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thatmaxplayle

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  1.    Misi reacted to a file: Section136Callouts
  2. thatmaxplayle changed their profile photo
  3.    Mason1993 reacted to a file: Section136Callouts
  4. Aaron's Workshop started following thatmaxplayle
  5.    Ibrahim990 reacted to a file: Section136Callouts
  6.    Julian Tillman reacted to a file: Section136Callouts
  7. Hey everyone! 👋 For those who are unaware, I'm the developer of Section136Callouts. I'm often asked about the future of the plugin, and when the next update is, and to be quite honest - the short answer is "I'm not sure" - Section136Callouts was started as a passion-project during the pandemic, after finding an abundance of spare time because they made going outside illegal 😂. These days, when everything is more than back to normal, time is on the "hard to come by" side with a multiple day-jobs and a software business to run (yes, I like to keep busy)... So - in short - something has to give, despite how much I've loved being a small part of this community over the few years I've been here. If I have any wild new ideas for S136, I'll definitely implement them. However, in the meantime - I'm happy to leave it in its current state, whilst maintaining support for it. To be honest, I'm not really the creative type, therefore I find coming up with new ideas/storylines for callouts quite difficult. To add to this, and in no small part due to the amazing work of G17/The LSPDFR Team, the community has flourished - encouraging a wash of people to start developing their own callouts, often times - as their first projects, thus serving as their introduction to programming - which is an amazing achievement. Because whilst not all will pursue it, that 10% who do may go on to do amazing things in the field. However there is one problem with this - with a lot of new callout developers, comes a lot of new callouts. Some based on existing ideas, others not so much. And when you have thousands of callout developers making plugins, fresh ideas become scarce. I would also like to take the opportunity to thank each and every one of you for your unwavering support for the pack over the years. Like I said, I started this as a simple lockdown project, I had no intentions of even publishing it - but instead of making some LSPDFR videos. Weirdly, I never published any LSPDFR let's play videos, and instead just published the callout pack - but never would I even have imagined the amount of support and usage it attracted. Whilst the server-side API has now been deprecated, I still see in the server logs, tens of thousands of hits per day. That's a good 7-8 thousand people still using the pack on the daily basis, and that blows my mind. So thank you. Also wanted to extend an extra hand of thanks to my Support Team on Discord, and the people who have helped out with he support in the comments section here. It's been great working with you all, and I hope to stay in touch. Lastly, thanks to G17/The LSPDFR Staff team for the work you do here. The community is growing by the day and I can see why. Delivering a stable platform on this scale is no easy task, and I know that from experience. Some final notes: Let me be clear... I'm not abandoning the plugin. If I suddenly have a wild idea, or want to get back into it - I will. If you have any callout ideas that you might want to bring to my attention, please do! I will continue to support the plugin both on Discord, and on LSPDFR.com. Though, I might add - that I'm not regularly logged into LSPDFR all that much these days, therefore the best way to reach me is via Discord. I'm not planning to open-source the project at this stage because I'm not washing my hands of it. With this in mind, the license, and security section of the file description - still apply. Do not reverse engineer (or attempt to) and do not take this plugin and sell it as your own. Happy patrolling! - Max
  8.    ivsicc reacted to a file: Section136Callouts
  9.    Kirill0 reacted to a file: Section136Callouts
  10.    thatmaxplayle reacted to a review on a file: Section136Callouts
  11.    Deputy Russ reacted to a file: Section136Callouts
  12.    OfficerCumShot reacted to a file: Section136Callouts
  13.    thatmaxplayle reacted to a comment on a file: Section136Callouts
  14.    thatmaxplayle reacted to a comment on a file: Section136Callouts
  15. Hey there, Ad Revenue is fine - it's more that you're not charging for access to a download link or anything. You are fine to include this in a YouTube video, even if it is monetised. Although, if you do include the pack in your video, I'd appreciate a download link in the description (though this is completely at your discretion) Please do send me a link to the video if you do play one of my callouts in a video though! Shoot me a message on this website, drop it in the comments or send me a message on Discord (@thatmaxplayle) Cheers for asking, though! EDIT: I've updated the Copyright + Legal Stuff section in the file description to reflect this permission. Thank you for bringing this to my attention, and I appreciate you taking the time to ask before just including the pack in your video without any form of clarification. 🙂 Please send me a message either on here or on Discord (@thatmaxplayle) to discuss this, I'd be interested to see what you've got.
  16.    Cyanotic reacted to a file: Section136Callouts
  17. Section136Callouts isn't designed to work with Callout Manager. It's designed to work with the callout manager built into LSPDFR (i.e. the one that offers you calls periodically) The differences are: When LSPDFR is about to offer a callout, it first "asks the callout" if it should start now? Callouts within 136 use this as an opportunity to check location information, and check we can spawn a scenario close enough that the player doesn't have to drive half way up the map to attend the call. If the callout decides it should not be offered in the current conditions, it fails, silently. The player isn't made aware of this. When you force a callout to start with Callout Manager, this process is still carried out. However, if the callout decides that it shouldn't start given the current conditions, callout manager will display a "Failed to start _______" message. Some calls support the `AllowLongDistanceDrivesToCalloutScenarios` setting, which can be found in `Plugins > LSPDFR > Section136Callouts > mainconfig.json" which will mitigate this, however not all calls are built to support this yet. There is no way, as a developer, to know how the call was started. We cannot tell whether LSPDFR started it naturally, or you used something like Callout Manager to start it forcefully, so we cannot apply logic to force the callout to run when you force it to start. If you're using callout manager, I'd recommend enabling the aforementioned setting. TL;DR - Not all calls will work in all locations on the map. That's by design.
  18. Hello, I can't help you without any information on what went wrong. I'll need a RagePluginHook.log file to achieve this. Regards, Max
  19.    Angil reacted to a comment on a file: Section136Callouts
  20. You can change the keybindings in the configuration file available at GTA > Plugins > LSPDFR > Section136Callouts. The file is called mainconfig.json. Note that you'll have to use the numerical key codes within this file. These can be found at https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.keys?view=windowsdesktop-8.0. Cheers, Max
  21. I'm currently away from home but have noted this log and will take a look into it once I am home. Thank you. UPDATE: this issue has been added to the bug tracker. If you have Discord, you can track it's progress over on my Discord Server. https://dsc.gg/maxshangout
  22. You cannot just type "none" - you must type the numerical key code for the none key, which is 0. See the example below. { "MainMenu": 0, } Please send me your RPH.log, else I cannot do anything about this.
  23. Unfortunately it’s just an invalid ped. There isn’t much we can do as callout developers about invalid peds. Entities generally become invalid when the game is running out of memory. That said, 136 should be handling this properly and not allowing LSPDFR to crash. I’ll look into it, thank you. Thanks to Lenny for bringing this to my attention. Max Section136Callouts Developer
  24. Sorry - yes that is correct. I had completely forgotten that I changed the format of the configuration file. Yes, 88 will be the default, which is the key code for X. Hey there! Thanks for reporting this. Although, after closer inspection, it appears that the riot van became invalid inside of the Protest callout. There's not really much I can do about invalid vehicles - which are caused by the game cleaning up information about vehicles internally. It does this to conserve memory. If you find yourself encountering InvalidHandleableException's frequently within a given session, restart the game, or better yet - restart your PC. You can minimise the amount of open programs in the background to ensure GTA is allocated the maximum amount of memory your computer can give it. Installing a Heap Adjuster and custom gameconfig.xml if you haven't already will also theoretically help reduce these issues, by instructing the game to allocate more memory to game mechanics like the entity memory pool, which is the "container" (for the lack of a better way to put it) controlling all living entities in the game world. If your game thinks it's running out of memory, it'll start removing random things, even if I tell it not to. In light of this, there's unfortunately not much else I can do other than handling errors efficiently. As to why you were wanted by the police after the callout ended, I really cannot explain that - I can only assume this is caused by a bug in the game and/or another plugin behaving weirdly. I can assure you there is no calls to the Player::WantedLevel - calls to which would be necessary in order to make you wanted by the police. This is a police mod after all, so I would consider doing that to be rather counterproductive! Anyhow, I hope this explanation helps you to understand why this might've happened. Sorry I can't do much more to help you! TL;DR - Restart your game/PC if this happens frequently. - Install a custom gameconfig.xml and heap adjuster if you haven't already. - Thank you for reporting an issue you encountered, although there's not a whole lot I can do.. sadly... Have a great day! Max
  25. You'll need to modify the configuration file found at: GRAND THEFT AUTO V > PLUGINS > LSPDFR > SECTION136CALLOUTS > mainconfig.json Search for <MainMenu> (including the angled brackets) and it should send you to the right line. You'll need to use the numerical key code. You can see a full list of the available key codes here: https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.keys?view=windowsdesktop-8.0
  26. This pack uses a more comprehensive configuration file in the form of a JSON file. This is stored at GTA V > Plugins > LSPDFR > Section136Callouts and is named `mainconfig.json` - this file is automatically generated and will only be present after you load LSPDFR with the plugin installed for the first time. I've been made aware of this issue and have pushed a testing release to my beta testers. This will be uploaded to the site shortly all going well. I appreciate you taking the time to make me aware of the issue, however!
  27.    thatmaxplayle reacted to a review on a file: Section136Callouts
  28. Thank you very much! Glad to see you're still enjoying the pack! Happy patrolling! 🚓
  29.    thatmaxplayle reacted to a comment on a file: Section136Callouts
  30. Not sure what you’re trying to ask, but there’ll be a MainMenuKey item under the KEYS object in the configuration file.
  31. You can do so by editing the mainconfig.json file available in PLUGINS > LSPDFR > Section136Callouts. If it’s any easier, i’ve got a free online configuration tool available as well… https://maxplayledev.org/apps/section136callouts/configurator
  32.    thatmaxplayle reacted to a comment on a file: Section136Callouts
  33. Hey gang! Sorry it's a little bit late - I've been super super busy over the past month, although Section136Callouts version 1.12 is now out for the world to see! Hope you enjoy the new callout (which has taken a little under a year to work on)! Do be sure to let me know if you encounter any issues, either here or via my Discord Server... https://discord.gg/pj5JeuQeyz

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