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PNWParksFan

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Everything posted by PNWParksFan

  1. Does anybody know if the sirens in @Thehurk's CHP pack are consistently numbered between vehicles? If so, has anybody made a realistic CHP pack for them? I might put something together at some point if nobody has yet.
  2. Only sort of. There is a bug in LSPDFR which prevents any changes to comp_tasks (the slot with bullet proof vests) from being changed. Until LSPDFR is updated there's nothing we can do about that.
  3. That's neat! Thanks for including the textures for the Better EMS blips :)
  4. Normally you'd just have regular rangers respond to EMS calls if it's in their area. The default EMSUnits.xml file is set up for that with the pranger slot, but you could add the additional vehicles. The only thing I might change is seeing if you can add a nitrile gloves hand option to the ranger peds that could be equipped through the component settings in the XML file.
  5. You're so on top of things! :) Hoping we'll see a Park Ranger medic + ambulance skin in there for the areas set up for that in EMS.
  6. Looks great!! Are you planning to make a custom EMSUnits.xml for Better EMS to utilize these as well? Let me know if you'd like any help in preparing that. The format is very similar to the Custom Backup file which you're already familiar with.
  7. Improved the hoist auto-detection, including support for grabbed peds (via arrest manager):
  8. Some huge progress in the past week: Hoist functionality controls and UI set up - no more messing with console commands and testing, this is the real deal! Lots of menu functionality added and improved Continued work on copilot capabilities More progress on creating new peds It's very late here as I stayed up to make this little video preview for you all, but expect more updates soon!
  9. Download works fine for me. You're just clicking the download link on the right side, the big blue button that says "Download" right?
  10. Version 2.0 is the current public release which can be downloaded from the page linked in the post you quoted. If you aren't a registered beta tester you'll only see the current public release, which is 2.0.
  11. This one works for me on the latest game patch 877: https://www.gta5-mods.com/misc/gameconfig-for-patch-1-0-757-2-update-at-each-r-update
  12. PPI means points per inch. It's a concept that only applies to physical media, like printing or the pixel density of a monitor. It's used in photoshop to give you a conversion between inches and pixels. But for textures all that matters is pixels, there are no real-world dimensions associated with the image. So ignore the PPI and just make your textures 4096x4096.
  13. Yes. I haven't actually edited the file since August 1st, I just edited the description to clarify the versions it's compatible with.
  14. Beta Version 2.1 is available to previously registered beta testers via the LCPDFR.com download page.
  15. I am. There's a beta build of the next release with several new features including more varied ambient animations when the medic's are waiting, medics speaking, some API improvements, and numerous big fixes. Planning to release it soon, just been traveling a lot lately.
  16. It's only got the default template from what I've seen. You can make a custom carcols for the boat. I've made one, but unfortunately am traveling and don't have it on this computer. I can post it once I get home next week.
  17. A version of the predator with blue lights will be included in RDE 3.0, which is not yet available. There is a mapped version of the dinghy with blue lights available though:
  18. No. This is a small, simple script I threw together quickly to test out the new features. Unless someone wants to hire me to do it for them, I haven't the time nor interest in developing a GUI for it. If somebody else wants to make a GUI for it I'm happy to share my code with them, although TBH it's just itsy-bitsy command line wrappers around the new RPH methods.
  19. Unfortunately due to the aforementioned bug in RPH 0.47 you would not be able to edit sirensetting17. You need to start with a vehicle that has one of the default 1-13 sirensettings applied to it. From there, you can edit each of the sirens. At this time there's no way to export your changes, but eventually I'll add more features to allow that.
  20. No problems, that's what this plugin is for so you don't have to mess with the RPH API directly. Give it a try, I think it's pretty easy to figure out once you install it.
  21. Not sure what you mean by "is it simplified". There's about a dozen console commands, in the form of e.g. SetLightFlashSequence(light_id, sequence). So for each command you specify the siren id you want to change and the new value. It's not like you directly paste in a bunch of XML if that's what you're asking. This plugin will ONLY work with RPH 0.47. the emergency lighting API was added in 0.46 but had a bug that restricted you to only being able to edit the headlights/taillights. The bug in 0.47 does mean your 14-20 carcols won't work with it. You'll need to overwrite one of the default slots for testing, then once satisfied you can move it back to the custom slot. Overwrite an infrequently used a lot like the fire truck or lifeguard truck lights.
  22. Y'all might find this little script I put together helpful. It exposes the new features in RPH 0.47 to let you dynamically change flash pattern sequences, speeds, directions, etc. Pretty much everything exposed by the new RPH EmergencyLighting class is available on the RPH console through this script. I haven't fully confirmed that everything works yet, although I have found a few bugs in the RPH API already. It's still much better than restarting the whole game every time you want to try a new pattern! @Captain14 @GravelRoadCop @Bxbugs123
    • 847 downloads
    • Version 1.0.0
    This is a little RPH command line tool I put together to utilize the new ELS-like features in RPH 0.47 that allow dynamic modifications of a vehicle's siren settings. Basically, you can modify the sequence, speed, direction, etc. of any siren on any vehicle, can apply any siren audio to any vehicle, etc. I've also added some commands to quickly enable you to enable only one siren at a time, or to cycle through all of the sirens with only one on at a time, to help you focus in on one part of your vehicle without distraction, or to see which sirens are where on a vehicle. Requires RPH 0.47+ and knowledge of carcols editing. This is a very very quick and simple plugin, designed to help out with testing new carcols settings. It's not meant for general use as an ELS type plugin. I will not be providing any support for it. It's simply here for you to use if you might find it useful or interesting. Due to a bug in RPH 0.47, it's not currently possible to clone and edit added sirensettings (e.g. siren settings above 13). You will need to use one of the default sirensettings slots to edit your patterns. The commands should be fairly self-explanatory if you're familiar with carcols editing. Just type "help" into the RPH console to see all the commands (Press F4 to open the console).

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