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ericcelrosu

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  1. Like
    ericcelrosu reacted to LMS in Boat pull over   
    There were issues with boat drivers randomly driving off during pullovers which are now fixed in this release. You can now do proper water based pullovers and might want to look into Coastal Callouts for that as well.
  2. Like
    ericcelrosu reacted to UnknownBastion in Enabling in-game blips   
    I believe it is in the current version of LSPDFR. However, Im not exactly sure how to get it enabled more.


     
     
    The only thing I can think of is either the backup.xml or agency.xml. I believe it is the agency.xml so you might want to look around there.
  3. Like
    ericcelrosu got a reaction from Malsvirikk in Unable to report crime with "B"   
    Yes,I have noticed the same thing,also the hitandrun crime cannot be reported anymore.
  4. Like
    ericcelrosu got a reaction from Malsvirikk in About world events   
    So let's say I kinda want a more immersive world using the lspdfr features only. I have increased the number of events and the interval to have them more often. But I did that hoping to have more fights on the streets or some auto thefts encountered more often. But I was wrong,I've got more traffic stop events and some other things lspdfr creates which you cannot report the crime. Can you add the option to set the likehood of a specific world event to happen? Also in the previous version,I think 0.4.3,there were a lot more crimes to report like hit and run or some random shooting. In 0.4.6 I can't even report a random guy shooting sometimes and I want overall to be able to use the call in or the report crime feature in a lot more cases,at least the cases from the previous version of it. @Sam I would really appreciate any kind of help
  5. Like
    ericcelrosu got a reaction from Dreyfus in Your best LSPDFR 0.4 screenshots?   
    Some of my best screenshots so far. Just enjoying the beautiful view a bit 😉😎




  6. Like
    ericcelrosu got a reaction from LMS in Your best LSPDFR 0.4 screenshots?   
    Some of my best screenshots so far. Just enjoying the beautiful view a bit 😉😎




  7. Like
    ericcelrosu got a reaction from BlueLine Vibes in About world events   
    So let's say I kinda want a more immersive world using the lspdfr features only. I have increased the number of events and the interval to have them more often. But I did that hoping to have more fights on the streets or some auto thefts encountered more often. But I was wrong,I've got more traffic stop events and some other things lspdfr creates which you cannot report the crime. Can you add the option to set the likehood of a specific world event to happen? Also in the previous version,I think 0.4.3,there were a lot more crimes to report like hit and run or some random shooting. In 0.4.6 I can't even report a random guy shooting sometimes and I want overall to be able to use the call in or the report crime feature in a lot more cases,at least the cases from the previous version of it. @Sam I would really appreciate any kind of help
  8. Like
    ericcelrosu got a reaction from BlueLine Vibes in LSPDFR 0.4.6 & LML - Now available!   
    I think it's a bug of this new version. There were also the hit and run event to report,but I supposed it was removed since the rage console doesn't show it up when it happen like before. Unfortunately no devs have replied that are aware of this situation. Also the ability to set the probability of which world event in particular to happen will be a great addition.
  9. Like
    ericcelrosu got a reaction from Reddington in LSPDFR 0.4.6 & LML - Now available!   
    Yeah what can I say that's not really police stuff you're talking about :))
  10. Like
    ericcelrosu got a reaction from Cyanotic in Need more reworked animations.   
    Do you know why I like to use the vanilla LSPDFR features? It's because they have better animations when I interact with different people as a cop. Yeah I know that different plugins can create a more real-life situations but they really lacks on animations. As an example we have this video:
    The arrest animation has been cut for the player use only when he puts the cuffs on. Then the 0.4 version added the grabbing option wich is basically a combination of this thing in the video with a basic walking animation. It has been done really great, no complains about that. Also the holstering animation has been done really good, even if the pistol in the holster is just a texture and not a weapon in our case. But I think we need from this whole animation a cut sequence where you put the suspect in the car and close the door properly, not walking into it or in an AI case the suspect will magically close the door by itself with his hands cuffed and in the back. Better than leaving the door open anyway 🙂
    Now here comes the interesting part. 
    Above I presented you that the arrest animation was cut from the entire sequence but in some cases it might continue. I played a lot of hours LSPDFR 0.4 and only one I encountered the animation being played entirely,both the cuffing and the frisking. So it seems like the game rarely gets confused of playing the entire animation or a cut sequence of it. You know how it looks the arrest animation with all his actions from beginning to end, but the frisking one looks a bit weird(cuz it was new for me :))but really well done. I would like to ask the developers to try to expand the sequences of animations, mainly because there are a ton of them left by Rockstar and unused yet. 
    Here are the best examples:
     
    All they need to do is to try to sync the player and the npc to the proper positions to have the animation done. 
    In conclusion, I would like for developers to focus more on adding animations than other stuff. 
  11. Like
    ericcelrosu got a reaction from Deactivated Member in LSPDFR 0.4.2 - Coming Soon!   
    It was the Rockford Hills station. You can ecounter it pretty much crowded with cops sometimes. I run to the doors and '' accidentally '' pushed a cop pretty hard and then every cop around started to shoot at me and I barely made it alive while I got teleported to the main station where you change your outfit while on duty. 
  12. Like
    ericcelrosu got a reaction from Xander714 in LSPDFR 0.4 - Coming February, 2019   
    Since you guys figured out how to implement a drag and a frisk system into the game, it will be cool to use some other features of the game unfortunately avaliable only in specific missions. I've talked about that pursuit mission where you have to follow a celebrity while being chased by the cops. That cop acually open de car and put the suspect into his car, wich animation can be cut and programmed to play in our specific actions. Also the jewelry heist has an interesting feature at some point, basically you can hit the police cars with a big truck and damage them strong enough to make the unable to work properly. This thing can be used both to improve realism while being a criminal by pushing them off and also to incapacitate the wanted car while crashing into it, especially when it rams into a roadblock filled with cop cars. I think we need to find more interesting scripts that can improve realism by simply picking them from the game's core. 
  13. Like
    ericcelrosu got a reaction from patvmru in LSPDFR 0.4 - Coming February, 2019   
    Since you guys figured out how to implement a drag and a frisk system into the game, it will be cool to use some other features of the game unfortunately avaliable only in specific missions. I've talked about that pursuit mission where you have to follow a celebrity while being chased by the cops. That cop acually open de car and put the suspect into his car, wich animation can be cut and programmed to play in our specific actions. Also the jewelry heist has an interesting feature at some point, basically you can hit the police cars with a big truck and damage them strong enough to make the unable to work properly. This thing can be used both to improve realism while being a criminal by pushing them off and also to incapacitate the wanted car while crashing into it, especially when it rams into a roadblock filled with cop cars. I think we need to find more interesting scripts that can improve realism by simply picking them from the game's core. 
  14. Like
    ericcelrosu got a reaction from jtac140 in LSPDFR 0.4 - Ambience   
    When the new version will arrive, will it be compatible with the previous plugins or it will require an update for every one of them? 
    If not, will be enough immersion implemented in LSPDFR plugin itself to not be forced to add new scripted events? 
  15. Like
    ericcelrosu reacted to Sam in LSPDFR 0.4 - The Technology   
    This is the third part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    So, this article is a little bit different than most.  Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code.  While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
     
     
    The Crime System
     
    To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System.  The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
     
    This is back in LSPDFR 0.4, but with a big twist.  The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over.  Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it.  This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
     

     
    The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
     
    The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! 
     
    Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect.  This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle.  Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
     
     
    Scenarios
     
    Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios.  In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world.  In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops.  This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop.  Perhaps they exit their vehicle while you're approaching?  Do they have a weapon, or are they just angry and complaining?
     

     
    From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
     
    The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios.   Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
     

     
    The scene after an escaped pursuit suspect's burned out vehicle was located.
     
     
    Artificial Intelligence
     
    Finally, in 0.4, we've re-worked a lot of our artificial intelligence.  We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
     
     
    Stay tuned for more news about 0.4, coming soon.
  16. Like
    ericcelrosu reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This is the second part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
     
    Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now.   Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies.  As such, we wanted to find a way to bring these in to LSPDFR.
     
    So, forget just rolling the ball.  With 0.4, we're hoping to hit it clean out of the park...
     

     
    LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. 
     
     
    Custom Agencies
     
    One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game.  LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking.  Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
     
    LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
     
    The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
     
     
    Patrol Areas
     
    Of course, what good are a bunch of custom agencies if you don't actually see them?  0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas.  With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
     
    Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup.  Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too.  You'll now see your agencies actually patrolling in their designated areas.
     

     
    Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat.  And not just any cops... your cops!
     
     
    Police Stations
     
    In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR.  Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
     
    Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
     
    This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency.  Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
     

     
    The Davis Sheriff's Station, all grown up...  It looks a lot better now with the right people outside! 
     
     
    Outfits & Inventories
     
    For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
     
    If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
     
    And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters.  With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
     
    It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
     
     
    Putting it all together
     
    We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. 
     
    To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
     
    There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
     
    Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
     
    We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
     

     
    Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
     

     
    No smart captions here - we just thought this looked cool ;]
     
    Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
  17. Like
    ericcelrosu reacted to Kal74 in LSPDFR 0.4 - Announcement + First Preview   
    Man I've been Kiffloming it up since 2015. I don't have any Kiffloms left to give 
     
    "I swear I'll shoot you one by one" 
  18. Like
    ericcelrosu got a reaction from Narobic on YouTube in LSPDFR 0.4 - Announcement + First Preview   
    There is an animation of grabbing and putting the suspect into vehicle. They are used in a mission where you need to follow a celebrity while being chased by the police(I can't remember the name of the mission right now). So all we need is someone to script it to make it possible to be executed,like the arrest animation used in beta that we have.
  19. Like
    ericcelrosu got a reaction from Soley in LSPDFR 0.4 - Announcement + First Preview   
    There is an animation of grabbing and putting the suspect into vehicle. They are used in a mission where you need to follow a celebrity while being chased by the police(I can't remember the name of the mission right now). So all we need is someone to script it to make it possible to be executed,like the arrest animation used in beta that we have.
  20. Like
    ericcelrosu got a reaction from Reddington in LSPDFR 0.4 - Announcement + First Preview   
    I mean a spotlight mod wich actually rotate the turret,and maybe to make it happen we can make an invisible entity wich is tracked by the turret to be able to move it freerly,beside the tracking ability of a car or a ped. As for the megaphone mod,I will be glad to know if there is other than pursuit deterrence.

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