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moncool17

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Everything posted by moncool17

  1. Lol, sorry about that :P
  2. Oh, I thought the RAGE hook was being made by you guys and you would know more about this. Didn't know it was just LMS :P. Anyways, thanks
  3. I noticed that too, a lot of unanswered questions that only developers can truly answer. But they're probably busy so I don't really mind. Can't speak for others though...
  4. Ah, thanks. I was a little confused about that site. My guess is that LSPDFR won't be released when the Rage hook plugin is. The website doesn't say a thing about LSPDFR on it
  5. ​Aw man, it worked in GTA 4 so I just assumed it would work in GTA 5. While we have you Sam, is the countdown on http://ragepluginhook.net/ComingSoon.aspx legitimate or no? It doesn't look legit, but it'd be nice if you cleared this up. Thanks :D
  6. To those having issues, try clearing your browser cache. And keeps things like Java and Adobe softwares up to date. Also, do the staff know where the server locations are? The problem could be that some users could have an ocean between the server location and the user's location, especially since the site uses Javascript and has several pictures at the top of most webpages
  7. Well yes, an officer should have a hand on a weapon if they're about to walk up to a shady car. But strolling down the street with your hand on your gun ready to shoot some poor fool looks a little bad in my eyes. There are some instances where having you're gun ready is right and some instances where it's not. Perhaps it can work so that when the player pulls someone over then it could set a value named "player_caution" to 1. Whenever the value for "player_caution" is not 0, it will have the player play the "hand on holster" animation. When the player is done with the person they pulled over, the value is set back to 0. Since the value is now 0, the animation stops playing. Same thing happens when a ped is hostile towards the player. When a ped is hostile towards the player it would set the same value as before to 1. When the ped is not longer hostile, it will set the value to 0. Also, it needs be set so that when the player is armed the "player_caution" value will be set to 0 otherwise it could cause some graphical glitches (That way, if the player is holding a weapon then they wouldn't be holding their holster because they already have a weapon out). Hopefully everyone can understand what I mean. I think this feature is fully possible and would be pretty nice to have. And if it isn't in LSPDFR when it releases, I'll try to write a script that will do what I said above (No guarantees though. I would have to find the "hand on holster" animation. Plus it would be hard to figure out how to detect things like ped hostility. It could be very buggy, but I will definitely give it a shot :D)
  8. Part of me agrees with you. Maybe it could be set so when a ped is hostile towards the player then the player puts their hand on their holster or something like that. That would probably be pretty hard to script though...
  9. As EvilJackCarver said, two cores does not mean double the speed. It means that processes are split between 2 cores. And your processor isn't that amazing either. It's a pentium. I haven't seen one of those processors in a PC in a while. You originally said that you had 4 gigs of RAM, and now it's 8. Which is it? Both could probably get the job done, but 8 gigs would definitely do better than 4 gigs. Your video card only has 1 gig of DDR3 VRAM, so you're graphics won't be that great to look at. Your PC will barely run GTA 4 without mods, having a mod like LCPDFR would probably cause bugs and crashes due to processes failing to function and whatnot. If you do try to run the game with mods, you make get an average FPS of 30 or so at the most
  10. In LCPDFR, you sometimes put your hand on your holster when walking (I think). This will probably be the case in LSPDFR, but I'm not a developer so I can't say. It would be nice to have the animation play when you press a button. Officers generally put their hands on their weapons when threatened, so doing it when walking never made sense to me in LCPDFR. Would be a nice feature though
  11. ​I'm kinda happy to hear that the military won't be in LSPDFR. Having the military as a backup team would be a little too much. But I see the FIB fitting in somewhere, maybe something undercover. Absolutely love your username by the way :D
  12. Oh thank God. Most of the trainers out there are good and all but are nothing like good old SNT
  13. Skyrim's mechanics would probably make it hard to do a lot of the things that are possible in LCPDFR. Callouts would be difficult since the map is so big and you don't have something like a car to get you around and you couldn't pull anyone over since cars don't exist in Skyrim. It would probably be more of a mod where you wander around and bust any criminals you come across, which could actually be a lot of fun if made right
  14. Another question: Will the marines play any role in LSPDFR? And what about FIB agents, do they have any place in LSPDFR? I would like to see them in LSPDFR, but I'm not sure how. The mod would feel somewhat incomplete without all versions of the police in GTA 5
  15. ​Well, ANPR only says that the vehicle owner has a warrant for their arrest. Not the driver. So you have to check the licenses before making the arrest (Or at least should). Besides, in LCPDFR you could aim at a car and order everyone in the car out (That is if that feature will be in LSPDFR). So if you really need to, just pull them over and order them out
  16. I don't see a scenario where you need to pull someone over and want them out of the car immediately, unless it's like a high speed chase and even then they wouldn't stop because you shouted at them. Plus, if you wanted them out of the car then just pull them over and ask them to get out of the car
  17. Absolutely! I'm pretty sure that if you try running in GTA with the right shift button, it doesn't work. That means that the game only recognizes the left shift button. A lot of people think they're the same because they have the same function when typing, but they're technically different keys
  18. I personally like the automated way better, but if shift is still the pullover key then maybe left shift could be a passive PA and the right could be an aggressive PA. I really like this idea, I hope it gets added :D
  19. Huh, I've only heard aggressive ones. I like the idea, but how would the player choose between passive and aggressive PA's? Or would it be like you start being passive, and then if they run away it turns into aggressive PA's?
  20. That would be very cool to have. We could pull our wounded partner behind cover, and save him without being shot ourselves. I could see how it would be buggy though...
  21. I agree, but I don't know if there are audio files like that. Majority of the things cops say in GTA 5 are very aggressive. They cuss at people who walk by that did absolutely nothing. Would be a nice feature though :D
  22. Speaking of stress and whatnot, how is the sleep schedule Sam? Still non-existent?
  23. Good question. I wonder if GTA 5 mods could step up security by scanning uploaded files automatically before they can be downloaded publicly. It would have to be a really good software to detect viruses though, but I know some programs can detect malware downloaders. Hopefully some form of security is in development
  24. Oh, well then I apologize. I guess this is one of those situations where what I say makes perfect sense to me, but no sense to others. I do that a lot :P
  25. If you would properly read my posts, then you'd see that my theory doesn't apply to all mods. It's just an estimated guess. If I were a hacker, I would only put enough effort into making the mod look legitimate. Please quit being so critical, I was only trying to help the community

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