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Abraxas

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Everything posted by Abraxas

  1. I try to make my scripts as light as possible. Some of them like TowingService and METT/Coroner work only when called so they may slow down a bit the game only when you call for them. Scripts working in background are no problem. Texture loss usually gets worse when script isn't optimised enough and leaves trash data in memory and that problem MAY occur with my scripts. If you are certain that my script causes it just PM me :) Also if you have problems with textures try to start from scratch. LCPD:FR and GTA only, no moded cars, no other scripts and then install one script at a time to see if specific thing is causing your texture loss.
  2. Abraxas replied to ckirc4's topic in Discussion
    I'll catch up with you after New Year's day. It looks like it will be hard to force any behaviour during pull over for now, but option to approach from passenger side is very good :)
  3. Abraxas replied to ckirc4's topic in Discussion
    LMS, can you tell me what will happen when player comes from the right side and there is passenger on the right front seat? I force actions for passenger in notyetreleased K-9 script and don't want to conflict with LCPD:FR pull over.
  4. I'll try to add that option I said you should back up ;) Don't worry about cowboy. I don't think he is used anywhere in the game. Unfortunately you can't add sound files with SparkIV, use OpenIV instead. In next version installation instruction will be a lot clearer, also dog model will be included in pack. Thank you. I'd be great to have more time for scripting.
  5. The code line for siren is present, but I think that car should be emergency vehicle. Try to change it with ambulance for a test, it should use both hazards and lightbar.
  6. Unfortunately it's some server problem. I'll PM Jay about it as other downloads work fine.
  7. Don't worry it may be tricky for beginners. That's why next version of K9 script will have editor for dogs offset ;)
  8. You have to set offset in vector3 format. Examples: 0.5 -0.2 1.0 - means 0.5 meter right, 0.2m to back and 1m above the center point of the car -0.3 0.7 -0.15 - means 0.3 meter left, 0.7m to front and 0.15m under the center point of the car
  9. That screenshot looks epic. Idea is cool, with a upcoming tracking feature for K-9 script it would be even better ;) Hi. I'll send you the latest test version. It's almost ready for public release.
  10. Wow, this shot is phenomenal. Your idea is very cool. Add to that new tracking feature in upcoming K-9 script :)
  11. First of all you have to check if mod started. To do that you can check your ScriptHookDot Net.log where you will find whole list of started mods If it didn't started there is a strong chance you installed it wrong. Second cause may be your enb settings. Try to change force resolution settings in PoliceHelpers INI file.
  12. That was quick ;) I guess you ha to set your resolution manually.
  13. sgtdonuts is right. It is possible. I don't know what data that system return but if it's a lot of them it should be on demand no to kill the game, but if it's only license plate and status it might be automatic. Main problem is data would not match these from LCPD:FR police computer like when you check ped on foot with policehelper. With peds on foot it's not a big problem, but when you stop someone it is because you use the lcpd:fr computer.
  14. Did you put dll and ini files in your scripts folder? If installed properly it should work with "device" You can also try to press ctrl+t while being very close to the car.
  15. I'll try to get rid of that bug in next version. And here is a little preview of next version of K-9 Script http://youtu.be/78bWv1adDAM
  16. Nostalgia I will PM you latest test version. It should work for you.
  17. Abraxas replied to LoadToadin''s topic in Discussion
    Do you remember if that occurred in some previous or current version?
  18. Abraxas replied to LoadToadin''s topic in Discussion
    In current PoliceHelper AI should stop at barriers and try to go around or stop at cones. They shouldn't ram them, maybe sometimes, but only with wide vehicles. I didn't find any way to make them properly go around cone or barrier. They don't see objects at all. My barriers make them stop by script and cones... that is the most f**ked up script I've ever written :D Those are not only cones but... invisible fat cops on mopeds :D
  19. Abraxas replied to LoadToadin''s topic in Discussion
    I plan to add flares (provided by Sniper296) to PoliceHelper. They will work just like cones. Unfortunately I want release final versions of METT and K-9 scripts first. Also PoliceHelper is now totally messed up as I'm in process of rewriting huge parts of the mod and I can't add that just like that.
  20. ...but not the Skylift option ;) Thanks for video. Looks really cool :)
  21. Oh sh.. Thankfully I've made that mistake as I set "no" as default and most people would have to change their ini file on the start. change that line to: UseKey = no and it should work. I'll upload fix for that when I get any report of working or not Skylift in multiplayer.
  22. You should be able to tow cars with bodies in them if: - bodies are on back seats - body is in the trunk (K-9 script situation) - car is burned down In other cases, you should get out bodies from the car, or just call Coroner and they will deal with bodies ;)
  23. Tow Script 2 uploaded and waiting for approval. New METT/Coroner just before Christmas. K-9 a bit later as new features turned out to be harder to script than I thought.
  24. And I really want you to have it :) I'll PM you the latest test version. When you report a bug you have to provide more data, like ScriptHoookDotNet.log and vdH_Errors.log and what exactly is happening when you crash. Do you crash to desktop, or only my script crashes. What other scripts do you use?
  25. A short lousy preview ;) http://youtu.be/7Rf5QX10KCw

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