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PNWParksFan

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Everything posted by PNWParksFan

  1. Building your own PC will always get you better performance, better ability to upgrade later, and better control. It's not hard to do... if you can build LEGO sets you can build a computer. Some resources to check out: https://www.reddit.com/r/buildapc - they're very helpful. Lots of useful info for total beginners, and they'll help you find the best possible deals Jeff Atwood's guide to building a PC - it's from 2007 but the basic principles of how to build a PC haven't changed much HowToGeek - building your own computer is easier than you'd think
  2. Today's progress: Using relationship groups to determine which injured peds should be tended to first. When medics arrive on scene, they will treat injured cops first. Next they will treat medics, firefighters, and other government officials. After that they will treat civilians. And at the very end, they will get to the criminals. Also added some more advanced logic to the police scanner audio, for example to detect when there's been a vehicle explosion or an MVA, or to better handle audio for multiple injuries.
  3. Thanks Albo. I've got it working now with this test. Is there a way using RPH to figure out the relationship between two peds? I know it can be done circuitously using natives, but I only see an RPH method to create a relationship, and none to figure out what relationship already exists.
  4. If you have steam and you have a legal copy of GTA V it should work fine, as long as you put it in exactly the folder that Steam expects. What you might have to do is start installing it through steam, then pause the installation and copy over your folder. Of course you should be using a mods folder, in which case all you'd need to copy is the mods folder, and your scripts/plugins.
  5. A lot of the more recent models, people have been disabling/hiding the coronas so that they can have all-blue lights. Unfortunately this also gets rid of the reflections. I'm personally not a fan of the trend, but a lot of model designers are going that direction.
  6. Alright I've confirmed that it does not report true even when the cop is alive! Perhaps I'm using SetPedAsCop incorrectly? Ped cop_ped = new Ped(new Model("s_m_y_cop_01"), Game.LocalPlayer.Character.Position.Around(2f), ); GameFiber.Sleep(1000); bool is_cop = Functions.GetPersonaForPed(cop_ped).IsCop; Game.LogTrivial("Ped is cop (before SetPedAsCop): " + is_cop); Functions.SetPedAsCop(cop_ped); Game.LogTrivial("Did set ped as cop"); is_cop = Functions.GetPersonaForPed(cop_ped).IsCop; Game.LogTrivial("Ped is cop (after SetPedAsCop): " + is_cop); while (cop_ped.IsValid() && cop_ped.IsAlive) { GameFiber.Sleep(200); } is_cop = Functions.GetPersonaForPed(cop_ped).IsCop; Game.LogTrivial("Ped is cop (after death): " + is_cop); This returns FALSE in call cases for IsCop, even after specifically using SetPedAsCop and the LSPDFR cop manager logging that it detected a new cop. Is this a bug with the get persona, or am I doing something wrong?
  7. Here's an idea... how about a key that when pressed would re-display the most recently looked up info from the police computer, e.g. suspect name or vehicle owner info. Although I'm not sure if this would be possible with the current LSPDFR API. Of course, you can always just look in the notifications brief from the pause menu!
  8. Would be nice if something like CAD could be released as a standalone LSPDFR plugin with an API, allowing any callout author to use it. Having give different implementations would be annoying.
  9. Quick update: still working on this mod, it's gradually coming together. Most recently have been working on the AI to coordinate keeping track of all the injured peds and the responders treating them. Also making some improvements to the driving AI to prevent the issue of units driving up to the scene at top speed, then slamming on the brakes and sliding into everything. Now they'll slow down when they get close and drive carefully up to the scene. I've also pulled all the scanner audio needed to report the different types of injuries, and to say what type of unit is responding and from where. It'll even let you configure custom audio for each vehicle you specify, so if a fire truck comes it'll say "fire truck is en route code 3", but if a lifeguard is the first responder it'll say " life guard is responding" instead.
  10. I'll build a little test case for it to double-check that when I get home tonight to confirm.
  11. It appears that Functions.GetPersonaForPed doesn't return True when a cop ped is dead. Is there any way to tell if a ped was a cop before they died?
  12. Flying school I managed alright except for the heli flying school mission. Impossible with a keyboard because of the awful handling.
  13. In that case I'm sure you can find a savefile which has all the characters unlocked, or you could even get the Open All Interiors mod which would let you go in any building. Or ya know, just play the game a litttle bit. At first I thought I just wanted to play LSPDFR too, but it turns out the story line actually has some really fun missions!
  14. Well then it shouldn't matter if he has a house... If you're using mods there's not much need for a house. Install a trainer like Simple Native Trainer and you can change character models and clothes, spawn literally any car in the game, etc. so there's really no need to do those things through a house.
  15. Anything can be used as an add-on, or to replace an existing car. It's just a matter of setting up your vehicles.meta and carvariations.meta right and giving the model the correct name.
  16. Just switch back to Franklin and keep playing the game, eventually you'll get access to Micheal.
  17. If you get unit testing to work please post a tutorial about it. I'd love to be able to use it but I have yet to figure out any good way what with having to launch the game. Likewise, if anyone can figure out and demonstrate a way to do interactive debugging of RAGE plugins that would be awesome as well.
  18. Hmm I wonder if the weapon is something like a knife or a bat if they'll hit with instead of "shoot".
  19. You can get the heading fairly easily using the GET_CLOSEST_VEHICLE_NODE_WITH_HEADING native. What I do to get spawn points for Custom Backups is I use the RAGE World.GetNextLocationOnStreet function, then I pass that exact coordinate into the GET_CLOSEST_VEHICLE_NODE_WITH_HEADING native and pull just the heading from that. If the heading is more than 90 degrees away from the direction towards me, then I add 180 degrees and normalize the result. However, that won't help you figure out where the edge of the road is... I'm not aware of any reliable way to do that so far. You might be able to use that with the IS_POINT_ON_ROAD native to essentially keep going further from the node until you hit the edge of the road (i.e. where it's no longer on road). You'd have to come up with a pretty complex algorithm though because if you're at an intersection or something like that, then you could go forever (down a different road) and never find the "edge" if one doesn't exist.
  20. You should look into how the lights were created for this model: It's got like 5 side lights, a full LED light bar, grille lights, and rear lights on it, and they're all red.
  21. Nice. Too bad the water cannon isn't an extra that could be turned off though!
  22. Huh, I guess that got left out by the script I used to generate the zone list. I'll look into it. Glad you got it to work! That is what the zone info debug option is there for :)
  23. What kinds of changes should we expect to see in the template? Will the remapped vehicle support multiple liveries? Thanks.
  24. Thanks for the suggestion. I will contact the author of Vocal Dispatch to see if they would be interested in a collaboration. Both of our plugins offer an API, but I think any kind of integration would require some internal changes for both mods. Right now I'm working on some other priorities, but I hope to eventually enable this functionality.

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