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DLM3

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Everything posted by DLM3

  1. That was like a true revelation to see behind the scenes of the flag system, the amount of flags is crazy. Haven't done any speed enforcement this session so I haven't tested it, eventually we'll get the right percentage!
  2. Thanks for the information! I was trying to find a way to see its content through Open IV and had no idea it wasn't an exotic archive file that could be opened this way.
  3. I don't want to sound like I am complaining because the mod itself is great but I will still do it: I abhorre this installation method. Could you please offer an alternate download with the actual content or the same way you did 7.0 (installation package with the possibility to see the content)? The thing is that I like to know what I am installing. This is not a question of trust but for instance I guess that you are overwriting the dlclist.xml file under update, how do you know that we are not already using this file for something else? I know what to expect from the content because I have seen it in the earlier versions so for instance I know that it comes with RageNativeUI but other mods also use this file, so we need to know if that was updated so that we get the right version of the file for other mods. And beyond that there is no way to know what else you are replacing. TL;DR: this is not your prerogative to possibly overwrite files that we are already using. I hope that you will take that into consideration. Thanks!
  4. I chuckled when I saw that you have lowered the BringUpFlagChance to 15 I have kept lowering it myself and this is the value I ended with yesterday (haven't tested it yet), there were so many flags that I didn't know where to start.
  5. That's more or less true. While some suspects will still take off from you, either when you first come to them or when you come back to them after checking their information, if they are not part of a callout (so we are talking about random traffic stops) they won't pull out a gun, I have yet to see that. And then even when it comes to callouts with the overpowered takedown mechanic of 0.3 I have lost any sense of danger because they always surrender and never resist. You are performing a felony stop on a suspect in a vehicle: you aim your weapon toward the vehicle, hold E, the suspect comes out peacefully hands in the air, will maybe panic for a couple of seconds and even pull out a gun but without making any sign of resisting and then lay down on the ground. Most of the callouts with an unpredictable ending have now lost this sense of danger when arresting people. Takedown needs tweaking so that it doesn't nullify any chance that the suspect will resist.
    This is like playing a totally different game where backups finally behave themselves! Works like a charm and haven't seen any performance issue. Thanks for this!
  6. That's weird, in my experience the door is locked once you talked to Wells to get the report... so you are already out. I have arrested the robber who is down the stairs in the vault (he is the easiest one to arrest) several times. Once I have cleared the vault I head to the highest floor and when all the hostages are safe I can still make my way back to the vault to get my prisoner (when I don't forget about him) so the door is definitely opened at that time. Albo, I was thinking about how the Traffic Policer's "no lights" ambient event only happens at night, on the contrary is it possible to have the bank heist only happen during work hours? It feels a little weird to have this callout at 3 AM
  7. Thanks for the precision. And that was indeed comp_face that I needed to use.
  8. Woot good guess, though I was wondering if I missed something more complex Yeah Function keys are not the best, though with months of speed checking I think that I got used to toggling F5. [Edit 30 minutes later] Just played a few to check all of this... First vehicle that comes on my radar has a warrant flag, I catch up with him, check his plate and he is indeed wanted. #feelsgood Thank you! I also realized that there are so many vehicles with a flag, just wow, who could have guess? I kept your bring up flag chance at 50% by default but I think I will lower it easily down to 30% lol
  9. Double post sorry instead of editing, just so you see the notification. What does the "secondary speed radar disable" key does? Checked both the documentation and the INI file but I am still not sure what it does. It just does the same thing as F5?
  10. Albo, get some sleep! Thanks for the update, going to check out the new stuffs
  11. There is already a helmet property set to true or false for this? I'll give it a try though. It is not much of an issue for this ped, actually it's best this way since it adds more variety... but I was planning to add CIA peds too and these ones are more annoying because when they are in shirt you can see their arms which are always white, so if you get a black face obviously it looks wrong and this is where being able to choose a head specifically is interesting. [EDIT] Damn, just gave a better look at the tags at the beginning of the file, looks like it is comp_face.
  12. Plenty of callout packs come with that kind of situations already where you are not engaged in pursuits or traffic stops: welfare checks, drug deals, disputes, etc. And if you mean a specific patrol on foot, you can just ignore the other callouts to only accept the ones that you want... though you might have to run a little bit to the different locations!
  13. Hey. I was wondering if I was doing something wrong or if there was an issue setting a specific head in the backup XML file. I have added a FIB unit to the backup roster and was planning to use these peds: <Ped prop_head="0" chance="60">s_m_m_fiboffice_01</Ped> <Ped comp_shirt="1" comp_decals="1" comp_pants="0" prop_hair="0" prop_head="0" chance="40">s_m_m_fibsec_01</Ped> Then I tested it by calling several of them and it seemed that their head was always random. I have no issue with the components, shirt/decals=0 gives the bulletproof jacket, but I can't seem to choose the head. Is it a current issue with the XML file or just some peds? [edited title]
  14. Wow, great! Excited to drop some nuts That will be the chance to bring that special vibe that I like in E.R. with police cars always around. https://youtu.be/LZ98ke7ma3s?t=2m45s
  15. I know, I have updated RPH to 0.35 but I was just suprised that the game version was more an issue than RPH I didn't remember that happening with the previous updates so I wasn't sure if I was doing something wrong.
  16. First time this thing happens to me: I turned off the option to check for updates in the ini file of Arrest Manager and Traffic Policer but on starting the game I have been redirected to this video on YouTube and I had a notification about the plugin not being compatible with this game version (game version, not Rage). Then the video keeps opening again and again...
  17. Except that it didn't happen before 0.3...
  18. Aw didn't realize it was supposed to be taken care of...
  19. That's also my experience. You get the very occasional idiot hitting you while you are writing your ticket but that's too rare to be an issue in my book (and well that happens IRL too, though you don't write a second ticket when that happens! ). It used to be problematic before FollowMe and then Mimic from Albo's plugin since stopped cars were in the middle of the lane most of time so you really were standing in the middle of traffic but now that we can pull them all the way to a side it is more manageable.
  20. I was thinking about it a couple of days ago when I was responding to a callout on the runway of the airport and seeing a couple of boats blinking on the map... One of the boat even ended on the runway, I have no idea how. The thing is that I am pretty sure that it would get old faster than a regular patrol, you can't come up with the same variety of callouts.
  21. It was already this way before 0.3, when I am on a road I always try to place myself the furthest from traffic or I wait for the nearest vehicles to move. If I stop other peds I just deal with them first by giving them a warning so that they can get back in their vehicle ASAP instead of blocking traffic. It's kinda annoying but at least we got used to it. I am much more annoyed by the new feature of 0.3 that uses E both for arrests and opening the back doors of our car. I can't count how many times I have placed myself into cover behind my car, while pressing E to order a suspect to give up... only to end opening my door. I think E is starting to be used for a little too many things, it should be a different key for the door at least.
  22. I don't have any mod of that sort and I see quite a lot of units patrolling the city to be honest.
  23. Anyone noticed that during pursuits it seems that you are getting shot at (I mean when you really are not getting shot by suspects)? The impacts don't really sound like gunshots, more like a stun gun hit on the car or pebbles thrown at us... I have also heard them when watching videos from some youtubers.

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