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Pcnismo

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  1. Like
    Pcnismo reacted to FinKone for a file, Police Orders   
    I'll keep this one short. Its meant for single player use, in a single player game. This is a investigation and person management tool.



    It WILL NOT pop up if it detects another script has ownership of the person to avoid conflict in code.




    Please watch the video, it can be rather complex and hard to get the hang of.








    You can move suspects, frisk, release, place in car, order hands up, follow me, and tell to stay put.



    If you told them to stay put with LCPDFR (only pressed e ONCE) then this script will still work most the time.



    If you are pretty deep into the LCPDFR frisk/ID features, this script will not attempt to take control over them, it would be dangerous and dumb.




    If the person steps out into the street, and is in a bad spot - you can simply move them with the "Follow Me" command to move them.



    Once a person is frisked, you can look them up in the LCPDFR computer system - they tie directly into the LCPDFR system.




    UPDATE 1.01 works with any ENB.

  2. Like
    Pcnismo reacted to FinKone for a file, Backup Callout(1.0d + 1.1 LCPDFR Callout)   
    Backup Callout is a plugin for LCPDFR 1.0d, which uses LCPDFR API calls to plug in fluidly into your game.



    Its currently all about assisting a primary officer, which has requested dispatch for a additional unit (YOU), to assist him in a high risk and normal traffic stops.



    Be careful. These felons don't want to go back to jail.



    You will find bugs. You might even crash. It will improve over time.




    LEAVE CRASH REPORTS HERE


    IF YOU SHOW UP TO THE SCENE AND THE POLICE CAR AND OFFICER ARE NOT THERE, CHANGE YOUR "Els_Range_Pl", and "Els_Range_AI" to 500 or greater. This is just a update to inform users having trouble. 1.20 update soon, this is just a msg update.




    Do not upload, redistribute, or modify without permission.



    Updated 22/MAR/2015



    If you are a YouTuber, please throw my channel a plug so my kids don't starve before the winters over.



    https://www.youtube....3VACpw2Hwybi1WA



    Installing Tutorial











    Recent Update Notes :
    Update 1.20 added more spawn locations (REFER TO MAP PICTURE UP TOP FOR LOCATIONS), added even more handling and improves to protect from a crash in the event of a bad spawn. Tested and working 100% with LCPDFR 1.0d, and 1.1. Later versions after this one MAY however, require 1.1.. we'll see I want to use some of the new APIs.
    Update 1.19 added more polish to the normal traffic stops. Added more protection in the event of a bad spawn (tips from LMS and LtFlash helped a lot in improving this go around). Still going to polish up this one a bit more, should clean itself up 100% of the time without a crash in the event of a bad spawn/fail spawn. No new spawns, just didn't have time.
    Update 1.18 [hotfix] The aborts got a little jacked up, I made a mistake. Not if the callout fails to create - it should abort and clean up without throwing a fit on its way out the door. LCPDFR should no longer crash if this callout fails.
    Update 1.18 - More spawns! The warzone has been added! (Bohan), different spawn system (not location, but creation of peds), to reduce callout failure. Normal traffic stops added (Still be ready for anything... ;) ), Manager line 169 error shouldn't be a large issue any longer.
    Update 1.14 - Worked on protecting the game from having a fatal crash. Still working on the script crashes that are happening. If you are getting a null ref NOT related "GTA IVLCPDFRSVNbranchesLCPDFR Ambient ActionLCPD First ResponseLCPD First ResponseLCPDFRCalloutsCalloutManager.cs:line 169", Feel free to let me know - otherwise if that is in your log, I'm working on correcting this for the next update. 1.14 uploaded again. Only correction was the version when callout plugin, plugins. Forgot to update version. :|
    Update 1.09 "HIGHWAY" should see minimal crashing. More spawns added (check map picture). The only goal of this was to make it more stable in terms of the event spawning. There are still some issues with the events themselves (Officer car not despawning properly, minor hangs.)
    Update 1.08 "HIGHWAY" is more stable. I've disabled all old method for spawning in the cars. This is a static method. If you are having a lot of trouble with the other versions, TRY THIS. If you are not - there really is no need to upgrade. This is my attempt to discover why it works for some, but not for others. Most stable release, does not features city backups, only highwaycallouts for the BROKER AND DUKES HIGHWAY AREAS. Will not spawn them on the other three islands. South East Main Island Only (game starting location)
    Update 0.97 "Disregard the Disregards" edition - Attempts at making more stable, and reducing the chance of a disregard. Light testing on this version.
    Reduced chances of fatal crashes by putting more protection in.



    Completed Features:

    Traffic requests happen map wide, city and highway.
    4 out comes to the traffic stop - all of which can change based on the random statistics given to the felon on creation.
    Assign State or County Police Officers to Highway Traffic stops and assist (Just read the INI for once!)

    Idea pool + planned features
    Suspect flees on foot
    Suspect throws drugs on ground (player must collect)
    Improve spawning of city related felon traffic stops (rarely grabs a bad spot)
    Add carspawn options (letting players pick which vehicle in a INI spawn as the primary, and officer uniforms.), add stock spawning variety.
    Add spawn points for highway traffic stops (current method needs to grow to handle this)
    Add non-felon stops, traffic assists for normal infractions
    To add, have suspect with drugs chance to flee vehicle and drop drugs. Vehicle can be searched for drugs also (don't just clear the scene!)

    KNOWN ISSUES
    Bad spawn location for callout. Poor placement of units (sometimes in buildings) - this will improve more over time.
    Forcing a callout back to back can fail to create the police car and officer if it was not yet deleted from memory. I do not force these to be deleted, because I want the suspect car to be there when you get back!
    Bad spawning, criminals floating, incorrect position, stuck. This is most likely due to the users computer, I'll be reducing the distance they are created and see if that helps combat this issue. High end rigs / well setup games are rarely reporting this.
    Police Officer Car not despawning, but Officer despawning.
    Crash (rarely) when aiming at criminal when transition from my script control is given to LCPDFR.
    Vehicles fail to spawn and land on ground (being looked into, seems to be the case on slower computers/bogged down computers).
    LCPDFR having a issue out of my control and causing a script crash. Been talking with other scripters and have been told this one might be out of my hands. It doesn't do it that often. Its happening on accepted and I'll be investigating I way around it.
    Working on a solution for this crash error - "GTA IVLCPDFRSVNbranchesLCPDFR Ambient ActionLCPD First ResponseLCPD First ResponseLCPDFRCalloutsCalloutManager.cs:line 169"

  3. Like
    Pcnismo reacted to Lt.Caine for a file, Emergency Lighting System IV   
    ELS-IV V8.5x is the latest update to one of the most popular mods ever created for a GTA title - enhancing all forms of emergency lighting in GTA IV.
    NOTES
    − ELS is a ".ASI" script mod.
    − ELS will only work correctly when used with ELS-enabled vehicles.
    − ELS V8 uses new powerful features made possible by the AdvancedHook Library System, created by LMS--read his blog article about it here.
    IMPORTANT
    − Please consult the ELS User Guide and other documentation provided prior to use.
    − ELS V8.5 VCFs and configuration files are compatible with ELS V8.51, and no adjustments are required.
    − ELS V8.0 VCFs are compatible with ELS V8.5, however, in order to take advantage of some new features, slight adjustments are required.
    − ELS V7.0 vehicle configuration files (VCFs) are not completely compatible with ELS V8.5. Aconversion guide is provided in the documentation.
    − Always keep your AdvancedHook.dll up to date. If you already have a more recent version of the file installed, do not replace it with the one contained in the ELS download.
    − You may need to download and install the Microsoft Visual C++ 2010 Redist. Package (found here).
    − You may need to download and install the Microsoft Visual C++ Redist. for Visual Studio 2012 Update 4 (found here).
    − You may need to download and install the Microsoft Visual C++ Redist. for Visual Studio 2013 (found here).
    KNOWN ISSUES
    − (The following issues have been cataloged during testing and are under watch. Updates will be made once permanent solutions are discovered.)
    − The ELS lights on AI vehicles may sometimes be slow to turn off; increasing the values of the ClearRandAiExtrasXX options may help mitigate this issue.
    − In multiplayer, the session host may be unable to see the ELS lights of other players' vehicles past a certain distance.
    − In multiplayer, there is an issue where the user will hear a random ELS "beep" sound and this will be followed by a crash.
    − In multipalyer, repairing the vehicle may cause the user's ELS lights to de-synchronize; setting the system to LSTG3 and back to 0 once or twice should correct this issue.
    CREDITS AND ACKNOWLEDGEMENTS
    − ELS is coded by Lt.Caine.
    − LMS, for his powerful AdvancedHook, the amazing features of which (including the vehicle damage system) ELS depends upon, in addition to his valued assistance with AdvancedHook, numerous contributions to the ELS code, his persistence with regard to the vehicle damage issue, and his very generous and invaluable work pertaining to ELS debugging and crash prevention;
    − Sam, for his valued assistance and contributions to the ELS code, his powerful and professional public relations skills and work on behalf of ELS, as well as his persistent desire to lend a helping hand;
    − PoliceWag, for his expert feedback, suggestions, and extremely dedicated help and patience, particularly in testing MP compatibility—he is the inspiration and motivation for ELS’ online features, and he worked tirelessly to ensure that these were up to standard;
    − BxBugs123, for his dedicated help, feedback, and constant innovation with regard to ELS vehicle models (particularly the DRO lighting types).
    − NicolaiB, for his unrelenting help and support throughout the testing process and, of course, for his awesome videos;
    − Break, for his advice regarding German lighting patterns, his countless suggestions, and his instrumental assistance in weeding out issues;
    − cp702, for his valued assistance in weeding out issues and, without whose persistence, ELS would not have supported added vehicle slots;
    − Aru, AlexanderBlade, and HazardX, without whom coding for GTAIV would be impossible; and,
    − the ELS users, who ultimately provide the motivation necessary to take upon such endeavors.
    − The ELS testing team consisted of (in alphabetical order, except lead): PoliceWag (lead), bosco154, Break, BxBugs123, cp702, James, kjel0112, Mag292, NicolaiB, Sam, and SnH FireFighter.
     
  4. Like
    Pcnismo reacted to Guest for a file, Indicator Script   
    Features:
    - left/right indicator
    - hazard indicators
    - permanent lighted indicators (like position markers)
    - key config via ini-file

    Planned in future:
    - flash indicators just while pressing a defined key (for now just toggling available)
    - add this mysterious ticking noise when indicators are on (coming from the indicator relais in real life^^)

    Anything missing? Just leave a comment...
    (for keys look at the included read me!)


    Recommended other mods:
    - TBoGT Vehicle Lights Fix ( http://www.gtagarage...ow.php?id=14536 )
    -> this will correct most of the problems with the vehicle's lights like indicators not flashing etc. - thanks to sam for pointing that out :)

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