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Lukez3218

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  1.    theultimateabel reacted to a post in a topic: Custom sirens do not work
  2.    lektralek reacted to a post in a topic: Custom sirens do not work
  3.    SenatorB reacted to a post in a topic: ELS new siren names?
  4.    SenatorB reacted to a post in a topic: Custom sirens do not work
  5.    JakeyPoo reacted to a post in a topic: Custom sirens do not work
  6.    PattyB0Y reacted to a post in a topic: Custom sirens do not work
  7.    Lukez3218 reacted to a post in a topic: Feedback on my game's "ELS" please
  8. Will do, thank you very much for your help!
  9. I did try to set up something like that (monitoring ped health for changes), but the real reason I would need to take an event approach, is that I need access to some parameters that I'm assuming would be passed as an event argument, such as the sender entity and the weapon used. Also, the approach you suggested implies that to accomplish my goal of disabling the ragdoll on shot thing, I'd have to set every entity to unconditionally never go into a ragdoll state, and that is not really a viable option as peds would then not respond to falls, being hit by vehicles and all of those things that I would otherwise not affect in my plugin... I guess I'll try to figure out the event hook anyway, maybe looking at FiveM's code, but if you have any pointers to share on that they would be greatly appreciated 😄
  10. Alright, so what I was thinking about is a plugin that introduces a realistic-ish health system for both AI peds and the player, adding things such as bleeding, limping/crawling with injured legs, disable the ragdoll-on-shot thing that GTA has and instead only ragdoll on death/pass out. Therefore, I was thinking about adding a bunch of parameters to every ped using the handy Ped.Metadata, and acting upon those by intercepting something like an EntityDamaged event and then possibly suppressing it to prevent the game from interfering. If you, or anybody can think of a different strategy to tackle my goal I'd love to hear that, but otherwise I would be interested in the approach you mentioned LSPDFR uses, if you're willing to share any information on that. I am not too knowledgeable when it comes to low level stuff and function hooking, but I am more than willing to try and get into it if it might help with my project. Thanks in advance!
  11. Hey everyone, I just recently decided to get into GTA V mod development and was wondering if anybody knew how to set up event handlers for native game events (something like FiveM's EventHandlers) such as CEventEntityDamaged... I know there's a "PedShotEventArgs" type within the Rage Plugin Hook SDK, but I just can't seem to find anything that uses that, or any handleable event apart from FrameRender and RawFrameRender.
  12.    Slushy reacted to a post in a topic: ELS new siren names?
  13.    DisturbedAgent1 reacted to a post in a topic: Custom sirens do not work
  14.    xboxfly15 reacted to a post in a topic: Custom sirens do not work
  15.    Pavy reacted to a post in a topic: Changing Vehicle Sounds
  16. Even though you can do it the way Pav500 suggested, my advice is to use this script: https://www.gta5-mods.com/scripts/auto-engine-sound-swapper. It allows you to leave your game files untouched and replaces the sound of any vanilla vehicle to any other vanilla vehicle, and also fixes the radio problem that occurs when setting a non emergency audio hash to an emergency vehicle (police vehicle with replaced sound would have the radio on without the possibility of it being turned off due to lack of the radio wheel on emergency vehicles). Hope you find it helpful!
  17.    Lukez3218 reacted to a post in a topic: LSPDFR 0.4 - The Technology
  18. So, when you extract the sound files from the vehicles.awc file using OpenIV, it creates a bunch of .wav files (known sound format, that way we can edit them, .awc is just an archive of sounds) and these files are internally labeled by the game with different names such as POLICE_WARNING for the priority siren or AIRHORN_EQD for the air horn, though because .awc is a archive format proprietary to Rockstar Games, the developers of OpenIV had to come up with their own algorithm to extract it, and so they didn't have access to the internal labels for the files, but only to the corresponding hexadecimal labels. Now they've managed to find out more of these internal labels and thus the files that you extract from the vehicles.awc won't be labeled with their hexadecimal number anymore, but with the actual name used internally by the game. Or at least this is the explanation I came up with using my computer knowledge 🙂 All of this to say, sirens that you download are still labeled using the hex numbers, so you have to rename them to whatever their internal label is, for example the main wail siren that used to be 0x0D329446.wav, is now SIREN_PA20A_WAIL.wav. Hope it makes more sense. EDIT: I figured you were probably more interested in a more clear explanation on how to install the sirens lol Just take the custom siren you want to install, it should have 4 or 5 files three of which are named SIREN_2.wav, AMBULANCE_WARNING.wav and POLICE_WARNING.wav. The others are most likely 0x0D329446.wav and 0x0EA58C7C.wav. Due to the reasons I explained above, you now have to rename these two respectively to SIREN_PA20A_WAIL.wav and AIRHORN_EQD.wav before copying them into the vehicles folder after you extracted the vehicles.awc file using OpenIV.
  19.    Lukez3218 reacted to a post in a topic: Custom sirens do not work
  20. I ran into the same exact issue. I believe it's due to the fact that OpenIV was updated last week and some of the audio files in the vehicles.awc have been renamed from the hex number they used to be (0xSOMETHING.wav) to actual names. I found that the main siren is now SIREN_PA20A_WAIL, the airhorn became AIRHORN_EQD and the rest are still SIREN_2, AMBULANCE_WARNING and POLICE_WARNING. What you should try is get the vehicles.awc file, extract it to open formats to your desktop and then take your custom siren and before dropping it in there, rename 0x0D329446.wav to SIREN_PA20A_WAIL.wav and 0x0EA58C7C.wav to AIRHORN_EQD.wav and then make sure that when you drop them into the vehicles folder you get a prompt to replace all of the ones you're dragging (usually it's the 5 I listed).
  21. Hey, so I built a new PC back in November and I haven't been able to figure out this thing with ELS. Basically the lights look fantastic (Using VisualV with boosted car.defaultlights.emissive) when in a vehicle and when standing close to it, but as soon as I walk away, they turn dim and the ELS coronas that are supposed to come on, don't come on. I am sure that they shouldn't look like that because on my old rig they were absolutely fine and looked amazing at a distance, even more than close up. Here are some screenshots of the issue, and a screenshot from Jeff Favignano's latest LSPDFR video in which you can clearly see the coronas I'm talking about. https://imgur.com/a/e8RQJbh Thanks in advance, hope someone knows what the freak is going on here.
  22. I think they said they are going to work with the plugin developers in the days before release so that they can update their work using the new API by the time 0.4 hits.
  23. I was installing some sirens today and I noticed the same thing, air horn went from the hash hex number to what I believe now is called "AIRHORN_EQD.wav" and the wail became "SIREN_PA20A_WAIL.wav" as WanderEDG said. I'm thinking OpenIV got updated and they updated the siren hashes names too.
  24. When you released the first two 0.4 showcases I didn't care that much, as for me EUP and Custom Backup do just fine, but this one really got the hype up! I know you don't want to give us any release date but can you at least give us a time frame? Can we expect the update to be released before July/August or do we have to wait until September or later? The wait is killing me 😄 keep up the great work guys!
  25. Lukez3218 started following TheCanadianDream
  26. TheCanadianDream started following Lukez3218
  27. Ok, so I installed in in the pistol slot and now it's all good, I'm sorry it was my bad :)
  28. Actually, now that I think about it I have it installed as a combat pistol replacement, could it be the issue? I've installed guns countless times in slots they were not "supposed" to go, and have never had any issue but who knows. I'm gonna try putting it in the pistol slot and I'll let you know. Also yes I do have a custom weapons.meta, I edited it myself for personal use but all I really changed is the rate of fire of pistols (don't believe it's this as it works fine with the Beretta M9 I have installed as pistol replacement, and with a Glock 17 I had before as combat pistol), and force applied to peds when hit.
  29. Here's what I'm talking about, basically it sinks into the weapon while it slides back, then snaps back into place. Again I'm not sure if it's just my end or if it's a model thing.
  30. Not sure if it's just me but the slide of the gun clips through the weapon when flicking back in the shooting animation. I am gonna try to get a screenshot to show you what's going on and see if you can actually fix it. I really like the gun BTW, keep it up.

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