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Darkmyre

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Everything posted by Darkmyre

  1. One callout to rule them all...
  2. Sounds like you've installed a mod that affects the relationships.dat. Assuming you used a mod folder or took a backup, all you'll need to do is restore your backup of common.rpf/data/relationships.dat
  3. Hoping some talented graphical person could possibly make a couple of textures/liveries for a couple of the cars I'm using. AFP Specialist Response Group NSW Highway Patrol: I'm graphically challenged otherwise I'd make these myself.
  4. Been a while since I did a night patrol, so today's stream was a 2am Highway Patrol on the inner city highways, ending with my officer being killed in the line of duty.
  5. Loving it so far. One suggestion though, it'd be great if we could get some immediate feedback that EMS is responding. There's a pause between pressing the button and seeing that the first responder is responding, which often results in me stupidly calling in two sets of EMS as I think the first one hasn't worked. Perhaps a notification showing the player-officer calling dispatch for EMS? (The pause is almost certainly to do with my own PC and not this mod, since its about the same duration as the pause I get from my own plugins when loading XML files... probably because I don't currently have an SSD)
  6. Were you trying with passenger seats? I know it works for the drivers seat, as my GTA ambient event uses Tasks.EnterVehicle and I've seen peds triggering it rip out the driver of the target vehicle.
  7. Yes please, we need more Aussie (especially NSW) cars! There's a VE model already, but I've only seen VIC and QLD liveries for it. Not quite a HSV either, but tweaking the handling settings you can still make it fly
  8. AFAIK there's no way yet for modders to import new animations into the game, this is why we're limited in terms of arrest animations. So, unless R* made using-a-police-computer animations, this probably isn't possible.
  9. Darkmyre commented on ConsKrypt's gallery image in GTA V Galleries
  10. This morning I managed to actually keep my patrol to the ghetto (mostly). Brief preview of my new WIP Pimping & Solicitation callout at the end.
  11. Tried to do an unmarked ghetto patrol - the perps had other ideas, and led me on a crazy pursuit all the way to Sandy Shores.
  12. Hmm, I was thinking it would be the culprit, but I just checked the code and crowbars arent one of the potential murder weapons, so yay its not my plugin after all! I'd guess another plugin you've got installed has ambient events that give peds weapons, and the author isn't checking if the ped he's arming is actually a person.
  13. Do you happen to have GTA Comes Alive installed?
  14. Pretty much... though, I use a mods folder - if you dont, there's a good chance Steam will detect the modified files as being "corrupt" and re-download them. If it does that, you should then be able to copy your modified files back into the directory again - you'll then have all your modded files intact, and steam will have setup all the proper registry stuff. Of course, this is all assuming your current modded install is the current game version. If you're still on a previous version for your modded install, I have no idea how steam will deal with that, you may need to install GTA fresh and re-apply the mods.
  15. @Albo1125 any chance you could add a check to the drugalyzer to confirm we're done with a suspect that comes back clear? It seems if they're not in a traffic stop, a ped that comes back negative/negative gets dismissed, would be great if there was a simple "press (some key) to release suspect, press (some other key) to investigate further" like the breathalyzer plugin has.
  16. carvariations allows for livery/colour differences (and probably other differences). Vehicles.meta defines things like the interior used, the handling line it'll use, and probably some other stuff. Handling.meta defines the actual handling lines that vehicles.meta points to (eg, you can have a single entry in handling.meta for a granger, then in vehicles.meta use that handling line for the granger, sheriff2, fbi2, pranger slots since they're all different versions of the same car). If your cars work fine and handle ok in game, you can probably get away with not including meta lines for them - just make sure you list which vehicle slot they're designed for (ie, the one you tested in and worked fine). If you're using the police slot for example, and I install your car to my fbi2 slot for some random reason, it's probably going to drive badly. The most common handling issue I've seen is with vehicles needing their mass / center of gravity tweaked, which is evident when trying to turn at high speed and the car goes flippity flippity flip.
  17. Should work just fine with Steam as long as you put it in the right folder structure, when my partner got GTA we didnt have the bandwidth to download the 60 gigs again so just copied it over the local network onto her laptop and it worked fine. You can even do it before installing via Steam - when you install steam will perform an additional "discovering existing files" step and build whatever cache it needs to know the files are installed properly or whatever. I also use OneDrive to sync my mods between my desktop and my alienware laptop so I can still game when in transit - I seem to be one of a rare breed that actually got a decent machine from alienware.
  18. Back in Sandy Shores, the most interesting/crazy place to patrol.
  19. Well, the numbers in the indices field are definitely not RGBA... no idea what they are, but the first number seems to be what determines the colour (or at least the primary colour, I guess its reasonable that the others may be secondary/trim/something else colour codes?). Also found this list demonstrating the available colours and listing their index, which so far seems to match: http://imgur.com/a/F4Ptk
  20. Thanks, think I've got it kinda worked out now.. are the indices just RGBA?
  21. It's not the liveries that are the problem, but the base paint colour of the car. In the screenshot below, I've changed my car's paint to metallic red via the trainer - what I'd like is for the spawned cars to have random paint jobs too instead of being all white as they are below.
  22. Hmm, I missed that bit. I had a look through the FiringPattern enum (last parameter for FireWeaponAt) and all of the firing patterns seem projectile-based, so it might not work for melee weapons.
  23. So here in the ACT, we have quite the colourful police fleet. Now that I'm using Australian cars (including one with the ACT livery), I'd really love to have them spawn in different colours. I've poked around in the various meta files and cant seem to find how/where this is controlled, and am hoping someone else has figured this out and can let me know which meta file and which field needs tweaking? I can use a trainer to tweak my own car, but it'd look even more realistic if my backup has the full range of colours rather than boring old white.

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