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DLM3

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Everything posted by DLM3

  1. And then blame the suspects
  2. Loved the new callout! Nice job May I suggest to use the same command (Ctrl+E) to leave the house instead of being automatically kicked out, just for RP sake (there may be more robbers so better check the whole place) and keep us on our toes?
  3. I think that's the issue. My backup XML is set so that local and NOOSE heli have only one person inside and on top of it I have set IsArmed as no to make sure no one will shoot at suspects yet I still have air units shooting at people evading from a simple traffic stop... Is there any way to calm down the heli units patrolling the city?
  4. 0.3 AI is definitely way too compliant as they hardly ever resist if they are not part of a callout that includes that possibility (even pulled over vehicles seem less encline to take off). Just an obvious example: the random GTA V pursuits, in 0.2 I used to help units that were engaging in a pursuit and it would always end in a shootout as these suspects would be armed and dangerous, in 0.3 they just run out of the vehicles and usually just give up. That coupled with the AI that keeps tripping over and over when you engage in a foot pursuit and arrests became a little too easy to the point where it turns to be somewhat boring because we're missing that unpredictable element from the previous version. TLDR: 0.2 AI was perfect.
  5. I haven't played for a few weeks so I am catching up on the various updates Your other mods use Albo1125.Common 5.4.0.0, if I replace it with 5.4.0.1 for Arrest Manager is it going to mess with the other plugins or that's fine?
  6. @joe25 What I meant is that plugins installed under plugins/LSPDFR/ are managed by LSPDFR, so when you load it it also loads the plugins automatically. Conversely when you unload LSPDFR it also unloads them. But I forgot that Traffic Control was located under /plugins/ so that made sense that unloading LSPDFR didn't work to stop it.
  7. Not sure how to change the setting either, Google is not very helpful as it mostly returns a bunch of Verbose logs... Actually it doesn't remove the road block. I know, I tried that. It will remove the blip on the map but vehicles going through will be either stopped or slowed depending on the block you have used. I had a pursuit coming to a stop till I realized it was the place I used a roadblock earlier Scratch that, I unloaded LSPDFR but Traffic Control is not a LSPDFR plugin, so that explains why the road block was still in effect.
  8. Yes I also tried the menu but that wouldn't remove the roadblock. If I set a new roadblock and removes it, I'll get the notification that "roadblock #2" was removed but I can't do anything with #1 that will stay (and stop traffic) for as long as I play. The log that I have added was after a pursuit where I arrested the driver while other units took care of the passenger and I am pretty sure it was the same scenario when that happened before. I am wondering if for some reason the pick up unit wouldn't mess with the roadblock (I mean that I don't get the "specified Rage.Vehicle is invalid").
  9. Since the last version most of the time I cannot remove road blocks. The yellow circle stays around and vehicles are still stopped no matter how hard I hit Ctrl+O or Ctrl+H. Removing the road block from the menu won't work either when that happens. But I suspect that it comes from LSPDFR again as @Kal74 had noticed, I am getting more and more of these errors with the wrong path "E:\GTA V\LSPD First Response\LSPD First Response\Mod\...". I have at least one every 5 minutes.
  10. Thanks for the clarification, I had actually set it to 300 before seeing your reply and it seemed to be fine (I mostly play in Los Santos so it might make it easier then) though I was considering increasing it to 400 as it seemed still a little too close to me. Even with 300 if you are on a road in the county backup will spawn right ahead of the suspects which feels like an I-win button. I am trying to find a value that would make backup close to what they were in 0.2, honestly it was perfect for me, they would show up in a timely manner in the city and it could take a little longer outside... as it should be.
  11. I guess nothing keeps modders from already making that kind of callouts. But to be honest just like patrolling with a bike it would get old quickly since there's not much that you can do. It looks cool on paper, it feels great the first 30 minutes you play but there is little variety of situations to stay hooked in the long run.
  12. Thanks for leading me to this thread. How high would the value mess with spawning?
  13. Hi! I am installing (manually) LSPDFR 0.3.1 and the change log got me confused: "Added configuration (.ini) option: 'MinimumBackupDistance' - this will be respected when dispatching backup units" lspdfr.ini is still the same, does that mean that we have to add a line under [Main] and it would look like: [Callouts] CalloutsMultiplier=250 [Main] PreloadAllModels=False ForceDutyModel=s_m_y_cop_01 MinimumBackupDistance=100 Thanks in advance!
  14. In all honesty if all you play is LSPDFR with different callouts and QOL plugins using Rage Hook you don't need a different folder since none of these mods actually modify the game files. You can boot GTA Online and no one will ever know that you have these mods. On the other hand if you start modding the game, as in modifying/adding vehicles, tweaking various files (like visual settings), using trainers, etc. never go Online without removing these files first or without using a different install folder.
  15. Well good catch! Hopefully they will sort this out (or use my directory structure ).
  16. Yeah it seems that Unknown Trouble has been facing some trouble since 0.3. I got the "search area" scenario half a dozen of times now and every time: - there is nothing to be found - I cannot end the callout - if I force a new callout the yellow circle remains on the map It seems that the callout ends by itself immediately and doesn't clean up correctly. Extract from the log: I am not too much verse into programing but I guess that the path that is showing (E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:ligne 187) is incorrect. I guess it is your directory structure but obviously it's not ours.
  17. Thanks for the update! About to check the new mechanics Just seen the note about kidnapped people leaving the vehicle, I could swear it was already the case with the lattest version (unless I missed the note earlier) because several of them took the opportunity to get out of the vehicle when it was coming to a stop, which is great!
  18. Hey, just had a crash where Emergency Strobe seemed to be involved: I was going to perform a traffic stop on a vehicle and the suspect took off as soon as I signaled him to pull over. A blip for a cop on the map appeared just nearby and the game completely crashed. Here is my INI file: I played with your lattest version a couple of days ago with no issue but I think I will revert to the previous version in the meantime, I guess there is something too demanding with the UI also using the strobes
  19. That's cool. I have installed the lattest version, had a kidnapping and the victim waited in the limo. It was just one time over a few kidnappings that I have seen so it seems pretty rare at least. The victim that took the limo was a female, I don't know if that's related but I always had male celebrities.
  20. Hey this is pretty cool, just letting you know that the celebrity can still take the limo before the ambulance arrives. Happened to me with 1.1.2, haven't checked the version that you updated 1 hour ago.
  21. I thought I had been precise enough... I did say: 1. local air unit 2. Police Maverick 3. "whether lethal force is required or not"
  22. After watching closely the behaviour of the local air units (Police Maverick) I came to realize that they are always shooting at the suspects, whether lethal force is required or not. There is no mistake, you can see the bullets flying in the air coming from above, you can see the glasses being shattered by the impacts and you can hear the suspects moaning as they get hit. I thought that maybe it was the second officer inside the helicopter shooting at them so I changed the number of peds inside to 1 and the air unit is still shooting the suspects. Could it be looked at and hopefully fixed?
  23. I think I have found out what the issue is. Air units (Police Maverick) are shooting the suspects even when non-lethal force is required. I have been chasing suspects who simply evaded a traffic stop and the helicopters around that joined in regularly shot at them (you can hear the shots and you can hear the suspect in pain), I guess the second officer inside the helicopter has nothing else to do so I'm editing the backup XML file to have only one person aboard. I'll see if that makes it better.

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