Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

liverlande

Members
  • Joined

  • Last visited

  1.    AlexCA7 reacted to a post in a topic: Open-Sourcing Albo1125's Mods & 'Retirement'
  2. DevKilo started following liverlande
  3.    KiliHD reacted to a post in a topic: Open-Sourcing Albo1125's Mods & 'Retirement'
  4.    SK67 reacted to a file: Different Handcuff Sounds
  5.    AdirB reacted to a post in a topic: Check If Callouts Not Accepted
  6. OnCalloutNotAccepted is triggered. It's an override in the Callout class.
  7. Based on the name, I assume this is called after the ped is arrested. Someone would need to check the behavior here and confirm.
  8.    TheUniT reacted to a post in a topic: LSPDFR 0.4 API Update
  9. Being arrested and being cuffed are two different things in LSPDFR. BeingArrested is the stage where: 1) The takedown is initiated 2) The player starts holding down the E key In the first case, the player could literally just stand there and aim their pistol at a grounded suspect - they'll still be counted as being arrested. Not sure if this is something you want. In this event, you could potentially be "arresting" multiple peds. The same is technically true for AI, but I don't think they're allowed to arrest multiple at once. Assuming that is something you intend, there are no practical reasons the methods you gave wouldn't work. You could optimize further by maintaining a cache of Peds so you're not calling World.GetAllPeds every time. Mockup code with no such caching benefits: https://gist.github.com/RiverGrande/6361b57bb5231762c75d127df5a4cb02 No one is forcing you to play or develop a modification developed for free by a group of individuals who reverse engineer a game with no real support from Rockstar Games. If you have issues with LSPDFR (and specifically the API, as this is the topic for the API), you should provide information so a patch can be introduced in a future update.
  10.    TheUniT reacted to a post in a topic: Code Snippets (Developer Resource)
  11. This thread can be used to post "snippets" - a small amount of code that is either almost or fully independent of the script it's used in. Unless otherwise specified, snippets hold the following terms: Credit must be given to the author of the snippet if used in another project Posting a snippet gives the above license for use Snippets: Name: RandomCallouts Author: LiverLande Description: Caches all callouts and adds a function for calling a random callout. Requirements: LSPDFR 0.3.1 Link: https://gist.github.com/RiverGrande/d27b7506d5eb1372e53f1840a8a647c8 Name: WaitForDismissal Author: LiverLande Description: Monitors all stopped Peds and waits until they're dismissed. Requirements: LSPDFR 0.4.0 Link: https://gist.github.com/RiverGrande/712b8678baf6b6365ffa8e9c56b63134 Name: OnScreenKeyboard Author: NoNameSet Description: Draws a keyboard on the users screen (used in such things as the cheat menu) Link: https://gist.github.com/NoNameSet/33dbed309e48428e8b5d498fa15165fa Name: SynchronizedScene Author: NoNameSet Description: Plays synchronized animations (animations that are meant to be used to play together, like the cuffing animation) Link: https://gist.Github.com/NoNameSet/048d8d7bac259236c25f6280a9918ce0 Name: Trains Author: NoNameSet Description: A class to easily create trains Link: https://gist.github.com/NoNameSet/0a90a9652643c795abe30fb23c187640 Name: PursuitExtensions Author: NoNameSet Description: Pursuit extension methods Link: https://gist.github.com/NoNameSet/046464b917b3bc8f181fe5c9e6fa1a85 Post with the following format to have a snippet added to the main post: Name: Author: Description: Link: Using GitHub gists is recommended for ease of use and access - discussion regarding snippets is also allowed in this thread. The goal is to produce a valuable resource for developers to share code.
  12. This is something up to the individual plugin developers. As far as I know, there is currently no way to natively fetch random ped and vehicle data from agency.xml without parsing the .xml yourself (which is a bad idea, especially if something changes with a minor LSPDFR update such as LSPDFR 0.4.1). This is why this isn't already an on-going practice. Hopefully this functionality is added to the API for LSPDFR 0.4.2 (especially since you can get an agency name for a location as of LSPDFR 0.4.1), and then it'll be up to individual plugin developers to implement.
  13. Glad to see there are more functions available for arrests, especially checking if a ped is being cuffed. Are there plans to add an API function to set a ped as handcuffed (with the object and animation) in a future update? Edit: It seems that Functions.IsPedBeingCuffed* doesn't apply to takedown arrests and only triggers when cuffing a stopped ped. Can this behavior be modified? This was not the intent of my request as it only makes what I'm doing apply to 1/2 of possible scenarios.
  14. You should be able to detect this by waiting until Functions.IsPedStoppedByPlayer returns false (run this check in a separate thread). This won't work correctly with StopThePed since it uses its own functions and not the LSPDFR API. StopThePed might offer other functions through its own API for you to integrate. Example untested module that you can expand on: https://gist.githubusercontent.com/RiverGrande/712b8678baf6b6365ffa8e9c56b63134/raw/dae92b3542fdb43a0b77b006bd84a489840767ec/WaitForDismissal
  15. CalloutPacker is a work in progress plugin for LSPDFR 0.4 that allows you to choose which callouts can be called naturally through “callout packs”. This means that you can have a pack allowing all callouts, a pack allowing traffic related callouts, and so on. These packs are their own .xml files, which means they can be distributed by plugin developers for their own mods. How It Works The native callout dispatching system is disabled and replaced with one controlled by this plugin. Only callouts that are enabled are triggered. A chance modifier is planned for the future. The native available for calls functionality will be accounted for. A menu is available in game to manage callout packs or enable/disable callouts for just the current session. Estimated Release This type of plugin involves a lot of different code to tie things together. I won’t be setting a release date in stone, but hope to have an initial stable release out before April. No promises.
  16. Great idea. I was actually experimenting with something related to callouts and have a pretty good base I can use for something like this. I'll see what I can come up with 🙂 Edit
  17. Make sure you are using the latest version of Assorted Callouts as updated for LSPDFR 0.4. Once confirmed, upload your RAGEPluginHook.log file here so the crash can be investigated.
  18. Functions.StartCallout takes a string parameter, this is the name specified in CalloutInfo. To achieve this, we have to get this name from all available callouts. We can do this by searching through all assemblies with a base type of Callout, retrieving the name specified in CalloutInfo, and caching it into a list of strings. When we want to trigger a random callout, we access this list and randomly choose a string with no conditions. Credit goes to Stealth22, he (as far as I know) wrote the base code for going through all callouts that I've made use of here. Gist is below with untested mock up code that should theoretically work: https://gist.githubusercontent.com/RiverGrande/d27b7506d5eb1372e53f1840a8a647c8/raw/a71c93eb007f9b35e3b1e376026624507779f40e/RandomCallouts.cs
  19. FYI: you can initialize Blip with those values directly: SearchArea = new Blip(Suspect.Position, 100.f) { SearchArea.Alpha = 0.5f, SearchArea.Color = Color.Yellow };
  20. You can only use an LSPD uniform with customized freemode characters because that's all that exists within GTA V. LSPDFR did not implement any additional models or textures and only offers what is natively available. What I use is a clean installation of EUP and EUP Outfit Settings for LSPDFR 0.4. This allows you to select additional uniforms as you otherwise would. You can find the latter below:
  21. The audio file isn’t being created for some reason. The stock sound is being modified correctly. Open RAGEPluginHook.log in any text editor and press CTRL and F. Search for “hotswap” and paste matching lines here. Alternatively, upload the file here.
  22. I need more detail here. Go on duty and check the lspdfr/audio/sfx folder. What files are there?

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.