Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Space.

Members
  • Joined

  • Last visited

  1.    deputySTEEZYx23 reacted to a post in a topic: RPH Weapon List
  2.    GuppieMann5000 reacted to a post in a topic: LSPDFR Crash when AI arrest suspect
  3.    lemur12 reacted to a comment on a file: Police Tape
  4. Deactivated Member started following Space.
  5.    Raampage reacted to a comment on a file: Chill Callouts
  6.    Lieutenant4Star reacted to a comment on a file: Met Police - Response Officer Pack
  7.    ArriveAlive reacted to a comment on a file: Chill Callouts
  8. I'm trying to use Ped Scenarios for a callout but I've come across a few issues. 1) After the scenario has been used once, it won't play if the call is taken again. It only starts working again after I restart the game. 2) I'm unable to get more than one ped to use the same scenario at the same time. I've looked at the natives surrounding scenarios and found a few that might imply you cannot use the same scenario on more than one ped at the same time. "IS_SCENARIO_OCCUPIED" being one of those. I also found "RESET_SCENARIO_GROUPS_ENABLED" which makes me think I may have to 'reset' the scenario after I'm done using it to be able to re-use it again. I'm not sure about any of this, I'm just trying to figure out why these issues exist. If anyone can confirm this or give me an idea of how I can troubleshoot this, please do. Thanks.
  9.    Space. reacted to a post in a topic: Damage and deform front or rear of vehicle
  10.    Space. reacted to a post in a topic: [C#] Vehicle Spawning Problems
  11. I see, very strange. Thanks, truly appreciated. 🙂
  12.    Space. reacted to a post in a topic: [C#] Vehicle Spawning Problems
  13. This did fix the problem and so I was trying to think of some ways that I could delay checking if the key was being pressed again, I came up with the idea to use "GameFiber.Sleep(1000)" at the end of the If statement and it (much to my surprise) worked! And then I restarted my game and it stopped working, and it continues to not work every time I reload the plugin, unless.. while I'm in-game I copy and paste the same .dll into the plugins folder and then load it, it works? 🤔
  14.    Space. reacted to a post in a topic: [C#] Vehicle Spawning Problems
  15.    Space. reacted to a post in a topic: [C#] Vehicle Spawning Problems
  16. Thank you both massively for your replies, it will really help me going forward! One thing however, Whether I use Exists or IsValid, I get the same result, an exception if the vehicle doesn't exist. I believe this is so because the exception is coming from the act of creating a new vehicle, as opposed to actually doing stuff with it (this doesn't happen with peds, just vehicles). If I just create a new vehicle and do nothing with it, I'll still get the exception, the try-catch just prevents it from crashing the plugin. Is this normal/expected behaviour? The exception message is "System.InvalidOperationException: Could not spawn new vehicle." (though it had already spawned the vehicle at this point) Thanks. 🙂
  17.    Space. reacted to a post in a topic: [C#] Vehicle Spawning Problems
  18. Hey, thank you! I really appreciate your reply. I managed to replace the second while loop by using an If statement to see if F8 was pressed (not sure if this was the right way to go about it) and I managed to prevent the crashing by using vehicle.IsValid() and using a try-catch to catch the exception.. again, not entirely sure if this was the right way to go about it, but at least it works now so that's an improvement from last time. Do you have any advice on how else I could have done this? I couldn't think of a way to handle the exception from IsValid() other than to use a try-catch, though I feel like this is probably inefficient. (I also understand this is probably extremely painful to look at) 🙂
  19. Sorry if I'm making a really stupid mistake here, I'm new to C# (and coding in general) but whenever I use code that creates a new vehicle, my plugin crashes as soon as it creates that vehicle. Strangely, if I reload the plugin like ~10 times it will stop crashing. Spawning the ped works just fine, it's just the vehicle that's causing the problem. This has been driving me insane for a while and I'm not sure what the issue is. I'm also not entirely sure what the GameFiber stuff does, is there any documentation that explains this in-depth? Any help or advice is massively appreciated, the code and RPH log is in the spoiler.
  20. Hey. I experienced multiple crashes when using this plugin which has unfortunately led me to having to remove it. Here is a log file from the most recent crash which occurred immediately after pressing the menu keybinding (I have it set to F8 because before it crashed when I was using the default keybinding (M) which I thought may have been because of the conflict between this plugins menu and the LSPDFR interaction menu). RagePluginHook.log
  21.    Space. reacted to a comment on a file: Chill Callouts
  22.    Space. reacted to a comment on a file: Chill Callouts
  23.    Space. reacted to a comment on a file: Chill Callouts
  24.    Forzes reacted to a comment on a file: Chill Callouts
  25.    Benjamin255 reacted to a comment on a file: Chill Callouts
  26.    John Dartu reacted to a comment on a file: Chill Callouts
  27.    Space. reacted to a comment on a file: Chill Callouts
  28. Is it possible that we can disable or change the keybinding for the train ticket menu in the .ini? "O" is a rather inconvenient key for (presumably) most people, and it conflicts when typing names. Otherwise great work! 🙂
  29. Gray3604 started following Space.
  30.    Officerporci reacted to a comment on a file: UnitedCallouts
  31. As well as Officerporci, I too am experiencing extreme FPS drop when responding to the Gang Attack which I could only fix by unloading LSPDFR. I also had a crash after terminating the pursuit in the Stolen Bus callout. I've attached the RPH log below. RagePluginHook.log
  32. Before I start I want to say that I'm rather new to editing ped stuff and this is extremely confusing and I'm probably going to explain it badly but I really wanna figure this stuff out so if anyone can help out it would be massively appreciated, and if anything is unclear I can elaborate further. I use EUP and wish to add a new vest to use in the 'Armor' slot in the EUP menu which is a 'task' component. I have the vest as task_000 (task_000_u.ydd, task_diff_000_a_uni.ytd and task_diff_000_b_uni.ytd). I went into the normal game dlcpacks and found that mpvinewood has many task components, so I went to the EUP dlcpack folder and added a folder named "mp_m_freemode_01_mp_m_vinewood" in eup_componentpeds.rpf. If I place the vest files into this folder they load and work fine as drawable 39 in the 'Armor' slot, however the second texture (task_diff_000_b_uni.ytd) doesn't load. I went into the normal mpvinewood dlcpack and attempted to edit the the "mp_m_freemode_01_mp_m_vinewood.ymt" file. I used MetaToolkit to convert this into an .xml. <hash_B29BE228>255 0 1 2 3 255 4 5 6 7 8 9</hash_B29BE228> As I understand, 255 means the component isn't used but I have come across some conflicting lists as to what these numbers mean. I tried to figure it out myself by going through each <Item> entry under <hash_E2489C4F> and finding whatever one has the same amount of entries as the amount of 'task' files in the dlcpack, which turned out to be the 8th <Item> entry but when I edited the first component entry from: <Item> <hash_AECFE243 value="5" /> <hash_A7431FBA value="0" /> <hash_4A92222A> <Item> <texId value="0" /> <hash_36896D17 value="255" /> </Item> </hash_4A92222A> <hash_92E68DB3> <hash_A893A361 value="false" /> </hash_92E68DB3> </Item> To: <Item> <hash_AECFE243 value="5" /> <hash_A7431FBA value="0" /> <hash_4A92222A> <Item> <texId value="0" /> <hash_36896D17 value="255" /> </Item> <Item> <texId value="0" /> <hash_36896D17 value="255" /> </Item> </hash_4A92222A> <hash_92E68DB3> <hash_A893A361 value="false" /> </hash_92E68DB3> </Item> The second texture was still not selectable in-game, even though to my understanding this should have added a new texture variant to that component (task_000). I went into the EUP folder and navigated to "mp_m_freemode_01_mp_m_vinewood" and placed the vest files in there replacing task_000. The vest loaded, but I could not change the texture. I tried putting the vest files into the actual mpvinewood dlcpack folder (first removing it from the EUP one) and again, the vest loaded, but I could not select the second texture. I understand this is rather long and I may have made it somewhat confusing but I tried to the best of my ability to wrap my head around this. Thank you to anyone that took the time to read this.
  33. Not sure if it's something on my end but I installed the VCF's correctly and the '16 Charger and '14 Tahoe has no front environmental lighting, only rear. This isn't the case for the '11 CVPI or '16 Taurus, however. https://gyazo.com/cc59736249b26b87e145996a3957cbcb Edit: I've since resolved the issue by making some changes to the .xml. The 'VehicleIsSlicktop' option was set incorrectly for the vehicles, which resulted in a lack of front environmental lighting.
  34. I too am having the same issue, it appears only a few of the .ytd's work. Do you know why this might be happening?
  35. It's likely that you forgot to put the InputManager.dll in your main GTA V directory, I forgot to do that the first time round and experienced exactly this.
  36. Daniel Smith     Arrested Sierra Lynne in Mirror Park, East Mirror Dr
  37. Daniel Smith     Responded to a RecklessDriver in Mirror Park, East Mirror Dr
  38. Daniel Smith     Responded to a Overturned bus in Mirror Park, East Mirror Dr
  39. Daniel Smith     Performed a traffic stop on a Ice White Cavalcade with registration 65YOT732 in Mirror Park, Mirror Park Blvd
  40. Daniel Smith     Performed a traffic stop on a Black Regina with registration 45AAR918 in Mirror Park, East Mirror Dr
  41. Daniel Smith     Responded to a StolenBus in Mirror Park, Nikola Ave
  42. Daniel Smith     Performed a traffic stop on a Silver Schwartzer with registration 04IYG809 in Vinewood Hills, Los Santos Freeway
  43. Daniel Smith     Performed a traffic stop on a Black Sultan with registration 87PHO544 in Vinewood Hills, Los Santos Freeway
  44. I see. Is there anyway that it could potentially be a little less aggressive? I'm not sure of the limitations of these things, but having the vehicle behind you disappear a few seconds after you come to a stop seems rather odd, especially when sometimes the vehicle disappearing doesn't look as if it would get stuck trying to pass you (as can be seen in the gyazo, the vehicle is simply passing on my left). The current method however is much more than we've seen in the past, and of course is great. I don't mean to criticise here at all. 🙂
  45. I've noticed that with the new feature to make traffic go around, if you have your lights on and stop in front of any vehicle, the vehicle behind will disappear and sometimes the occupants will pop out, walk away for a short while and then disappear also. https://gyazo.com/98c089bfcd89ce848603f37e1d3a79b9

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.