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NoCountdown

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  1. Like
    NoCountdown got a reaction from SaucyPow3r in Graphics modification   
    VisualV!  https://www.gta5-mods.com/misc/visualv
  2. Like
    NoCountdown reacted to ineseri in LSPDFR 0.3 - November Update   
    It's done when it's done. There's no need to mislead anyone :)
  3. Like
    NoCountdown got a reaction from SaucyPow3r in does anyone know how to unlock the police station? such as getting into the cheif's office, or locker room, down in the jail area?   
    There you go! https://www.gta5-mods.com/scripts/simple-trainer-for-gtav
  4. Like
    NoCountdown reacted to ineseri in LSPDFR 0.3 - Hot Pursuit   
    Those who wait for something good...
  5. Like
    NoCountdown got a reaction from RolandHUE in Civilian Crown Vic?   
    This one replaces the Stanier I believe. Based on @F5544's model. https://www.gta5-mods.com/vehicles/civilian-crown-vic-jerry9090
  6. Like
    NoCountdown reacted to rushlink in WIP - speed radar (realistic)   
    WIP - modeled from the Kustom Signal Eagle II radar system, this is a very popular radar system among law enforcement.

    Initially I planned on not releasing this outside of my gaming community; however, I've had a few PM's asking for me to release an updated version of my IV speed radar.

    This is more of a simulation than a 'script'. Modes will be represented accurately, and the operation will be as close to real life as possible. I've enhanced the algorithms from my last radar (v2 of the gta:IV radar - which was never released), and they're much much more efficient - you shouldn't notice any performance hit when using this, as some guys in my community using the current radar do. There will be no visual indication on the vehicle if you target them, or lock their speed (just like in real life).
    This is nothing like the existing radars which draw a circle in the road and only capture the speed of vehicles who drive through it. This is an example of the capture area:

    In reality, the capture area would extend much further from the patrol vehicle (default 100m)
    To Do:
    -GUI (needs touching up, alignments, etc.)
    -Take one more final look at the capture algorithm - its still a bit slow, and there's no harm in taking a few days to go over it again.
    -Mode switching
    -Fastest mode
    -Keys/Settings file

    This will be released before December on scripthook v dot net.
     
    Matthew Evans (rushlink)
  7. Like
    NoCountdown reacted to Smurfen in LSPDfr crashing   
    Thank you!:)
    It doesn't crash now, when I downloaded it from their website.
     
  8. Like
    NoCountdown got a reaction from Sawdbuster in Hardcore Mode? CPR?   
    I believe you are looking for this mod. Doesn't do anything with the callouts, but it makes stuff more interesting for sure! 
     
  9. Like
    NoCountdown reacted to Solidefiance in It's a good day for GTA:O Players - It's not so good for us..   
    I'd genuinely like to see where you're getting this sort of information from, I mean, besides from your ass. 
  10. Like
    NoCountdown got a reaction from R4TT94 in What are YOU doing while waiting for the RPH Update for the new patch?   
    Playing using my backup of GTA V. 
  11. Like
    NoCountdown reacted to Hastings in What are YOU doing while waiting for the RPH Update for the new patch?   
    Using the backup, of course. Already was called to an Unknown Trouble at the Redwood Lights race track to find a dead body lying under the dozer. All LA Noire here. 
  12. Like
    NoCountdown reacted to TheUniT in LSPDFR 0.3 - "Busted!"   
    Of course it'll "lower" the police brutality.. yeah.
    Remember you can push them down the stairs in the precinct.
  13. Like
    NoCountdown got a reaction from TheUniT in Can someone the original FBI car files?   
    Just delete the modded files and check the cache using steam. If you have the CD or Rockstar version, you can just delete them and the launcher will download them once you start up the game.
  14. Like
    NoCountdown reacted to Sam in LSPDFR 0.3 - Downtown Police Station   
    It wasn't missed, we just decided there wasn't much point in adding it as it is about the same size as the sand castles on the beach next to it.
    That's a default game mechanic that we can't change.
  15. Like
    NoCountdown reacted to TheUniT in LSPDFR 0.3 - Backup Customization   
    True that, but if you want to be the first unit or in the middle of the line of cops, you're fucked. :P
  16. Like
    NoCountdown reacted to Sam in LSPDFR 0.3 - Backup Customization   
    Yes, so if you call a unit in Blaine County you can make it so a different set of vehicles and peds respond compared to calling the same unit in LS County, LS or NY.
    If I ever change my units to be trashmasters, you're taking Ineseri's place in the back.
  17. Like
    NoCountdown reacted to Lundy in LSPDFR 0.3 - Backup Customization   
    Jeez man, it's just a friendly question the poor lad asked.
  18. Like
    NoCountdown reacted to Sam in LSPDFR 0.3 Announcement + First Preview   
    After a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3.  As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
    With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.

    You asked, we listened.  Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required! 
    With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects.  With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs.  The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component.  In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.

    The Vapid Police Interceptor makes its LSPDFR debut in 0.3.  Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
    We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
  19. Like
    NoCountdown got a reaction from hunman in Updating Ragehook   
    The latest RageHook versions is compitable with LSPDFR. So I would heavily recommend you to download the latest version from their website and overwrite any files that are already in your GTA V directory. This will not cause any issues with LSPDFR. For further RageHook support please go to their forums.
    EDIT: Can't beat the community team right?
  20. Like
    NoCountdown reacted to Albo1125 in [REL] Traffic Policer 6.9.1.0 (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)   
    1.0: Special thanks to TheUniT for his contribution to the new Street Race ambient event.
    Traffic Policer has now come out of Beta! Added a total of 12 new variations to the Owner Wanted callout. Cleaned up the initial audio of the Owner Wanted Callout. Made the instructions of the owner wanted callout clearer. Each crime now has a unique 'seriousness' which will be taken into account when determining the occupants' reaction in the Owner Wanted callout. Fixed some bugs in the owner wanted callout. Added a new Ambient Event: Street Race, wherein two cars race against each other and drive extremely dangerously. Cleaned up the ini file. Made the randomness of the entire mod more random. Added some new audio. Fixed some crashes/bugs. Decreased the default chances ambient events occurring. Thank you for all your continued support! If you enjoy, please leave a 5 star review (or even a donation)  Doing so would help me out immensely.
  21. Like
    NoCountdown reacted to Sam in EMS   
    Obviously it is something that will be making a return.  Just, we have to make our own AI for it so they actually can save people.
  22. Like
    NoCountdown got a reaction from CreepPork in LSPDFR 0.2 - The Police Computer   
    Wait, there was actually a countdown before? Quite odd that I didn't notice it. 
  23. Like
    NoCountdown reacted to Duwerke in LSPD First Response 0.2 Beta   
    I've had a few plates that had like 4 O's or 0's in them and I just dont run them anymore lol They get off lucky if they have any more than 2 
  24. Like
    NoCountdown reacted to Duwerke in LSPD First Response 0.2 Beta   
    I find it quite difficult to tell the difference between O's and 0's on license plates lol
  25. Like
    NoCountdown reacted to StrykerUSMC in DWI Checkpoint   
    Greetings,
    I would like to make a suggestion for future scripting ideas or additions to callouts. DWI checkpoints, usually whenever I am on one we do them at night but this would work great in-conjunction with the breathalyzer script that we already have on here. Having a couple police vehicles on the road and officers checking vehicles on a slow lane say checking outbound traffic from downtown during the night when the 'bars' let out to check for DWI's. Since we have the 'check ID's in the new LSPDFR this will be useful to ask for ID's during DWI checks in the checkin lane. You can use the cones or police barriers from FinKone's radio to cut a two or more lane road down to one check lane and one park lane to park offender vehicles and then take a subject to the side of the road to do FST's. Could be a fine experience, and tie in 'search vehicles' script in there so if a subject has the scent of marijuana or other illegal drugs pull the vehicle over and perform a drug search of the vehicle. Sheriff vehicles can be posted at either end to pursue turnaround vehicles trying to avoid the checkpoint (usually the motorcycle traffic enforcement team)
    There are a couple more elements to the overall operation of this, however I think this could be a interesting and fun concept and there is no limitations of its potential to include getting caught inside one yourself as some police tend to do while on patrol also.
    Remember gents, Trevor in game usually is toasted/wasted or half-baked on booze when you switch over to him so why not tag him at a DWI Checkpoint, good Easter egg.
     

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