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has307

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  1. Like
    has307 reacted to royalx7 in Check out ELS for V!   
    Found this on Police Wag's youtube: 
     
  2. Like
    has307 reacted to Deactivated Member in [Research/WIP] Custom Light Patterns through carcols.ymt   
  3. Like
    My Tahoe brought a tear to my eye... that is gorgeous.
     
    For anyone interested I have a new pack out now that uses carcols, this time for LSPD.
     
    I haven't seen many people here employing scaleFactor with their models. You can edit the scale factor value to change how much the lights scale when turned on and this makes it easier to hide lights in the off position while still using coronas. Feel free to check out the carcols in my packs, you will see that for some lights I use scale factors as large as 100 without issue.
  4. Like
    sweep of the middle white rotator only front...
    Here is the intersection lights on the firetruck.
     
  5. Like
    Please provide a video of this in action. 
     
    As for my "unsynchronized" lights, I haven't paid much attention to rotary lights as LED sequencing is easier to do. I will release my carcol sometimes this week for those who wants to have whelen patterns. I still have more working to it and I have ideas flowing to my head as I am typing this. I want to offer this community accurate,  real world patterns,  and it all starts now. So keep an eye on me and I will see if I can bring more patterns to the table. Simple ones first,  then complicated patterns last. 
    To clarify something here,  this isn't actually a break through in achieving unsynchronized patterns - I still don't have a full understanding on pattern sync/unsynchronized BPM speed. But what I did here is still remarkable in contrast. Very exciting days ahead of us. 
  6. Like
    has307 reacted to straitdill in straitdill WIP showroom   
    2 new videos ;)
    B.E.L.'s release is fast approaching!
  7. Like
    Hey all,
    Recently the OpenIV team has made the carcols.ymt file available as an XML file which allows editing. Big thanks to them for that as this is what makes this project possible. You can find the carcols.xml here: https://www.gta5-mods.com/tools/carcols-ymt-converted-into-xml-format
     
    Anyways on to the meat of it. The carcols is where all vehicle sirensettings are configured. Vehicle developers are probably familiar with this and most, but not all, vehicles currently released have been configured to work with sirensettings 1. Looking in the carcols we can see exactly where siren setting 1 is configured and learn about the structure of sirens. This is a shortened portion of the configuration for siren setting 1:
    The full xml contains definitions for all 20 siren elements in order, but I have removed sirens 2-20 for the sake of making it easier to read. So far, here is what I have learned:
    The game engine caps the maximum number of sirens at 20 per sirensetting. Custom sirensettings can be added to the file and used. Corona colors and intensity can be edited for each individual siren (format for color: AARRGGBB). They can also be removed completely. Each individual siren can have it's own individual flash pattern (and these can be user created, not just selected from a list) Headlight and taillight flashing can be configured with custom flash patterns - one user has already released a modification that enables headlight flashing. You can set the number of "beats" per minute that the lights will flash using sequencerBPM value. This value will apply to all of the sirens for that specific sirensetting. You can set individual sirens to be rotating or non-rotating and configure their speeds.  
    So far I have not done any work with rotating lights. For non-rotating lights, the flash pattern can be custom configured by editing the sequencer value under "flashiness" for each siren. In the snippet of code posted above, the siren uses the following configuration:
    <sequencer value="1431655765"/> At first glance it looks to be just a random number. This is actually a 32-bit integer, and when you view it in binary, the flash pattern becomes clear:
    01010101010101010101010101010101 So this siren uses a simple alternating flash pattern - off, on, off, on, off, on, etc. These can be configured to create new and far more complex flash patterns than are currently in the game. Along with increasing the sequencer beats per minute you can create some neat stuff.
     
    Here is a (very quickly) thrown together demo to showcase possible patterns. This vehicle uses 6 sirens: two for all the red and blue lights, two for the traffic advisor (which is an extra), and two for the headlight strobes. The headlight strobe coronas have been modified to be white and the vehicle uses a completely custom sirensetting. The pattern for the red and blue lights has been customized for alternating speeds.
     
    Again, this is just rough stages of research so far, but I wanted to share what I had found with the community. Hopefully this will be useful for vehicle developers in designing cars which are non-ELS but offer similar levels of functionality. I will be updating this thread with further research as I discover new things.
     
    Thanks for reading and happy modding!
  8. Like
    trying new patterns
     
  9. Like
    I couldn't find this anywhere but here's the list for siren faces/color for the firetruck and ambulance, to accompany @OfficerFive0's list.  Hope this is helpful/useful.
    Firetruck (sirensetting: 7) Siren 1 rotator red lightbar Siren 2 lightbar front/back red lightbar Siren 3 lightbar front/back red lightbar Siren 4 lightbar front red lightbar Siren 5 kightbar front red lightbar Siren 6 lightbar front/back red lightbar Siren 7 lightbar front/back red lightbar Siren 8 rotator red lightbar Siren 9 front left red grille Siren 10 front left blue grille Siren 11 front right blue grille Siren 12 front right red grille Siren 13 front left side orange bumper (RGB: 255, 123, 0) Siren 14 front right side orange bumper (RGB: 255, 123, 0) Siren 15 driver left side red left side Siren 16 pax left side red left side  Siren 17 driver right side red right side Siren 18 pax right side red right side Siren 19 unused     Siren 20 unused     ----------------------------------------------------------------------------------------------------------
    Ambulance (sirensetting: 4) Siren 1 front left red rotator Siren 2 front center left red rotator Siren 3 front center right red rotator Siren 4 front right red rotator Siren 5 front, right red grille Siren 6 front, left red grille Siren 7 engine block, left side red engine block Siren 8 lower patient cab left red left side Siren 9 quad, patient cab left front red left side Siren 10 quad, patient cab left back red left side Siren 11 engine block, right side red engine block Siren 12 lower patient cab right red right side Siren 13 quad, patient cab right front red right side Siren 14 quad, patient cab right back red right side Siren 15 quad, rear left red rear Siren 16 quad, rear right red rear Siren 17 rear deck, left red rear deck Siren 18 rear deck, center left red rear deck Siren 19 rear deck, center right red rear deck Siren 20 rear deck, right red rear deck
  10. Like
    has307 reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    This is the final part of our LSPDFR 0.2 preview series.  For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/
    LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us.  A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops.
    Aside from these fixes and the features we've already covered, there's still more to talk about.  One of the big things that we saw people wanted was the return of the stun gun.  Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR.  LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns.  The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game.  Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally.

    Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support.  Shown is an AI officer drawing his.
    One of the other main things that we've been experimenting with in 0.2 is audio.  GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can.  For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences:
    The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions.
    As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.

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