Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Eddlm

Members
  • Joined

  • Last visited

Everything posted by Eddlm

  1. 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.
  2. I've been playing for some time with the new version and now works. Please, try 1.5 and let me know.
  3. Sorry for the abandonment period. I've updated this script for LSPDFR 0.3.1 and improved performance a bit.
  4. Completely forgot that RPH scripts need to be updated when RPH is. Yeah, give me a few hours.
  5. Confirmed. Latest version shouldn't have crashes, though.
  6. 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.
  7. 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?
  8. 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)
  9. 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?
  10. Yeah, an oversight. Redownload 1.4.1, its fixed.
  11. 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?
  12. Safer Chases won't affect how VIP transport units behave. It only works when you're in a chase.
  13. 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.
  14. 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.
  15. 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.
  16. Before you comment, yes, 1.3 had a fairly reliable crash when you entered your vehicle while in a pursuit. 1.3.1, just updated, fixes it.
  17. Thanks for that log, I now know what's crashing. Looks like one of the "anti cop-to-player crash" checks hasn't a proper failsafe.
  18. Are you afraid they will run him over? They behave normally if you or the suspect aren't inside your respective vehicles, so they will pursue him on foot, arrest him, etc. Because in the first version, the translation from KM/H to m/s (Game's speed units) was wrong. Now the game translates it correctly. Anyway I made a mistake again and it didn't translate correctly in v1.1, I've fixed this in v1.2. 1 m/s now actually translates to 3,6KM/H, so the current default is 20KMH, that is 5m/s, that is ~12MPH.
  19. I am starting to think maybe RDE has something to do about it, as I have seen some reports of the exact same issue. However, this script of mine runs each tick, so maybe it could be a performance issue too. I'm currently rewriting (and optimizing) it for RPH, we'll see if the correct version stops these weird problems. ... 'cuz the script doesn't even touch vehicles far from the player!
  20. I am struggling to compile any plugin for either RPH or LSPD:FR, there's always some kind of error. Guadmaz has given me the sourcecode of a RPH port of Safer Chases but I can't compile it either! (Probably because I don't know the required references in Visual Studio) The moment I have a working base plugin for the game, I'll port the entire script for sure. After that's done, I'd have no problem in sharing the development of the script with anyone who wants to help. Although I've been following Youtube LCPD:FR/LSPD:FR roleplay for some years now, I'm new to the community itself, so you people know what you need and how you want it better than me.
  21. Are you sure you're talking about Safer Chases? Because there's already a script that is causing these issues.
  22. Guys, the script doesn't touch the NPC AI, doesn't even touch them until they're closer than 30meters around you, nad even then, it only pushes the vehicles back via applied force. I highly doubt these AI problems are related to Safer Chases. The script has been compiled with ScriptHookVDotNet v2.5, updated just a few days ago. Could that be the problem?
  23. The script isn't optimized, so it would make sense to experience some FPS drops. Although I didn't experience any, either. Of course the next version will be more processor friendly.
  24. So here it is, Jeff. You can start using the backup units again. Safer Chases Ver1.5 Download Ability to be Primary Unit on any pursuit Cops perform more careful overtakings, no more cop-to-cop PIT maneuvers Suspects safe from savage cop ramming their backs Description So, this script tries to stop the backup units from being a danger to everyone. It achieves so by forcing them to slow down their vehicle when the situation requires it. When do the cop vehicles slow down? How much they slow down? When approaching the player. They slow down to roughly your current speed, plus 20kmh/12mph, configurable. They keep that speed until they pass you, at which point they take off again. When approaching the suspect. This time, the cops don't really slow down. The script only prevents them from going faster than the suspect, thus preventing any rammings. When the player is near the suspect, and they are behind the player. The cops try to maintain a lower speed than yours, to leave an empty space between them and the suspect. That space is for you. As the script literally pulls the vehicles back via magic force, the vehicle behavior can be wacky at times. I've noticed this while being the Primary Unit, as the other cop vehicles don't quite know what the hell is happening, and often crash into suff on the side of the road. I hope to find a different way to slow down vehicles without touching the NPC AI, so LSPDFR can still manage them without issues. Meanwhile... Ideas for the future Improve "Anti Cop-to-Player PIT maneuvers & rammings" system, they still occur too often for my taste. Done. Help cop vehicles manage traffic by slowing them down when passing civilian vehicles. Done. Allow the player to toggle the "Prevent Rammings" feature, so you can decide to employ full force on the suspects if you consider that the situation requires it. Done. Allow the player to yield to other police vehicles, o force them to yield to the player. This is useful if you don't want to race them to the suspect (keep them behind you) or you want to be close to the suspect but dont want to be the Primary Unit. Done. Try to allow cops to perform PIT maneuvers, while still preventing back rammings. I've tried to disable the cops HOT INTENSE ACTION behind the suspects by changing their AI, without sucess yet. I'll still experiment on different ways to achieve it, as the current way of doing it is somewhat wacky and doesn't allow for options like the PIT maneuvers. Any ideas, suggestions, or simple opinions about the subject are welcome.
  25. Scripts folder. You need to instal ScriptHookV and ScriptHookVDotNet, the ScriptHookVDotNet scripts always go in /scripts.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.