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SiriusWolf

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  1. Like
    SiriusWolf reacted to RixxyTG in LSPDFR 0.4 - Coming February, 2019   
    Not playing GTA until this drops, can't wait...
  2. Like
    SiriusWolf reacted to ineseri in LSPDFR 0.4 - Coming February, 2019   
    Kifflom is the in-game way cops greet other peds as far as I know, so there's a reason for why they say that. 
    RPH did not require an update for the latest version of GTA V. Besides, even if that was the case, RPH is co-developed by our very own lead developer LMS. 
  3. Like
    SiriusWolf reacted to Kifflommer in LSPDFR 0.4 - Coming February, 2019   
    Nope I'm running just fine, glad to have my scripts working again too. 
  4. Like
    SiriusWolf got a reaction from Reddington in LSPDFR 0.3 - Now Released   
    This answer is all I needed, as long as I can be aware it's still being developed I don't need to know the details, whilst some info occasionally would be nice, still WIP
    works for me, it's free we're not really entitled to anything. Thanks Kallus.
  5. Like
    I'm guilty of the same thing, I check everyday to see if it's released yet. I've played the British policing this looks amazing. Can't wait to play it!
  6. Like
    I'm guilty of the same thing, I check everyday to see if it's released yet. I've played the British policing this looks amazing. Can't wait to play it!
  7. Like
    LSPDFR+ - Enhanced Traffic Stops - Court System - Pursuit Improvements
    Download: 
     
    LSPDFR+ is currently a work in progress. It is a script modification designed to give LSPDFR a slightly richer experience. This is done by overhauling certain LSPDFR features, like the Traffic Stop system, while retaining LSPDFR's basic controls (minimal extra keys required) and smoothness. LSPDFR+ is basically a collection of features that tie in closely with the original LSPDFR and don't fit into my other modifications' theme. It is similar to British Policing Script, but without the 'British' part, I guess 
    Currently Planned Features for Initial Release:  
    Overhaul LSPDFR's Traffic Stop system to make the interaction more indepth (again, similar to British Policing Script). [Done] Add a highly compatible Court System for details of your suspects' sentencing. [Done] It will include an improved, less lethal Pursuit AI project I've been working on. [Done] Pursuit Tactics menu for the new pursuit AI [Done]. API for other developers to create court cases & more. [Done] Integration with British Policing Script, automatically disabling features British Policing Script already offers, while retaining others. [Done] Statistics Counter. [Done] Prevent UTurns during pursuits. [Done] More indepth Traffic Stop Questioning [Done] Any suggestions I find appealing - please let me know what you'd like to see in the Traffic Stop overhaul in particular.  
    Early version access is now open! All Loyalty participants currently have access -  check out the Loyalty Rewards Programme.
  8. Like
    SiriusWolf reacted to ainesophaur in [Rage] Pointing at Cars   
    BOOL GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(Player player, Entity *entity)
    I'm still a bit new to c# but have you tried to pass off a pointer handler to the entity and not the actual entity object? I'll play around with it later tonight to see what I can come up with.
    The rage sample project for natives show how to work with handlers
     
    // Pointers cannot be used directly with dynamic dispatching. If a native requires pointers, convert it to an IntPtr. Ped ped = Game.LocalPlayer.Character.GetNearbyPeds(1).First(); uint pedHandle = ped.Handle; // Handle of first character around the player's character. NativeFunction.Natives.DeletePed(new IntPtr(&pedHandle));  
  9. Like
    SiriusWolf reacted to ainesophaur in [Rage] Pointing at Cars   
    I was able to use the native in less than a few minutes. It was able to detect a car that I spawned and then a random ped across the street.
    unsafe Entity DetectEntityPlayerAimingAt() { uint handle; Rage.Native.NativeFunction.CallByName<bool>("GET_ENTITY_PLAYER_IS_FREE_AIMING_AT", Game.LocalPlayer, &handle); if (handle == 0) { return null; } return World.GetEntityByHandle<Rage.Entity>(handle); }  
  10. Like
    SiriusWolf reacted to gangrenn in [WIP] Rescue Mod V (FD, EMS, LifeGuard)   
    One mod, three jobs, One goal: saving lives (and more fun).
    Rescue Mod V, allow you to play as a FireFighter, paramedic or a Life guard. From air to ground responses, sea or Mountains, this mod will take you everywhere !
     
    Features: Advanced control when treating a patient ; Reduced amount of keys to remember, and easier to use ; Air and ground units; Unique callout locations ; Many Fire Stations, Hospitals, etc. available ; Plenty more cool features to discover ;  

     
    Video preview:
     
     
     
     
     
     
     

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