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PlayerLSPDFR

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  1. I will also add a mode that would add a new type of arrest because currently we only have 2 types of arrest, the pacifist arrest or the arrest with a weapon. But the non-lethal forcible arrest is missing. I can explain, for example, if a suspect tries to flee or resist but without using a weapon, then we must be able to push him to the ground or against the wall to handcuff him by force. If an individual resists arrest well, we will have the possibility of being assisted by 1 or 2 NPC officers to more easily subdue a suspect resisting arrest by physical force.
  2. It's really great what you're doing for the LSPDFR community 👏👏👏. I really hope that one day a developer will decide to improve the escort of arrested suspects by 2 NPC officers. And I also hope that one day we will be able to create search areas that we can assign to our units or simply make a security perimeter on an area of our choice. My last big wish is to improve the system of retrieving arrested suspects, who remain on the map indefinitely when the arrest is made by NPC officers. I'd like to correct that, if the NPC officers make the arrest, they should themselves take the suspect to the cell. The player will have to go to the station to write the arrest report if it is the colleagues who made the arrest beforehand.
  3.    PlayerLSPDFR reacted to a comment on a file: Policing Redefined
  4. panos1 started following PlayerLSPDFR
  5. Can't wait to see the next updates of the redefined policing mod. By the way, I'd like to know if you plan to put back the possibility of launching a search clue on suspicious NPCs or their vehicles? You know with the ultimate backup mode. We had the possibility of launching a chase by simply targeting a suspect. Moreover, if we were accompanied by partners or if we called for reinforcements, if a suspicious NPC decided to attack the player officer, he would automatically trigger a chase with our colleagues who defend the player officer. I would love to see this feature reappear because the advantage of launching a chase is that NPC officers try to arrest a suspect rather than kill him. You have noticed as I have, if a chase is not triggered, the officers will simply shoot the suspect. Personally, I like to be in control when the chases are triggered and we have the option to choose whether to turn lethal force on or off by pressing the N key. Well after the chase mode still exists, this mod is called ''Pursuit on the fly '' It allows you to trigger chases on any NPC, you just have to aim at him.
  6.    PlayerLSPDFR reacted to a comment on a file: Policing Redefined
  7.    Officer Here reacted to a comment on a file: Policing Redefined
  8. THANKS ! THANKS ! Thank you very much for making us dream in this way by offering a police gameplay so realistic and unprecedented 👏👏👏 ... The Stoptheped and Ultimate Backup mod are mods that really have more within the LSPDFR community. However, with this mod I think you have placed the bar even higher. There is no shortage of LSPDFR to become the best police game. As far as I'm concerned, I can't wait to test it but I would also like to share a wish with you because I love the idea of making the game even more immersive. There are 3 suggestions that I would like to offer to improve arrests. 1st suggestion: Indeed, I would really like a developer to improve the escort of arrested individuals, that is to say to see 2 police officers NPC transport the suspect to a police vehicle then see an animation where an officer keeps the suspect while the other opens the rear door of the vehicle before installing the suspect in the vehicle, lowering his head as in real life. To give you an overview of the animation that I would like to see, here are realistic images below where we see 2 police officers escort the suspects handcuffed to the vehicle. It is only a small detail, but in real life, an officer who escorts a suspect does not let go to go open the door while the suspect waits kindly. Especially since there are arrested suspects who sometimes do not want to get into the car or who do not allow themselves to be done. This is why I would like so much that this detail is corrected in order to make the mode even more immersive. I would add that a suspect must always be held by one or two police officers on each arm. This will encourage the player to be more vigilant. A handcuffed suspect who is not held by one or two police officers will try to escape. 2nd suggestion: I noticed a concern about prisoners with the Stoptheped and Ultimate Backup mod. Indeed, when the PNJ police officers called in reinforcement manage to handle a suspect, he remains indefinitely on the spot as long as the player officer has not come to request transport. So that would be great if one day we have the opportunity to ask the NPCs officers, to transport the suspect directly arrested to his cell to the police station. It doesn't matter if you are close or away from the suspect. Or if the NPC officers manage to catch a suspect, this must take it directly to the post to the cell. Then the player will report when he returns to the post. This will prevent a suspect arrested to make the green plant in the street indefinitely. 3rd Last suggestion: It would be great to make a mod that would add the PNJ player the possibility of performing a force arrest. Let me explain, currently in the mod we have 2 types of arrests, the classic arrest where the individual lets himself be handcuffed without resisting and we have the lethal arrest where we must aim for the suspect with a weapon to handcuff him. On the other hand, I find that the arrest of non-lethal force is missing for unarmed suspects trying to resist or flee. It would be necessary to have the possibility to handle a suspect by placing it either on the wall or on the floor. For the force handcuffing animation to be triggered, you will have to be very close to the suspect. It should be noted that the mastery and handcuffing of the suspect will be easier for an officer if he is assisted by the other NPC officers. Here I tell myself that it would be nice to have 3 types of arrests: 1- Simple arrest (no resistance). 2- Arrest without Lethal-force (placing the fleeing/resisting suspect on the ground/wall to handcuff it by force) or (use a taser or a baton to immobilize and handcuff the resisting suspect). 3-Arrest with Lethal-force (use service weapons to force dangerous/armed suspects to surrender). Conclusion: A big thank you for everything you do, I hope you appreciate the suggestions that I hope may make. If I was a developer, I think I would have created a special arrest plugin but unfortunately I do not have this talent. On the other hand, if I can contribute by offering some ideas, I will do it very well, especially if it even improves police immersion to the game. You can count on my support 👮🚨🙏👏🚔🫡
  9.    PlayerLSPDFR reacted to a file: Policing Redefined
  10. @bikaaThe concept is really incredible. It makes the game even more immersive and realistic. I have seen in particular that in the next updates you plan to put in real-time patrols that would be added to the reinforcements requested. I had thought of this as a sign of patrol units joining us when we are called upon to respond or perform other policing tasks. I tell myself that if the units are to appear, it would be more logical for the starting point to be from a police station. That is to say, if an intervention takes place near a police station, then reinforcements will come more quickly. On the other hand, the further away I am from a police station, the longer it will take for the reinforcement units to intervene. At that time, if there are patrol units near the place of intervention then this will respond to the call for reinforcements. Another suggestion from MODS ''Police Patrol Area'' It would be a mod in which a player can decide to assign patrol areas to the units of their choice, including choosing the number of units deployed in an area determined by the player. ''Police Perimeter''It would be a mod in which the player can decide to install a police perimeter anywhere on the map in which this player can deploy the number of units of his choice in order to carry out either police checks or protect a specific area by prohibiting access to civilians or to carry out a police perimeter in order to seal off all possible exits and Encircle on all sides wanted suspects making their potential leaks impossible. For example, if there is a hostage situation in a burger shot then the player will have the opportunity to establish a police perimeter in which the police officers will surround and block all exits from the restaurant by getting in front and in a shooting position. While other units will cordoned off the area around the Burger shot in order to encourage the intervention of police units. For example, if I create a police perimeter with 20 police officers on site. This will get into position by dispersing and surrounding the restaurant. While the remaining units will take care of closing and protecting the intervention area. ''Wanted Research Level'' A mod in which the player can set a level of research on a suspect during a foot or vehicle chase. For example, by putting 5 levels of research as well as the possibility for the player to choose at will the number of units deployed for each level, including also the resources used such as harrows to puncture tires, police vans, roadblocks, as well as the level of aggressiveness of the deployed police officers. All while having absolute control On their reactions, for example if lethal force is activated, the police officers will shoot at will at the suspect unless he surrenders or if we decide to deactivate lethal force. However, for the fun side, we can add "lethal force always activated" in which police officers will continue to shoot non-stop at a suspect even if he surrenders until he is neutralized. Conclusion : I really like what you created for the LSPDFR mod, I've made a list of ideas to make the mode even more fun. I have so many ideas to improve the police mode. Bonus: Moreover, I would love someone to create a judicial follow-up mode In which we will have the opportunity to take our inmates to the penitentiary and to be able to find out their prison sentences and also to be able to see them if we decide to visit the prison. It would make our job as police officers more realistic. For example, If I arrest Trevor for vandalism, if he gets a 30-day jail sentence then he'll stay in the penitentiary for 30 days in the game, if I log out and then log back into the game and I decide to go to jail, I should have the opportunity to see him make his life as an inmate Until his release from prison.
  11.    Demioner reacted to a post in a topic: On the way to prison!
  12. I have a suggestion to make LSPDFR more immersive . There is already a plugin with criminal record but it would be really top that all criminals be sent in detention in a police station then after a number of arrests it would be really incredible that the game offers us the possibility to drive all the prisoners who have been arrested up to the penitentiary of Bolingbroke and this serve their sentence. For example, I arrest Trevor for assault and let’s say, we give him a one-month jail sentence that would be nice if the game offered to escort him to Bolingbroke to put him in his cell and then once we get out of prison and decide to wait 2,3 days in the game ,ca would be nice to see him wandering around the yard or see him in his cell, to see him serve his sentence and then once his sentence expires it would be to receive a notification from LSPDFR that he has been released. It would be a huge added value to add a mod to that, and to see that we can follow the progress of all the inmates we arrested, follow their life in the cell by going to see them or by looking at their record to find out how long they have to serve in prison. What’s a shame about the mod is that there’s no tracking of the criminals you arrest, I’d like to say to myself, I sent a Bolingbroke thief and if I go there, it would be fun to see him in prison clothes and to see him evolve in prison. I was going to forget, it would be nice to have an entry animation at the penitentiary with fingerprints, the change of dress with an inmate number and at the end of the animation the putting in cell or in the walking yard with the other inmates who were arrested separating the inmates of opposite sex. So much for the entrance entertainment at the penitentiary. Regarding the animation of release from prison it would simply be the opposite, the prison guard will pick up the inmate, who will recover his belongings, take off his prisoner’s habit and then in the end an animation of the main door of the prison that opens with the ex-inmate leaving and then to finish the arrival of a travel bus coming to recover the man or woman who is now free. This idea came to me thinking that I would really like to see the fruit of my work as a police officer if I arrest Michael, Franklin or Trevor or a random NPC I would like to have the opportunity to escort him to the prison. I would like him to stay in prison and lead a life as a prisoner, for example if I go to prison, I would like to see all the criminals I have arrested with the possibility of seeing how much time they have left before being released or deciding ourselves to release them. I say that because I think it’s a shame to make arrests and to see that the criminals who are arrested disappear once they are taken to the police station. I’m a fan of your work!! I don’t know if you like the suggestion, but if you do, I’m sure you’ll be able to do that if you can. Thank you for everything!!
  13. PlayerLSPDFR changed their profile photo
  14. Semir Gerkhan     Reported a PC503 in Paleto Bay, Duluoz Avenue
  15. Semir Gerkhan     Finished responding to a AAIC-OfficerDown in Paleto Forest, Procopio Promenade
  16. Semir Gerkhan     Reported a PC245 in Paleto Forest, Procopio Promenade
  17. Semir Gerkhan     Responded to a AAIC-OfficerDown in Paleto Bay, Paleto Boulevard
  18. Semir Gerkhan     Reported a PC480 in Burton, Milton Road
  19. Semir Gerkhan     Was killed by Jim Macaroni in Paleto Bay, Paleto Boulevard
  20. Semir Gerkhan     Performed a traffic stop on a Black Habanero with registration 44SRM096 in Grapeseed, Grapeseed Main Street
  21. Semir Gerkhan     Finished responding to a AAIC-OfficerUnderFire in Sandy Shores, East Joshua Road
  22. Semir Gerkhan     Finished responding to a Drug Overdose in Grapeseed, East Joshua Road
  23. Semir Gerkhan     Responded to a Drug Overdose in Sandy Shores, Marina Drive
  24. Semir Gerkhan     Finished responding to a Silent alarm Beverly Hills in Sandy Shores, Marina Drive
  25. Semir Gerkhan     Was killed by Eternyon Dragonheart in San Chianski Mountains, Catfish View
  26. Semir Gerkhan     Was killed by Eternyon Dragonheart in San Chianski Mountains, Catfish View
  27. Semir Gerkhan     Was killed by Eric Holder in Paleto Forest, Great Ocean Highway
  28. Semir Gerkhan     Was killed by Eric Holder in Paleto Bay, Great Ocean Highway
  29. Semir Gerkhan     Was killed by John Zalon in Rockford Hills, Boulevard Del Perro South
  30. Semir Gerkhan     Was killed by John Zalon in Rockford Hills, Boulevard Del Perro South
  31. Semir Gerkhan     Was killed by Emilio Mendoza in Pillbox Hill, Adam's Apple Boulevard
  32. Semir Gerkhan     Was killed by Emilio Mendoza in Pillbox Hill, Adam's Apple Boulevard
  33. Semir Gerkhan     Was killed by Frank Rivera in Ron Alt. Wind Farm
  34. I would like to have the same chosen but in the opposite direction the voice of gta 4 for the interventions to gta 5
  35.    PlayerLSPDFR reacted to a post in a topic: LSPDFR 0.4.9 (CHASEME MOD)
  36.    ChrisvC reacted to a post in a topic: LSPDFR 0.4.9 (CHASEME MOD)
  37. @Sam @LMS hello! would it be possible to put back in lspdfr 0.4.9 the possibility of being hunted ourselves by our units. To test our AI police officers.
  38.    PlayerLSPDFR reacted to a post in a topic: Crime Report
  39. thanks , I'm not alone with this problem
  40.    PlayerLSPDFR reacted to a post in a topic: LSPDFR 0.4.7 - Now Available!
  41.    PlayerLSPDFR reacted to a post in a topic: LSPDFR 0.4.7 - Now Available!
  42. yes I already told him, I just wanted to show because the last time, he wanted me to be precise, but no worries in any case and thank you for taking the time to answer me , thank you very much !!!
  43. It is possible yes, but sometimes I see crimes in front of me, or I get beaten up but I cannot report the attack when before it was possible. it's the same for shots impossible to report them.

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