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marvinblue

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  1.    marvinblue reacted to a comment on a file: Real Traffic AI
  2. marvinblue started following screwlyTz
  3.    Chris's Modding reacted to a comment on a file: Real Traffic AI
  4. Sweet! Looking forward to the update! 🙂
  5.    marvinblue reacted to a comment on a file: Real Traffic AI
  6. All good! Get to it when you can. Life comes first..
  7. I use some other scripts, but nothing to do with traffic. I can take some screenshots of my files if you like.
  8. Hey! Unfortunately the traffic is still stuck in the accelerate / brake loop, although it's a lot smoother than it was.
  9. No problemo! Looking forward to the update! 🙂
  10.    marvinblue reacted to a comment on a file: Police Station Car Spawner Menu
  11. Here's some screenshots of wha I found when I went around the map. It seems to effect only the firetruk model. (I have a add-on vehicle named firetruk, this replaces the in-game engine/pumper). The Firetruk is fine at my Vespucci station, but both are effected at Paleto. The other vehicles are add-on vehicles as well. All the stations shown are add-on stations. The video shows me trying to tweak the ped's stance before I save the spawn point. His final movement every time is a real minor step to the right, which makes it hard to try and get the vehicles parallel. It would be awesome if you could manipulate the vehicle and fine-tune the placement before the spawn point saves, sort of like in Menyoo.
  12. Hey there! I'm finding with traffic on roads other than highways, all the vehicles seem to be constantly driving then applying brakes, like bunny-hopping. The traffic only seems to be smooth on the highways. I haven't done anything to the .ini, all of the parameters are vanilla. Would you be able to suggest some tweaks to the .ini to smooth it out?
  13. Hey! Love the script, it's a great idea. I use this to populate add-on fire stations. Would it be possible to manipulate vehicles to fine tune their placement before confirming the save point? I'm finding it hard to keep the vehicles parallel with parking bays, as the ped doesn't stand at 0.0 in relation to the bay. The truck is usually 4 or 5 degrees in relation to the bay, reqiring many placements and deletions before it's right. Also, after placing the trucks and driving away, then coming back later, I'm finding most of the trucks have moved about a metre or so forward, so they're sticking through the bay doors. I've created maybe 10 or so spawn points across the map, maybe there's too many causing them to glitch? If I place a vehicle outside a building, those points are fine, they don't move. Only seems to be affecting maybe half of the vehicles inside internal truck bays.
  14.    ReelOnline245 reacted to a comment on a file: Lenny's Mod Loader
  15.    marvinblue reacted to a file: MedicSystem
  16.    marvinblue reacted to a comment on a file: MedicSystem
  17. Hey! Thanks for fixing the textures, the stretcher looks correct now. Unfortunately, the other props are still showing as per the pictures above, namely the case and box instead of the med bag and defib.
  18.    marvinblue reacted to a comment on a file: MedicSystem
  19.    marvinblue reacted to a comment on a file: MedicSystem
  20. So, got some feedback. Generally, it worked as intended. I had some weird texture issues with the stretcher, it seems it mirrors textures of nearby objects, it doesn't use the texture that it was installed with. Additionally, the med bag and defib are represented by some random objects, not the models and textures that were in the .oiv. Other than that, the callout ran as expected. Nice job so far, keep up the good work!! 👍
  21. Hey! I can't get the plugin working. I've dragged and dropped the GTA files into the game's root directory, with the MedicSystem folder, as well as the DLL and pdb sitting in plugins. The oiv was installed into OpenIV. However, whether I'm on duty or off duty, when I hit F6, nothing happens. Figured it out. My RPH settings load all my plugins except MedicSystem. It's working now...
  22.    marvinblue reacted to a comment on a file: Fort Zancudo Callouts
  23. Hi all. I'm looking for some help wrt NPC uniforms. I'd like my police, fire and ambulance NPC's to have the same uniform setup as my mp freemode setups for these three services. I've gone to lspdfr/data/custom and changed the setups in outfits_fire_eup.xml, as well as lssd_eup, bsco_eup, medics_eup and lspd_eup If I go to an LSPD station such as Rockford Hills or Mission Row, the NPC's look correct. If I go to Sandy Shores or Paleto Bay, the NPC's look like vanilla Sheriffs. If I go to a Fire Station, such as Rockford Hills or Paleto Bay, the NPC's look like vanilla firefighters and / or medics. How come it works for LSPD but no other agency?

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