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DLM3

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Everything posted by DLM3

  1. Great, I hope you can work this one. Will be awesome the day we can 'arrest' people without cuffing them, it will really feel like transporting people where they actually belong to
    Awesome addition to my library of callouts, I was missing the armored kuruma from the base LSPDFR (the more callouts you get the lower the chance of getting them), that's the only few occasions where I can bring in NOOSE support. Loving the fact that you can engage them before they get in their car if you are fast enough!
  2. And thank you for keeping it updated! (already left my 5 stars some time ago ) I have just thought about something and wondered how you would feel about it. What do you think of adding some extra drop off locations at a few hospitals? It's mostly because during various callouts we have to deal with people who most likely do not belong to jail, for instance these people who seem mentally ill (the bogus calls from Code 3 Callouts), the drunk guys from various callouts who seem to be a danger only to themselves or the suicide attempts from Wilderness Callouts. I think it would be cool if we could leave them at one of the various hospitals in LS. Heck, if one of the modders working on some callouts watches this, one nice callout could be to transport a seriously wounded person at an hospital in a given time frame.
  3. I am curious how do you guys deal with the suicide attempts? I "arrest" them because it is probably not the best thing to let them go unchecked... but at the same time it feels wrong to me to arrest them (that would be nice if LSPDFR had an option for "peaceful arrests", more like simply carrying a suspect without cuffing them) probably because an EMS would be the best choice in that case. I was also wondering, are the fire rescue teams supposed to do something during the aircraft crashes? Because mines either get themselves stuck in the aircraft or hang around doing nothing.
  4. He means the DLL file, inside the archive
  5. August 13th 22:38 (+/- a few hours due to different time zone): That's the same date and hour than the file in my plugin folder. Was the T key a sure cause for a crash, no matter your keybinds? When I have a chance I'll check what it does to make sure. Could it be possible that you actually released 1.5b earlier than saturday? (I don't remember having any issue with that key)
  6. I am not playing at the moment but if the files in your archive have the same size, the same date and the same hour of creation it means that they are the same files unless you are saying that you made the 1.5b hotfix on August 13 at the same hour than 1.5 I have noticed by downloading past versions that you keep the same name for your archive (BreathalyzerRAGE.zip) you should add the version at this name (like BreathalyzerRAGE1.4.zip, BreathalyzerRAGE1.5b.zip), it is possible that the website doesn't recognize it has an updated version and thus sends us the last version that we got (1.5 for me, 1.0 for harrison). I have just tried with another browser and it is downloading 1.5 too.
  7. You are really sure? I have just tried again and the DLL file inside the archive is dated to August 13th, which is 1.5 (same hour too):
  8. Are you sure you have updated the download? It is still donwloading 1.5, not 1.5b
  9. No problem, anyway I was mostly wondering if it was just me or if anyone else experienced the same thing (as for the video, it was convenient that the key I am using with Shift in order to frisk people is the one that zooms out the map so you can easily see when I start the search). All the animations I tried including the default one do the same thing, steps ahead, turns around then does the animation back to the suspect. I just realized that I forgot to try something else, since it seems that the character turns face to the camera I'll try turning the camera around (in the back of the suspect) then turn the officer also back to the suspect and I'll see if he turns face to the camera, thus face to the suspect. That might help to pinpoint what is going on, I'll report when I can check this out.
  10. In case you want to check it out, here is the animation I am using for ped searches: AnimationDictionary=amb@world_human_maid_clean@ Animation=base Feels much less weird to me than the one used for vehicles I have a question about the search animation though, I can't get it to work "on" the ped. Disregarding the fact that if you held E to stop a ped they will always face you so you can't technically get behind them, I actually can't get my officer to stay in front of them. I face a suspect, hit my keys for a frisk, my character makes a step ahead pushing the ped, then turn his back to the ped (thus facing the camera) and does his animation. Here is a video of what happens. So you would think, no problem, since my character turns around I'll start the animation back to the suspect. Well... just no. The officer turns around face to the ped, makes a step ahead, then turns around again to make his animation with his back to the ped. Here's what happens. Is it just me? Is there a way to stop him from turning back to the suspect?
  11. Well random has been nice to me in that case. I had the assaults happen a few times in one of the back alleys in the residential area where you drop the bikes for the Pacific Standard heist in Online, a kind of yard between apartments and stairs, it was a great scenery for this situation. Same deal when it happens in back alleys in Rancho. I am a kind of night crawler during my patrols so that also makes it for a great ambiance. I was wondering why you were calling the 1-ADAM-12 an easter egg, I guess it's not only about age but also nationality From what I gather from wikipedia it was never broadcasted here... Thanks for the headsup! And I'll check back for this update
    Thanks for your hard work, the fact that this mod is primarily ambient situations (I'd advice to people to turn off the blips on the map and notifications) is just awesome, it feels realistic and just immesive to keep an eye on everyone to catch suspicious behaviours. And the callouts will just keep you on your toes because you never know what will entail.
  12. May I suggest an improvement with the Terrorist callout? It wasn't really an issue till yesterday because they spawned in locations easy to find in Los Santos, like right in front of Vinewood Police Station, etc. but yesterday I was patrolling in La Mesa and had a couple of Terrorist callouts happening here. The problem is that once you accept it, it creates a huge blip area on the map (blue/red flashing) that completely hides the roads, which makes it hard to pinpoint their location when they are on freeways (it's already a pain to find the right ramp but it's even harder when you can't even see the roads on the radar) or even in the canal (I had them spawn there once and it took me a while to realize that they were in the canal). Is it possible to make the blip area more transparent like a 33%-50% alpha instead of 100%? To be honest I'd say it doesn't even require a blip area, red dots for each baddie would be enough. Thanks!
  13. If no mistake it belongs to Code 3 Callouts (great callouts, honestly). The Unknown Trouble scenario has many variations (basically you don't know what you will find when arriving on scene), one of them is a dead body and you are prompted to call for a detective. You don't need any other mod, it is part of the callout.
  14. I was about to ask the same thing. Everything is up to date and I am getting these 2 messages, though the mod seems to be working fine. If that helps, the only modifications I have made to the INI file are: SearchKeyboard=W SearchKeyboardMod=Shift Items=~r~a gun, ~r~explosives, ~o~opened alcohol, ~o~bags of money, ~o~a roach clip, ~y~forged ID cards, ~y~shaved keys, ~b~license plates, ~b~dog fur, ~b~cat fur (I looked for a list of illegal stuffs and came up with dog and cat fur lol and I chose colours by level of "severity") DrugItems=~r~some drugs, ~r~packaged drugs, ~r~used needles, ~r~a scale, ~r~a burnt spoon, ~r~a roach clip (added the roach clip to both lines to check out how things would come up depending on my search or K9)
  15. I'd say that this is definitely an issue that should be addressed by LSPDFR since this is a core mechanic that is even not related to specific callouts and that actually occurs outside any callout with random peds. Or maybe someone can look into this and make a plugin to remove the hostile flag once they have surrendered. Looking forward to this
  16. I was discussing this issue with someone regarding callouts but I guess it applies to any hostile suspect (especially those who opened fire) even outside callouts. Could it be a "simple" question of hostile flag on suspects that could be removed as soon as we cuff them?
  17. Just yesterday... Loaded story mode on Michael in front of Vinewood Police Station (the one I use most of time), decided I'd go on a sheriff patrol in Paleto Bay instead, teleported Michael to a waypoint next to the police station, went on duty and as I was leaving with my car I noticed that Michael was still in front of the police station. Started patrolling for maybe 10-15 minutes, responded to a callout (I think it was an unknown trouble from Code 3) which was a dead body on an offroad near the police station, called the detective as requested, after he showed up and investigated the crime I heard someone shooting at us with an automatic weapon! I got in cover behind my vehicle, the detective and I shot back to that person in the distance, for some reason it seemed I couldn't hit him, the detective quickly died as the unknown suspect was getting closer and I was still unable to hit him. Since he wasn't going after me I left my cover to approach him and realized... that it was Michael! I guess the officer drove close to him or maybe even hit him, it also kinda makes sense why I couldn't hit him and why he was ignoring me, we are probably like the same entity.
  18. Just yesterday during a different callout I was able to arrest a suspect after he opened fire (yeah I know... I am that nice!), I wounded him to the leg and while he was on the ground I managed to have him surrender so maybe it is something else on your end? I don't think I ever had these issues of suspect being glitched during arrests since LSPDFR 0.1 and the kidnapping / homocides ( ) suspects are the only that glitch for me. On the other hand, it is indeed impossible to stop backups from killing a suspect once they have started shooting even if he surrenders. I think the issue is even deeper, if the suspect is known to have opened fire earlier, even before the backups arrive on scene, they will shoot him when they arrive even if he is already cuffed. So I guess that these suspects get an hostile flag when they start shooting (or they are created with an hostile flag) that is not removed when they surrender.
  19. I don't know if this just me or has anyone seen the same thing? It seems that the police units coming in for the terrorist and homicide callouts don't despawn correctly. They either go around with their sirens after it's over or they just leave their vehicle and they don't despawn. I even came back at the scene of a terrorist attack 10 minutes later during a patrol and the police cars were still there in the middle of the street (had to call several tow trucks). Yeah I think that something was broken in the last version, I would guess because of Rage 0.22 since it mostly affects animations and I could swear you could arrest them with no issue in the previous version.
    Great addition to my callout library when I want action packed scenarios. They are like the only time I ask NOOSE support
    Great mod when you want a change of pace after pursuing armed suspects shooting at your vehicle with a deadly precision. Feels realistic and makes you feel involved in these situations.
  20. Quoting yourself FTW. So I have been able to play some more since then and I had a few hit and runs, I can confirm my first feeling: very well done! The improvements really make this scenario enjoyable (not like the other ones are not, though I hope you will expand on the assault scenario to get more variations - btw I don't know how the spawn location works but it seems not to be so random since I had the same back alleys a few times during assault callouts, great choice for these locations!) Edit: I was wondering... Since we can customize our unit, is it possible to have the "1-ADAM-12" during the loading to reflect our choice? Not really a request, just thought that would be cool.

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