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alexguirre

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Everything posted by alexguirre

  1. Yes, change them to 0. No vanilla vehicle needs that change and you don't need to change the multiples values.
  2. With the CVPI, it should work fine. With the Dodge Charger, it has added siren settings with tail lights wig-wag, so will need to replace the values <leftTailLight> <sequencer value="4042322160"/> </leftTailLight> <rightTailLight> <sequencer value="252645135"/> </rightTailLight> in the carcols.meta file with value="0" If you leave it as it is, it won't make the plugin crash, it will only make the lights flash without really following a pattern
  3. This is a known issue, working on the update right now
  4. @Stvxv.g you can't add peds/vehicles to the go on duty menu but when making your callout you can override the OnBeforeCalloutDisplayed() method and there check whatever you want, for example public override bool OnBeforeCalloutDisplayed() { if (Game.LocalPlayer.Character.Model != new Model("your_model")) return false; // if the player isn't the specified model, abort the callout if (!Game.LocalPlayer.Character.IsInAnyVehicle(false) || Game.LocalPlayer.Character.CurrentVehicle.Model != new Model("vehiclemodel")) return false; // if the player isn't in a vehicle or the current vehicle isn't the specified model, abort the callout // if all checks passed, continue... }
  5. You shouldn't create a new fiber every tick
  6. Using the numpad + key works fine for me. I just changed the default key to "Add" Enable/DisableKey = Add
  7. Oh, no idea, I don't have much knowledge about modded files.
  8. Hmm, I'm not sure what you mean.
  9. I installed the model to check if it had any issues with the spotlight and it doesn't seem to, this position works fine for me: [POLICE2] X = -0.84 Y = 0.83 Z = 0.8399997 Replace the POLICE2 X,Y and Z in the SpotlightConfig.ini file with those values and it should work fine.
  10. @DaWoodz That's because the position of the origin of the spotlight is inside the vehicle. To change the position you need to enable the edit mode: while you have the spotlight on press the Insert key(this key can be changed in the SpotlightConfig.ini under "EditModeKey"). This will show a GUI and I think it's pretty self explanatory, change the settings and click the huge save button The position is model independant so you will need to this for each vehicle you're having issues with. Showcase video:
  11. You can try the native TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE, I have only used it when I had a ped near the player that needs to drive very far away but it could work in this situation too.
  12. This version works mostly like the old version, maybe the difference you are noticing is the brightness. In the old version it was brighter and you could edit it, in the current one it's fixed with the normal brightness. This option will be added in the next version.
  13. About the brightness option, it will be implemented in the next version most likely. I encountered some issues with the option while redoing this plugin and that's why it wasn't added.
  14. Thanks for your opinion. There's a thing that can help you with your problems, right click the .dll and then click on Delete, problems solved! I make my plugins how I like them, and for me this version is better overall
  15. Tail lights maybe for the next version, reverse lights most likely not because I still don't know how to control them.
  16. Intentional programming kink, basically to prevent the traffic AI from ramming the whole scene.
  17. NIce! And next time post the pattern inside a spoiler, I don't want to be scrolling for an hour to reach the bottom of the comments
  18. Have you replace the police helicopter with a modded one? If so be sure that the heli you're using can be rappelled from.
  19. You can modify the Emergency Strobes Patterns.xml file and add a new pattern, where the first stages are slow and the next ones are faster. If it's because it's cutoff, what resolution are you using?
  20. Which values are you passing to Vehicle.Deform()? This is the meaning of the paramaters: Vector3 offset: is the position where to deform the vehicle at from the center of the vehicle. float radius: the radius from the offset where the deformation will be applied. float amount: how much deformation apply. For example, this vehicle.Deform(new Vector3(0f, 1f, 0.225f), 50.0f, 500f); works fine to deform the front of a NINEF.
  21. I recommend you to use v4.0.0. Previous versions have some performance issues.

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