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Eddlm

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  1. MattyIsBall started following Eddlm
  2. patvmru started following Eddlm
  3.    BeastyBill88 reacted to a comment on a file: Safer Chases (Smarter Driving for Cops)
  4. Safer Chases applies backwards force to the appropiate police vehicles each game tick, that's why you get FPS drops. It's a heavy CPU hit, but I doubt it affects VRAM. I cannot do it any other way without affecting the cop AI, thing I don't want to touch so as not to bug out their behavior. You can lighten the FPS drop by going to the .ini file and disabling HelpCopsManageTraffic, as its probably what its causing the major FPS drops.
  5. I've been playing for some time with the new version and now works. Please, try 1.5 and let me know.
  6. Sorry for the abandonment period. I've updated this script for LSPDFR 0.3.1 and improved performance a bit.
  7. sledge5557 started following Eddlm
  8. Completely forgot that RPH scripts need to be updated when RPH is. Yeah, give me a few hours.
  9. Confirmed. Latest version shouldn't have crashes, though.
  10. Everyone who has crashes, upload the Ragehook log. If you don't, I can't check what is causing issues and can't fix anything, people.
  11. dilapidated started following Eddlm
  12. Could you give me the RagePluginHook.log file inside your GTAV folder? That's where it says what's happening. That's the idea, but I didn't want to add yet another hotkey for the players to remember. Looks like its going to be more useful with a toggle. Could it be Shift + E?
  13. This is a plugin for the LSPDFR API, that's why it goes inside /Plusing/LSPDFR, like callout addons. It's LSPDFR who loads these, not ragehook itself. (Ragehook loads LSPDFR, who loads the plugins in that folder)
  14. Still trying to optimize the script. That frame drop is most probably caused by the BetterTrafficManaging feature, you can disable it inside SaferChases.ini, setting HelpCopsManageTraffic to false. Wat Were you close to the suspect's vehicle at that moment?
  15. StreetLSPD started following Eddlm
  16. Yeah, an oversight. Redownload 1.4.1, its fixed.
  17. Looks like a memory problem to me. The script cleans up after each pursuit, so it can't be stacking up info or anything like that. Do you use RDE? More importantly, can you try to disable traffic & peds vía Trainer (Simple Trainer allows to do that) next time you experience that issue, and tell me if the problem persists in the next chases, while no traffic/peds are loaded?
  18. Safer Chases won't affect how VIP transport units behave. It only works when you're in a chase.
  19. The problem here is that the damage check doesn't care about when the damage was done, so, once you have damaged the suspect's vehicle, that check will return TRUE until that pursuit ends. I can add an additional "player going faster than suspect" requirement in addition to that check, but both would eventually return true if, at any moment (minutes, even hours) after hitting the suspect, you happen go faster than him, which doesn't solve the issue. When I learn how to add a hotkey, I can make the player toggle this behavior at any given time at the press of a key, however. Buuuut I would prefer not to add even more hotkeys for the player to remember. EDIT: To clarify things, i'm using a game's internal function to do the damage check, so I can't alter its behavior (like adding a speed requirement), only make use of what that function offers.
  20. It is a feature, read above. However it is intended to let you decide when the cops can ram the suspect by ramming it yourself first. Now that I think of it, suspects hitting you, or you trying to stop them by simply braking-checking them would also work, because the script only checks if your vehicle has damaged the suspect's vehicle, nothing more. I don't know how to differenciate "you have hit the suspect" from "the suspect has hit you" situations, at least not yet, so we're stuck with that for now.
  21. Eddlm changed their profile photo
  22. This script is resource heavy, so it could contribute to the ghost vehicle problem. Its not really the script's fault, though. I can't do it any other way that checking stuff every tick. You can try and disable features from the ini, every feature disabled stops being run every game tick, and should help with performance.

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