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cp702

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Everything posted by cp702

  1. Once you do it ingame, one of the options is to save settings to trainer.ini; do that, and they'll be disabled every time you start. In case you're worried: the menu still works, but all other hotkeys are disabled; you can still do everything, and it doesn't interfere.
  2. Try looking at GlovePIE. I *think* it lets you translate spoken commands into virtual button presses (in general, what it does is let you use different input methods and simulate keyboard commands). Right now, their website has been hacked; if/when it comes back, try it out. On another note: Can you seriously imagine shouting "ALT B! ALT B!"?
  3. Which, from what I've seen, involves learning to model.
  4. For the second issue: the car only comes with one livery installed (though it supports multiple liveries, there was only one included when you downloaded it).
  5. OK, awesome. Could someone having issues with cars not spawning please post their SpawnCars.log? (it should have many, many numbers in separate lines; the logging will be more meaningful in 0.6). Also, Custo: Any issues in MP besides the "Non Existing Object" message? (That message was a debug thing; it'll swallow the error in future releases [i'll probably make a debug mode, which will mark all spawned vehicles with blips and show error messages onscreen]).
  6. Is there a file called SpawnCars.log that has been recently modified in your main IV directory?
  7. For starters: It's probably better to save as a z3d file while you're working on it. Don't export and reimport when you need to make minor changes.
  8. http://gtapolicemods.com/downloads.php?do=file&id=217
  9. I don't think that's fixable. It has to do with the core way ELS works.
  10. So far, the main bugs seem to be: * Cars spawning with no drivers or civilian drivers - does anyone have spawning with civilian drivers who uses a traffic mod besides Traffic Spawner and TrafficFlow? * Cars not using lights/sirens on responses * Peds getting out of cars instead of staying in * Debug messages showing onscreen * Seeming incompatibilities with TrafficLoad What did I miss? I especially have less of an idea about how it works in MP; comments about that would be very valuable. I'm going to be releasing a simple update soon (probably early next week) with revised logging to help in debug. This is also going to have the ability to force a spawn. Lastly, it will let you turn on blips for spawned cars, to see if it is the mod that spawned or a particular vehicle or not. Stuff that seems like it's mostly fixed: * People getting right back out of their cars * The display on screen when there's an error. Custo: The NullPointerException was a debug message I added; the display will be removed, and it'll just handle it silently * It'll be made to delete a car if an issue occurs (so a car doesn't stop in the middle of nowhere because no one stayed inside) I also plan on adding the ability to specify the glasses prop (this was initially added for a side project, where I have a patrolling motor unit), and specifying liveries. Region-specific liveries and region-specific spawning will happen once I get a list of which SHDN zones correspond to where. Roadmap: * Bugfixes (obviously) * Region-specific stuff * Ability to specify a separate driver and passenger ped (e.g. for buses) * Better control over ped clothing * Better control over emergency responses * Stopping peds from wearing completely inappropriate clothing (specifically, I'm going to try to make a system that will make a cop not use raingear if it's not raining, and will use raingear if it is - this is a longer term project) Any other suggestions?
  11. Home IPs are almost all "dynamic", which means that it changes from time to time (e.g.: you can typically guarantee a change by rebooting your router). Businesses and almost anyone with a server need static IPs (permanently assigned), but those cost much more money.
  12. I think I know what you're talking about. The issue is that OpenIV seems to mess up when importing and exporting default peds. Once that's dealt with, you'll find many more ped mods based on original peds.
  13. Nope. Your first instinct was right; this is for car modelers to put in their own vehicles (as a siren control panel, radio, and laptop stand, from the looks of it).
  14. Awesome! Thanks!
  15. cp702 replied to Chip.'s topic in Discussion
    Yeah. The difference is that one of them just shows up, so I feel like backup.
  16. Make your own thread.
  17. It's not a problem with using it, it's a problem with installing it.
  18. Yes, this is the wrong place. Create your own thread; don't jump into a thread about something entirely different.
  19. What does a map have to do with SNT?
  20. If you just play LCPD:FR...you do know that it unlocks all islands, right?
  21. I have a working install on IV. If anyone knows the specific files changed, I can copy those over.
  22. Use layers; it makes it much easier to work with stuff.
  23. I have the files; is that the only change made? In that case, why's it need /common/data access?
  24. Nope, the install of the taser continues to not work.

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