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falcon3y

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  1. Like
    falcon3y reacted to wfpearl in AI Police Stuck   
    guess we will have to wait for the scripthook update for full functionality again.
     
  2. Like
    falcon3y reacted to wfpearl in AI Police Stuck   
    are you, by chance, using the AsiSupport plugin for Rage plugin hook in place of scripthook V? I noticed that when i load that particular plugin, backup stops moving. 
  3. Like
    falcon3y got a reaction from Reddington in vehicle search?   
    Thank you for clearing that up. Didn't work for me and I read some comments that it weren't work for others. However, turned out I for some reason didn't copy over the API files from Darkmire during the install process. It's now working flawlessly. Thanks.
     
    Please close!
  4. Like
    falcon3y reacted to Slendis in Parts of world are not visible   
    Oh you lucky man, it didn't even work for me to revert using Ragehook D: 
  5. Like
    falcon3y got a reaction from Pavy in Rage 0.46 out   
    http://forums.ragepluginhook.net/default.aspx?g=posts&t=3819&find=unread
     
    Anyone tested it yet with the most common plugins on lspdfr?
     
    Also, anyone tested this out yet?  "Added support for customizing vehicle emergency lighting patterns and install these + sirens into regular vehicles as well. See the EmergencyLighting class." :D
  6. Like
    Hey all,
    Recently the OpenIV team has made the carcols.ymt file available as an XML file which allows editing. Big thanks to them for that as this is what makes this project possible. You can find the carcols.xml here: https://www.gta5-mods.com/tools/carcols-ymt-converted-into-xml-format
     
    Anyways on to the meat of it. The carcols is where all vehicle sirensettings are configured. Vehicle developers are probably familiar with this and most, but not all, vehicles currently released have been configured to work with sirensettings 1. Looking in the carcols we can see exactly where siren setting 1 is configured and learn about the structure of sirens. This is a shortened portion of the configuration for siren setting 1:
    The full xml contains definitions for all 20 siren elements in order, but I have removed sirens 2-20 for the sake of making it easier to read. So far, here is what I have learned:
    The game engine caps the maximum number of sirens at 20 per sirensetting. Custom sirensettings can be added to the file and used. Corona colors and intensity can be edited for each individual siren (format for color: AARRGGBB). They can also be removed completely. Each individual siren can have it's own individual flash pattern (and these can be user created, not just selected from a list) Headlight and taillight flashing can be configured with custom flash patterns - one user has already released a modification that enables headlight flashing. You can set the number of "beats" per minute that the lights will flash using sequencerBPM value. This value will apply to all of the sirens for that specific sirensetting. You can set individual sirens to be rotating or non-rotating and configure their speeds.  
    So far I have not done any work with rotating lights. For non-rotating lights, the flash pattern can be custom configured by editing the sequencer value under "flashiness" for each siren. In the snippet of code posted above, the siren uses the following configuration:
    <sequencer value="1431655765"/> At first glance it looks to be just a random number. This is actually a 32-bit integer, and when you view it in binary, the flash pattern becomes clear:
    01010101010101010101010101010101 So this siren uses a simple alternating flash pattern - off, on, off, on, off, on, etc. These can be configured to create new and far more complex flash patterns than are currently in the game. Along with increasing the sequencer beats per minute you can create some neat stuff.
     
    Here is a (very quickly) thrown together demo to showcase possible patterns. This vehicle uses 6 sirens: two for all the red and blue lights, two for the traffic advisor (which is an extra), and two for the headlight strobes. The headlight strobe coronas have been modified to be white and the vehicle uses a completely custom sirensetting. The pattern for the red and blue lights has been customized for alternating speeds.
     
    Again, this is just rough stages of research so far, but I wanted to share what I had found with the community. Hopefully this will be useful for vehicle developers in designing cars which are non-ELS but offer similar levels of functionality. I will be updating this thread with further research as I discover new things.
     
    Thanks for reading and happy modding!
  7. Like
    falcon3y reacted to Captain14 in Lightbar colors   
    You have to change the color of the respective corona by editing the carcols.ymt. Find the siren you would like, e.g. siren1, under the sirensetting you're using and edit the corona color. You will see a line that reads something like this:
    <color value="0xFFFF0300"> That's the color the corona will flash represented as ARGB in hex. 0xFFFF0300 is red, 0xFF000AFF is blue.
  8. Like
    falcon3y reacted to TaylorSwift in 2016 Florida Highway Patrol Pack   
  9. Like
    GTA V testing with Siren Mastery mod (don't mind the cardboard faceplate, i forgot my drill bits at work, haha). That damn pesky computer lol
     
  10. Like
    I have a project in the works I thought some of you fellow whackers would enjoy. I'm working on a complete driving simulator with a functional console setup for the ultimate realism, it'll work along side with LSPDFR and ELS (When released). Essentially it'll be a USB steering wheel with pedals and a 12" Havis console with normal and momentary rocker switches that will activate ELS functions via USB. I'm also looking into being able to utilize smart controllers (Such as the Feniex 4200) for the ultimate realism. I build law enforcement vehicles for a living and have dealer accounts with multiple industry manufacturers and may look into selling these pre-built console setups down the road if it works out. I'm currently in the process of purchasing all the necessary parts needed for the build, but unfortunately I won't be able to do much until ELS is released. Stay tuned for updates!
  11. Like
    falcon3y got a reaction from BlueSteelShield in Lightbar colors   
    Hello.
    I wondered. Many of the lightbars on mods have lighter blue flashing opposite to the original lighting for the GTA V emergency vehicles for example. When you make your sirens, do you change the color of the dummy to something that will mix into lighter blue with red/blue to get that color or how do you do it? Trying to modify my own lightbar away from the default coloring.
     
    Also, when it comes to letting the lightbar light up the environment when activated, do you place dummy's underneath the car around it or? 
  12. Like
    falcon3y got a reaction from OfficerArchie in Request for Model   
    Too bad I can't import that since it's the old Zmodeler files, otherwise I might give it a shot too.
  13. Like
    falcon3y reacted to Deactivated Member in [Request] LASD Tahoe   
    ^ what he said. I work alone on my projects, only person I work with is @solo
  14. Like
    falcon3y reacted to Alex_Ashfold in EUP: California Project   
    Sure my lord
    just taking a small break, beacuse I spent 3 days straight 24/7 working on EUP, now i need to fill some needs.
  15. Like
    falcon3y reacted to Alex_Ashfold in EUP: California Project   
    it triggers me tho, not only the FBI logo, but all the other things in game, that will suddenly makes no sense, like LSPD stations, road names, any references to san andreas really..alot of pain just to get a game universe changed into the real counterpart.
    Even the map is not an exact replica of California. Even when you think you are done with your total ''overhaul california project'' there is gonna be some thingsyou won't able to change. So honestly I don't see how doing LAPD cars or peds is worth out the trouble to get it more ''realistic'' especially if breaks the logic and realism you were looking for.
    We all have our own tastes, for sure. I am not saying people shouldn't do real life mods, but calling them ''better'' ''fixes'' and ''realistic'' is out of place, we could define them to be closer to the reality, but not realistic. that would mean other game enhancement mods would be unrealistic because the logo/text would refer to Los Santos/San Andreas.
    I noticed a tendency in modding communities where people think that real life = Better (i remember trying to install a crown vic in GTA IV, and going through 12 pages of textures mod to find a proper LCPD livery) #2016FirstWorldProblem
    that's just wrong.
  16. Like
    @falcon3y @DoubleP99 The last update (1.5.2.0) should resolve the language loading issue - there was a bug in the loading code that's been resolved.
  17. Like
    falcon3y got a reaction from DivineHustle in GTA V weapon strap?   
    Hey guys! Please move this if this is in the wrong section.
    I've been looking around for a mod that would give better realism and immersion to my gameplay in term of carrying larger firearms with me on patrol. I'd be looking for a mod that attaches for example the carbine rifle to the chest, virtually making it look like it's holstered with a strap around your neck. I know we had this back in the day on GTA IV and I was wondering if anyone knew if there was something out there for GTA V? I've been doing some searching but I couldn't find one.
    It might sound like a stupid thing to be looking for, but I squint my eyes everytime I just scroll out my AR-15 while on foot compared to actually unholstering the small caliber handgun.
  18. Like
    You can download the language packs manually from the internet instead of using the buit-in language manager that Windows 10 offers. Doing this will most likely resolve your issue. https://support.microsoft.com/en-us/kb/972813
  19. Like
    falcon3y got a reaction from SuperStumpje in Get the suspect into the vehicle/cruiser   
    @SuperStumpje Thanks a lot for the answer, tried it out and it works like a charm. I thought you had to press keys, so I've been pushing E and F 10000 times extra over the last couple of months trying to get them in, but when I tried your method of just opening the door and then walking to the back, they just hopped into it like an angel. Thanks!!
  20. Like
    falcon3y reacted to SuperStumpje in Get the suspect into the vehicle/cruiser   
    It's indeed a bit picky, but what I do is I let them enter on the drivers side, and then when the door is open I walk round the back of my car. Normally, that should do the trick.

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