button. New 'Toggle Bullhorn' key/button with an optional modifier key/button. This allows you to keep sounding your bullhorn without having to hold down a key/button. Works simultaneously with sirens. Determine the siren tone that should be playing. You are able to select which siren tone to play, including the ability to differentiate between the two secondary sirens. Additional customisable sirens per vehicle model. Allows you to have up to three additional sirens per vehicle model. Customisable Siren Switching Tones (like Siren Switch Honker). Sirens are fully customisable per model via an XML file. The vehicles.awc size and length limits are effectively removed while using SirenControl, allowing for greater siren variety. More to come..Stay tuned. Preview Videos:
     
    Check out the Loyalty Rewards Programme.
    Becoming a loyalty member also supports me and my work 
    Until the next update!
  21. Like
    Space. reacted to 420Chuur in [WIP][REL] Automatic Roadblocks v2.0   
    Im just wondering if this is still being worked on as I haven't seen anything relating to it in the past 6 months? 
  22. Like
    Space. reacted to Deactivated Member in GTA V Sirens Hash List   
    I thought it would be helpful to post the hashes for the sirens in V since most of them are still in the hash code. Make it a bit easier on those siren modders out there.
    0x0EA58C7C - Generic Bullhorn
    0x013F5FE7 - PoliceB Main
    0x17DDFB5C - PoliceB Secondary
    0x0A8960B6 - FIB Primary
    0x0A49B203 - FIB Secondary
    0x0D329446 - Police Primary
    SIREN_2 - Police Secondary
    POLICE_WARNING - Not a clue.
    0x0E0DA7BC - Granger Primary
    0x16E74B3E - Granger Secondary
    0x1C98C4D5 - Ambulance Primary
    0x144C8602 - Ambulance Secondary
    AMBULANCE_WARNING - Wonder what this one could be?
    0x14BFBCE3 - Fire Horn
    0x159C9182 - Fire Primary
    0x161768E7 - Fire Secondary
    Siren Hashes.txt
  23. Like
    Space. reacted to PNWParksFan in [WIP] Toasty Callouts   
    I mean that seems pretty unreasonable. How are you going to improve your stuff if you refuse to hear anything negative about it? 
  24. Like
    Space. got a reaction from Reddington in (Another) ELS Question   
    I edited my previous reply as I was wrong.
     
     
    Managed to resolve the issue. Lighting pattern "2" turns it off, but I just removed the texture for the lightboard and now it no longer works.
     
    Thanks for the support though, highly appreciated.
  25. Like
    Space. got a reaction from Reddington in Addon Cars Lighting   
    I always thought you could just change the pattern to scan, but after some googling there was nothing about it and I assumed you just couldn't. Thanks for the fantastic support, very much appreciated.

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