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Darkmyre

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Everything posted by Darkmyre

  1. if (Game.LocalPlayer.Character.DistanceTo(vector3)>minimumDistance) { return false; } Semi-pseudocode as I'm not on my dev pc atm for proper syntax etc, but hopefully it should make enough sense.
  2. I would absolutely love to be part of anything like this, I've had the idea myself but lack the time to invest in the initial setup (and I'm already managing far too many web projects to take anything extra on). Anything that makes for a more immersive unified "world" that brings us even a millimeter closer to LSPDFR Online would be amazingly awesome IMO!
  3. The new boat should be good for some water-based callouts, at least.
  4. Ah I didn't even think of that!
  5. @PNWParksFan FWIW you can actually merge the declaration and loading bits for even cleaner code, as I've done below (not my idea, but something I learned from one of the older threads in here, I think it may've been Stealth22's example originally?) internal static class Settings { internal static InitializationFile INIFile = new InitializationFile(@"Plugins\LSPDFR\AgencyCallouts.ini"); internal static bool RestrictCallouts { get { return Settings.INIFile.ReadBoolean("Settings", "RestrictCallouts", true); } } internal static String EnhanceLoadout { get { return Settings.INIFile.ReadString("Settings", "EnhanceLoadout", "yes"); } } internal static String ForceAgency { get { return Settings.INIFile.ReadString("Settings", "ForceAgency", "None"); } } internal static Keys Interaction { get { return Settings.INIFile.ReadEnum<Keys>("Keys", "Interaction", Keys.T); } } internal static Keys Menu { get { return Settings.INIFile.ReadEnum<Keys>("Keys", "Menu", Keys.End); } } internal static Keys Action { get { return Settings.INIFile.ReadEnum<Keys>("Keys", "Action", Keys.Y); } } internal static Keys CPR { get { return Settings.INIFile.ReadEnum<Keys>("Keys", "CPR", Keys.U); } } } I assume its possible to define the set action in the same line to update the ini file, but I haven't messed around with that myself yet.
  6. OMG TRAINS! There goes my weekend......
  7. I've been using the Logitech G602 for around 6-8 months now and cannot fault it - performs great and has amazing battery life.
  8. Maybe try attaching a blip to it, if you're not getting exceptions when accessing its properties it seems like it exists, but maybe it's flying off or something?
  9. I found to fix this, I had to run GTA itself in borderless window mode, not fullscreen, and then set OBS up for Window Capture.
  10. Things like Native Trainer. I can't remember if it's one of the ones that has those kind of features, but its the right type of mod to be the culprit.
  11. Do you have mods/plugins other than LSPDFR installed? If you have a trainer, you might need to check its options, possibly also disabling any keybindings (I've seen one or two trainers with some pretty randomish things having default keybindings, and most of them detect the keypress even if you're in an LSPDFR menu/typing in the computer/etc).
  12. Tried to do a nice calm Sandy Shores general duties patrol in the Ford XR6, ended up being led on a wild pursuit along 68 and all the way into downtown Los Santos by some crazy street racers!
  13. Testing out some new callouts I'm working on with a Paramedic/Ambulance patrol tonight:
  14. Try wrapping it in its own Gamefiber. I've had some real weird stuff go on when spawning peds/vehicles just as part of OnBeforeCallout where things just wouldn't even try and work till you got right up on them, I guess it has something to do with how GTA manages peds/vehicles in memory.
  15. Ah nice, thanks Albo! Here we can see the pitfalls of searching for specific entire keywords instead of partial keywords lol
  16. Had a bit of free time, so whipped up a quick plugin to provide custom keyboard/controller bindings to the siren controls: When it's not almost 4am, I'll poke around more and see if its possible to add a custom binding to toggle on/off the secondary siren, cause holding down the left thumbstick is annoying too.
  17. Does anyone know if it's possible to detect collisions between entities? For one of my new callouts, I'd like to be able to detect whenever the a particular vehicle crashes, whether into another object or the environment. I've had a look through the natives and cant seem to find anything, but I'm hoping there's some way I've overlooked.
  18. Taking a break from patrol videos today, to bring everyone a quick tutorial on how to use the backup/revert feature built into RPH so that Rockstar updates wont stop you playing LSPDFR.
  19. My Roadblock callout, to make the police vehicle chase the suspect towards the player. Another idea that might work, is assign all the vehicles an identical DriveToPosition task, with a WaitForCompletion() on the last task. You could probably even work out relative positions for the follow vehicles to make them keep formation a bit better.
  20. I'm using ped.Tasks.ChaseWithGroundVehicle() but in the context of a 'pursuit', probably wouldn't suit a convoy situation.
  21. This worked for me to block a ped from being stopped on foot by the player, in theory I suspect it'd work for traffic stops too but I haven't tested that personally: Functions.SetPedCantBeArrestedByPlayer(Ped, bool);
  22. Darkmyre posted a gallery image in GTA V Galleries
  23. If you're on steam, right-click the game in your library and select 'properties'. Click "Set Launch Options..." and type into the box -scOfflineOnly. Click Ok, Close, then you'll be able to launch the game. Note that this will force your Social Club to offline mode, you wont be able to see friends online or play GTA:O.. but at least you'll be able to play LSPDFR (and any other story-mode based stuff) till R* fix their shit. When it's working again just follow the steps removing the text from the launcher options box, and you'll be back in online mode.

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