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Ethenal

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  1.    kochan0522 reacted to a post in a topic: IS there a trainer that works with LSPDFR?
  2. I don't exactly know how to explain this (other than update.rpf changing with the newest update), but I am getting an issue with GTA V crashing that I have narrowed down to AdvancedHookV.asi being the cause, but only when RDE is loaded through the mods/ folder. If I get rid of my mods folder, it starts working again. I do believe that AdvancedHookV.asi has something to do with loading the police station and the sheriffs station in Sandy Shores and Paleto Bay so maybe that's somehow related, but I really can't figure it out. EDIT: I didn't realize I wasn't on the last page of comments, they have already said they're preparing an update to RDE. I bet this will fix the problem.
  3. I have tried to install the Coroner Speedo and the Coroner Rumpo using carvariations.meta in mpluxe2 and using vehicles.meta in update.rpf, placing the models in alternatively patchday3ng and x64e rpf... it's causing me to crash every time. For whatever reason I managed to get Lt. Caine's remapped police Granger added as police5, but I haven't been able to get any of the other models to work. I had the same problem with Lundy's two LSPD police cars (the old lore-friendly Caprice and Crown Vic clones). This all happened right after I updated to one of the new versions of GTA released within the past two months or so... I'm not sure. I know how to use XML files and work with them regularly, and I've double-checked my files repeatedly, it looks perfect. Always crashes after "Loading story mode" in the RPH loading screen.
  4. For what it's worth I had the same experience, the last time I updated (which was a week or two ago), suddenly vehicle mods that were working before were crashing my game each time until I removed them. I was really careful about making my edits (as I've had many previous crashes to carelessness before), but I couldn't get it to work and gave up eventually. Not sure what the issue could be. But I do think it would be odd that it would change suddenly.
  5. I have done static spawns myself using XML (.NET makes it pretty easy, just a few attributes and the XmlSerializer class) as has the author of the GTA Comes Alive mod, as far as I can see. It definitely produces the "best" results, if you go through all the effort of setting it up. And there's the question of somehow making the spawn points generic so you can use several sets of spawn points for the same thing. Or you'd have to set up spawn points all over the map for each variant of call out you wanted to set up. I think a better solution would be figuring out how to access the pathfinding/spawn nodes in memory. If you notice, pedestrians don't spawn in the middle of nowhere - there are obviously either zones or individual nodes baked into the map for each area/point where pedestrians can be spawned. Parked cars must be the same way, and I think I remember seeing that you can edit the parked car nodes in map editors for some of the older games. Presumably, the pathfinding nodes on the rode must store the direction they're facing (or is calculated from the position of the next node?) so that the engine can spawn vehicles on the road with peds already driving them. Unfortunately I'm not a good enough programmer/hacker to figure out how to access that data, but maybe somebody with more skills than me can take a crack at it!
  6. Yeah, in the previous version the backup always spawned way too far away and would be useless unless the suspect stopped for a while (for whatever reason) - now, they typically spawn rather close, usually in front of the suspect. which tends to make the AI apprehend them more. I have seen the default callouts produce way too many AI automatically, but I think a lot of the AI complaints are due to the fact that LSPDFR now pulls AI cops off the street into their pursuits. If you have a modified pedcycle (like I do), then you'll have cops on foot patrol and in police cars patrolling the map, and they'll be pulled in to any pursuits you get involved in - which tends to add quite a few extra AI than maybe the developers intended.
  7. As far as I can tell, if you have police.yft in patchday3ng and police.yft in patchday5ng, you'll end up with the one in patchday5ng. This is why you can install a police car mod in x64e (or whereever, x64e.rpf is the location for a lot of the vehicles in the game before the first patch) and it'll still appear standard - this is because it's being overridden by a newer version. Usually the readme for the car mod you're trying to install will tell you where to put it, and the location they give you is usually correct. Make sure you try the method in the readme first, and if that doesn't work, try looking through some of the patchdayxng files or mpheist and such to see if the model is overridden by a later patch.
  8. They seemed to have changed it to where the J key only works when you're on duty. Try going on duty first, then use that key.
  9. Thanks for the tip about opening OIV files in WinRAR (or 7-Zip in my case), that is very useful.
  10. I would expect years for LSPDFR multiplayer. FiveM was definitely the best shot but that is dead in the water. If a useful multiplayer mod arrives, then the LSPDFR team will have to decide if they feel like their work wouldn't be wasted (i.e. on the project being shutdown) and then if they decided to support it, it would be at least a fair amount of time to make the RagePluginHook scripts run on some sort of multiplayer/server platform. Overall, I'm very hopeful - but given the issues with TakeTwo regarding FiveM and others, I wouldn't hold your breath.
  11. I would greatly appreciate being sent that file too, please :) this is my favorite sound pack by far. stock sirens no fun ;(
  12. This is a great pack, but you can't import it with the newest version of OpenIV anymore. Wait until the author releases a fix.
  13. notice how bugs is so good that the air freshener is affected by gravity/body roll LOL i mean seriously freaking fantastic model... I just wish it had more lights, but I already found out that ELS is indeed in progress so I won't worry about that too much :D
  14. This plugin is great, thanks a ton Albo! Just a couple things: I've done the gas theft 2 or 3 times, and I've never actually seen the suspect on the CCTV footage. I'm only able to tell what kind of vehicle it is from what the shopkeeper tells you. It looks like it's just the camera being positioned incorrectly. In the Traffic Stop Backup, I would have set the officer's vehicle's engine to ON - because that way, all of the lights appear. As it is, you pull up to a stopped CVPI - the emergency lights are on, but the tail lights don't wig-wag unless the engine is on. And of course it's not like the officer would actually turn their engine off at a traffic stop anyway, but I'm only bringing this up because I like it when all the lights work :P (as you can imagine this isn't important all, simply aesthetics) maybe look into XML files for your saved callout positions on the Traffic Stop Backup callout, I've been trying to make some callouts of my own and the best solution I've found for most of them is to save fixed coordinates in an XML file. It might be something to look into if you're into that kind of thing. My guess is that you've got them saved in your actual code - I've found it's a lot easier to create a little infrastructure to read locations from the XML file, and then change the data in the XML. Excellent callouts overall, I really hope you make more because I'm sure they'll be awesome. You're probably the best LSPDFR scripter we got so far - keep up the fantastic work!
  15. Well I was just about to install all of my models again and came to look for newest version of my go-to CVPI, when I see that Bugs has released a CVPI... I can't wait :D
  16.    sammie reacted to a post in a topic: LSPDFR 0.3 - November Update
  17. I'd be down for a stolen cruiser callout. I've had my police cruiser stolen a few times. The perp usually regrets it in the end, though.

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