Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

PeterU

Members
  • Joined

  • Last visited

Reputation Activity

  1. Like
    PeterU got a reaction from hexex in Lspdfr+ Statistics error   
    It looks like something is corrupt in your LSPDFR+ statistics file.
     
    Please rename GTA V folder\plugins\LSPDFR\LSPDFR+\Statistics.xml to something else (e.g. Statistics.old). Then start the game again.
     
    Does this still occur?
  2. Like
    I have discovered a reproducible crash in LSPDFR itself that occurs when asking a ped for ID, where that ped has had their Persona replaced using the API.
     
    [6/10/2019 7:18:34 PM.180] LSPD First Response: ============================== [6/10/2019 7:18:34 PM.180] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK [6/10/2019 7:18:34 PM.181] LSPD First Response: ------------------------------ [6/10/2019 7:18:34 PM.181] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>". [6/10/2019 7:18:34 PM.182] LSPD First Response: ------------------------------ [6/10/2019 7:18:34 PM.183] LSPD First Response: Exception type: System.NullReferenceException [6/10/2019 7:18:34 PM.184] LSPD First Response: Exception message: Object reference not set to an instance of an object. [6/10/2019 7:18:34 PM.184] LSPD First Response: ------------------------------ [6/10/2019 7:18:34 PM.185] LSPD First Response: Inner exceptions: [6/10/2019 7:18:34 PM.185] LSPD First Response: ------------------------------ [6/10/2019 7:18:34 PM.186] LSPD First Response: Stack trace: [6/10/2019 7:18:34 PM.187] LSPD First Response: at LSPD_First_Response.Engine.Scripting.Entities.Persona.CreatePed(Persona persona, Vector3 position) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\Persona.cs:line 447 [6/10/2019 7:18:34 PM.187] at ............................................................................................................................GetPedHeadshotTxd(Persona persona, Boolean bigHeadshot, Boolean noObscuredFace) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Functions.cs:line 2095 [6/10/2019 7:18:34 PM.189] at .......................................................................................................................................................................................................................................................() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\PedInteraction.cs:line 126 [6/10/2019 7:18:34 PM.190] at .......................................................................................................................................................................................................................................................() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\PedInteraction.cs:line 108 [6/10/2019 7:18:34 PM.190] at .......................................................................................................................................................................................................................................................(........................................................................................................................... ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\ThreadedScriptComponent.cs:line 86 [6/10/2019 7:18:34 PM.191] at .......................................................................................................................................................................................................................................................() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\RecurringTask.cs:line 48 [6/10/2019 7:18:34 PM.192] at .......................................................................................................................................................................................................................................................() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Main.cs:line 54 [6/10/2019 7:18:34 PM.192] at .......................................................................................................................................................................................................................................................() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\LSPDFR.cs:line 741 [6/10/2019 7:18:34 PM.193] at Rage.GameFiber.Main() [6/10/2019 7:18:34 PM.193] LSPD First Response: ============================== Proof of concept (in context of a PoC callout plugin😞
    ped = new Ped(); ped.SetPositionWithSnap(Game.LocalPlayer.Character.GetOffsetPositionFront(3.0f)); Persona newPersona = new Persona("Testy", "McTestFace", LSPD_First_Response.Gender.Male); Functions.SetPersonaForPed(ped, newPersona); Game.DisplaySubtitle("Now cause the ped to be Stopped by Player by holding 'E' and ask for ID."); I've also built the DLL in case it's easier to throw this in plugins\LSPDFR, go on duty and reproduce the crash.
  3. Like
    PeterU got a reaction from LtFlash in 0.4.2 API Update - Chase attributes   
    I would welcome the ability to set chances on whether or not a suspect fleeing on foot will attempt to hijack a vehicle (or perform other actions that "raise the stakes" of the crimes they have thus far committed) -- it seems to me that not all fleeing suspects would want to escalate  things as they do sometimes in 0.4.
  4. Like
    PeterU got a reaction from sEbi3 in 0.4.2 API Update - Chase attributes   
    I would welcome the ability to set chances on whether or not a suspect fleeing on foot will attempt to hijack a vehicle (or perform other actions that "raise the stakes" of the crimes they have thus far committed) -- it seems to me that not all fleeing suspects would want to escalate  things as they do sometimes in 0.4.
  5. Like
    PeterU got a reaction from PNWParksFan in 0.4.2 API Update - Chase attributes   
    I would welcome the ability to set chances on whether or not a suspect fleeing on foot will attempt to hijack a vehicle (or perform other actions that "raise the stakes" of the crimes they have thus far committed) -- it seems to me that not all fleeing suspects would want to escalate  things as they do sometimes in 0.4.
  6. Like
    PeterU reacted to LMS in 0.4.2 API Update - Chase attributes   
    Hi fellow developers,
     
    @PNWParksFan and I have been busy discussing a wide range of possible internal values exposed via the API that concern arguably the most core part of LSPDFR: chases. Since it is such an integral part I would like to also get some feedback and suggestions from you to make sure we don't have to go back and forth too much and get it right the first time. Ideally, in a later release some of the values could be shipped as presets to make life a little easier. Please note that while some of the attributes are already implemented others are just suggestions and might not be included in a future release. The current list can be loosely grouped as "Chances" and "Attributes".
     
    Chances
    Surrender chance for when the car is badly damaged Surrender chance for when the car was pitted Surrender chance for when the car was pitted and slowed down significantly as a result Surrender chance for when the car was pitted and crashed as a result Surrender chance for when a tire burst Surrender chance for when a tire burst and the car crashed as a result Average time after which a suspect will surrender once one or most tires have burst  
    Attributes
    Maximum driving speed Minimum driving speed Maximum running speed Exhaustion interval (after a certain time, the suspect slows down a little) Exhaustion duration (how long the suspect will remain exhausted) Handling ability (general improvement of the suspect's handling over the stock V AI) Handling ability during turns (this is slightly higher than the normal handling ability) Maximum turn aggressiveness (this specifies how early and how fast a suspect will take a turn) Minimum turn aggressiveness (like above)  
    The ones above should all be fairly simple and self explanatory. They are also already used internally for the most part and hence will simply be exposed via the API. The values below are a little bit more "experimental" and any feedback would be greatly appreciated.
     
    Handling ability change per burst tire: I am thinking a scale of 0.0f - 1.0f which will affect the handling ability of the suspect like a multiplier (negatively). A value of 0.0f would have no effect at all, whereas a value of 1.0f would reduce the handling ability to 0 if just one tire had burst. The formula would work like this: HandlingAbility = SituationalHandlingAbility (no turn/turn) * (1 - (BurstTireMult * tires burst)). Setting it to 0.25f would thus gradually lower the handling ability for a 4-wheel vehicle until it reaches 0 for when all tires are burst. Good idea, bad idea? Average time for surrendering after a tire burst multiplier, affecting the time per burst tire. Could work much like above, a value of 1.0 would immediately reduce the average time to 0 per burst tire.  
    Another suggestion that came up was setting the maximum speed once at least one tire had burst. I think the handling ability change will tie in with this, but a multiplier like above that lowers it from the current maximum speed could also work. Or do you think a separate fixed maximum value would make more sense?
     
    Thanks for your help and please feel free to suggest other values too!
  7. Like
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  8. Like
    PeterU reacted to Sam in LSPDFR 0.4 - Information for developers   
    As LSPDFR 0.4 nears completion, we hope this topic will help in providing some clarification for developers who make use of our API about what the changes in 0.4 mean for them and their work.
     
    Firstly, the significance of the changes to LSPDFR that 0.4 brings can't be overstated.  LSPDFR 0.4 introduces changes to almost every aspect of the mod and will take a little getting used to.  We think that the overall experience is much improved from 0.3, and a lot of the features that we introduced in 0.3, or earlier versions, have been dramatically changed, expanded upon or entirely re-worked.  It's important to keep this in mind as such drastic changes will unavoidably have the potential to cause issues across the board.
     
    In regards to our current approach, our main priority at this time is to release a public version of LSPDFR 0.4 as soon as is possible.  In short, this means that our focus is and has been very much on the core experience of the mod.  As a result, while we will still ship the first public release of LSPDFR 0.4 with a functioning API, it will not be substantially different from the current LSPDFR 0.3 API.  Additionally, we are committed to ensuring that custom callout plugins remain compatible with LSPDFR 0.4.
     
    We understand that this approach might cause some initial disappointment, but we think it is the most sustainable way of doing things both in terms of people being able to play 0.4 as soon as possible (which obviously is very important), but also from an API and development perspective.  As said above, a lot has changed in 0.4 and we want developers to have the opportunity to properly familiarise themselves with the new version and get a feel for what sort of content they'd like to create and what sort of things they'd like to change.  
     
    Just like with previous versions of LSPDFR, we are committed to pushing post-release updates and hotfixes for 0.4, with a view to following up with a minor 0.4.1 version, which will focus primarily on extended API functionality.  During this process, we will work with developers to incorporate their suggestions and requests for the 0.4.1 API, and will also provide development builds of 0.4.1 to developers for testing.
  9. Like
    PeterU got a reaction from Stickmangames0 in Computer+   
    To re-enable the controller binding for opening Computer+, you may need to look at its .ini file. I believe a recent update disabled the controller binding by default.
  10. Like
    PeterU got a reaction from gouliouras in LSPDFR not launching   
    I have compared the trace you provided in PM to a similar trace when I launch RagePluginHook.
     
    It appears that RPH is not detecting that you have read the disclaimer that appears on first launch, thus is not even getting far enough to attempt to launch GTA.
     
    This itself isn't the problem, but it implies that there is a problem with RPH being able to render its screens at all, before it even starts trying to launch the game or anything.
     
    There are a few possibilities I am seeing from the trace:
     
    Could you disable RivaTuner or the MSI AfterBurner software if this is installed and try again? Could you disable NVIDIA ShadowPlay if this is running and try again?  
    The final line of the trace shows that a Windows Error report was attempted to be saved. Could you open Event Viewer from Start > Windows Administrative Tools. Look under Windows Logs > Application and click Find on the right. Search for RagePluginHook for any entries that may give us further details.
  11. Like
    PeterU got a reaction from idklol37 in LSPD:FR crashing after going on duty   
    It will be necessary to see the RagePluginHook.log file in your GTA V folder to have any details of what has gone wrong. Please post this in a spoiler tag.
  12. Like
    PeterU got a reaction from Maxmov in How to run GTA:O with LSPDFR installed?   
    The best approach is to maintain two copies of the game folders and swap between them depending on whether you want to play GTAO or LSPDFR etc. Albo1125 has a great video on how to do this.
  13. Like
    PeterU got a reaction from Stickmangames0 in Computer+   
    As with any plugin update, download it from this site and copy the files in the downloaded package into your GTA V folder as the instructions will say.
  14. Like
    PeterU reacted to godwarrior199 in not loading when going on duty   
    thank you so much it   fir the  problem 
     
  15. Like
    PeterU got a reaction from Kalleboston in Question about game files   
    The 'common' files that many mod authors release allow them to avoid writing code that does the same thing and including it in multiple different plugins.
     
    In general, you can replace these files when adding a new one that also includes it — just make sure that you do not replace a newer version of the "common" file with an older version. You can check version numbers by right-clicking the file, choosing Properties and going to the Details tab.
  16. Like
    PeterU reacted to BQCOM in RAGE loading and loading   
    Thats it! Thank you.
  17. Like
    +1 to the above. I had keep calm installed and it caused many lags. I couldn’t even get it to run smoothly. I have realistic speed radar and lspdfr 0.31 and Albos plug-ins and a few callout packages. Mainly Tacco and Wilderness and PeterU Callouts. 
     
    @PeterU thanks for developing a great callout Pack by the way! I love responding to all of them. Keep up the great work. (I know this is off topic but wanted to publicly thank you.)
  18. Like
    PeterU got a reaction from Jacrispyxd in Help with going on duty   
    Does nothing at all happen on F4, or does the game pause/resume when you press it? This will help us know whether the RPH console is working at all, or if you just can't see it.
  19. Like
    PeterU got a reaction from MikeVidlak in error   
    Please also check that Windows 10's "Game Mode" is switched off in the Settings app.
  20. Like
    PeterU got a reaction from President Shadow in Hurricane Harvey support drive and matching donations   
    I'm very happy to support this effort and have made a $25 donation. It's wonderful to see an opportunity to bring our communities together to make a difference and I hope others will be able to contribute what they can.
  21. Like
    I'm very happy to support this effort and have made a $25 donation. It's wonderful to see an opportunity to bring our communities together to make a difference and I hope others will be able to contribute what they can.
  22. Like
    PeterU got a reaction from PNWParksFan in Hurricane Harvey support drive and matching donations   
    I'm very happy to support this effort and have made a $25 donation. It's wonderful to see an opportunity to bring our communities together to make a difference and I hope others will be able to contribute what they can.
  23. Like
    PeterU got a reaction from Reddington in LSPDFR , crash after all plugins load ! pls help   
    It looks like you haven't installed all the components needed for the Police Partner mod.
     
    Try installing the latest DarkAPI and try going on duty again.
  24. Like
    PeterU got a reaction from VioletHell in LSPDFR , crash after all plugins load ! pls help   
    It looks like you haven't installed all the components needed for the Police Partner mod.
     
    Try installing the latest DarkAPI and try going on duty again.
  25. Like
    PeterU got a reaction from Starmix in British Policing Script crashes my game   
    Please provide a RagePluginHook.log file. Without this, we won't be able to find out what exactly is causing the crash.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.