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LukeD

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Everything posted by LukeD

  1. Timeline of the LHC operations since it's creation https://en.wikipedia.org/wiki/Large_Hadron_Collider#Timeline_of_operations Official website where you can probably get lots of juicy nerdy sciencey....stuff. For Science! http://home.web.cern.ch/topics/large-hadron-collider
  2. You can disagree with it all you like, they've done it once already and we're all still alive. Besides, no matter how dangerous you think this is, the scale of the experiment is nothing more than a grain of rice in terms of what they're making. Then the fact that the LHC is under a massive mountain. I'd be more than happy for them to experiment with this, bring on parallel universes! I wanna practice kissing! Someone here must understand that reference
  3. I was so pre-occupied with watching the driver in the wrong lane, expecting some sort of massive crash, that I too neglected to spot the police vehicle. But then I guess I'm not used to spotting Canadian police livery.
  4. The new versions reduce the amount of traffic loaded in the game during a pursuit or when shots are fired in order to help remove clutter (no good having a 27 car pile up 10 seconds into a chase). If you call in backup while a pursuit is active the backup is automatically assigned as pursuit backup, if the pursuit is NOT active (you didn't call it in) you will obviously get ordinary positional backup. You can already configure the number of police and police cars that can be involved in a pursuit. this does not affect the number of ambient police and police vehicles. (in other words ones that randomly join and drop out again) Regarding the AI, they don't always go in for the arrest immediately. If you can get to them and press E before the AI cop enters the cuffing animation then you can effectively take control of the situation yourself. However I do understand the desire to be able to interact with the ped even after arrest.
  5. The officer down callout has to spawn the vehicle at the start of the callout otherwise it automatically disregards it. You really need to scout the wider area, not just look at the yellow area blip. The suspect wont drive like a normal ped, they will move pretty quickly to get away. If they get too far away the callout will end itself so there is no need to force end it. The tracker theft is really really simple. You're over complicating it. The signal strength is based on a direct line between you and the vehicle. If you have a signal strength, the vehicle is within spawn distance of you, drive around to fill the signal up. If the signal starts going down you're going the wrong way or the vehicle you're following turned up a different street. The suspect drives like an ordinary ped for this one until you get so close. And again it will automatically end the callout if the vehicle gets too far away. The location based events are pseudo random between gun thief and drug addict. The reason I've made it randomly select a scenario is because more scenarios will be added. That callout itself is merely a base "model" with all the necessary functions for completion. Reviving never works. The reason it got removed in the first place was because the native call to revive a ped was buggy and rarely worked. That native is the same one GTA uses (hence, native). I use the same thing, but cannot always guarantee the ped will get up and walk off. Most of the time they lie there alive but they don't move. This is why I print the message to say call for an ambulance, as you wouldn't typically revive someone then run off and leave them there without proper medical procedure. I'm sure it's meant to. If I didn't add this I will certainly add it.
  6. Correct, Those features can only crash if you accept the callouts or spawn the barrier as this is when the code runs through. You can disable the barrier feature your self by setting the keybinds to "None" if you are worried about spawning one by accident. As for the callouts simply deny the callout and it will not run through.
  7. No, as then I would have 2 versions to bug fix and track and I simply don't have time to do that. Simple way to fix the problem is as I said before, don't use those features.
  8. Electronic Entertainment Expo (hence E3) Worlds biggest gaming conference/convention. All the new releases and announcements in gaming tend to be there.
  9. Yeaaaah, that's a plugin feature in Callouts+. There is nothing hidden about it :P
  10. I'm one of those guys who doesn't see the point in modifying cars. Why not save your money and buy a better car rather than make yours look worse? I guess the culture between the UK and the US is different though, the majority of "modded" cars here are done by people with less than 3 brain cells. So you end up with this shit: I'd much prefer to just buy a nicer looking car.
  11. Both known issues. Although the tracker theft one should have been fixed last build. As I've said, I can't fix the officer down callout. It's completely broken for no reason whatsoever. No error log, no information. No amount of safety checks fix the callout, because it continues to run successfully past the point that the game locks and CTD's (obviously once the game has crashed the plugin ends too.) I'm not going to rewrite this any time soon, I have coursework and other priorities at the moment. A bug fix release will be made sometime soon, including a rewrite of the barriers. But other than that there isn't much I can do now.
  12. But it's still a completely backwards viewpoint with no real evidence to back it up. I was never hit as a child, I'm 21 now. By Pavelow's logic I should hate the police, be downright abusive and have a criminal record, but I don't? The majority of children that are (as my dad calls them) tomorrows criminals are that way because of bad parenting. If you raise your child poorly, to the extent where the only things they really learn are that abuse and violence is ok, then all they are going to know is exactly that, and then they end up on the arm of a police officer being dragged to a police car in hand cuffs. If you teach your child correctly at the right age instead of abusing them, they learn correct morals and behavior as a result. Example: Child throws a tantrum because mum said "no you can't have that". Do you slap it in the face and tell it to shut the fuck up? No, you calm them down explain why they can't have something (for example you can't afford it) the child instead learns that money is not infinite and that screaming wont get them what they want. They then grow up to better control their finances and respect their parents when they try everything they can to treat their son/daughter despite not being very well off. Shouting, threats and abuse are all signs you've lost control of the situation. And I will never agree with the "need" to abuse someone. Ever. Oh, and on the subject of "punishment" I agree, but abuse isn't a punishment it's abuse. "Punishment" might be 2 hours without your toys tonight for throwing a tantrum. Or a prison sentence because you broke the law.
  13. God damn clickbait title >:( I'm against hitting a child. Or anyone for that matter. If you can't control your kid to the point you have to hit them you're a shit parent. No two ways about it. Get better at parenting and maybe you wont ever need to hit them.
  14. Yeah, I just found a phenomenally quicker and more efficient way of doing this :)
  15. Yep, which is why you get a falling ped. In order for traffic to react to the barrier (rather than slam right into it and die) you spawn a ped on the faggio and set them both to invisible. Which is retarded and it doesn't work all the time. I've yet to find a good way around this.
  16. I merged your posts for you. I love how you're using a glitchy mechanism to despawn vehicles and then reporting that it went wrong. That amuses the crap out of me, well done sir :) The barriers seem to be causing a huuuuuge amount of issues in the past few builds, basically anything 1.0c or above broke the barriers. They need re-writing because they use the same method Abraxas did with the policehelper and it's a dirty way of doing things. Unfortunately there isn't much I can do to fix this issue you're having, as the level of broken is beyond a tiny glitch.
  17. Possibly later on. We do breath tests both on foot and in the police vehicle.
  18. Yeah, I have no understanding of American police conduct so I cannot adapt to it. I choose to do things the way I know things are done (UK based) and then it's easier to explain to others what it means. I did intend to add country based breathalyser scores but the BAC percentage confuses the fuck out of me, I'm used to our units lol.
  19. Ahhh yes, this is intentional. You see here in the UK the police have the power to seize your vehicle if you are caught driving with no insurance or no license etc. Driving without insurance doesn't warrant an arrest so they issue a fixed penalty/fine, take your car and tell you to walk. This is why I specifically stated "detain the suspect" not "arrest the suspect" as you have freedom to let them go or arrest them if they are detained. Also if you arrest someone then conduct a breathtest I don't consider that to be correct procedure. So if you do arrest someone and you try questioning, you're going to make silly things happen like causing the ped to walk away.
  20. the bit in bold makes absolutely no sense to me. could you explain in more detail what you mean please?
  21. If no green blip appears then it means my paramedic script cancelled itself (more than likely due to a missing ped or vehicle in the area. This is likely down to the delay between LCPDFR spawning the ambulance and me overriding it. Not a huge amount I can do about that but I will continue to try and refine it. Also, to everyone: I know I said don't report the officer down callout because I know it's broken. but if people have other issues (such as this paramedic bug) you can add a side note saying "officer down works/doesn't work for me" just so I can get a rough idea as to the magnitude of this issue. Cheers.
  22. Not working at all or not detecting the vehicle? Config file is set to false by default so it won't trigger.
  23. New Release! The latest version, 0.7.2, has been released. Many fixes are included within this version, see the changelog for full details. NOTICE: The Officer Down callout has NOT been fixed. The issue does not produce any errors nor does it crash for everyone. This will require a significant amount of work to determine cause. I highly recommend that if the callout crashed for you before, that you DO NOT USE IT. If you choose to attempt to use this callout, knowing that it causes problems. you fully acknowledge this message and that there is no need to report it unless you get an LCPDFR or ScriptHookDotNet error log. Download it Here:
  24. I've just confirmed the checkpoint is still spawn/despawnable however it appears the keybinds for the waving vehicle through ect are unavailable meaning it doesn't work. Checkpoint can still be used as a roadblock I guess? Keybinds which still work: CheckpointControlStart CheckpointControlRotate CheckpointControlUp CheckpointControlDown CheckpointControlLeft CheckpointControlRight CheckpointControlConfirm
  25. It's either ALT + B or CTRL + B to initiate a checkpoint. The feature was originally released as experimental in 1.0c I believe. The feature itself is still active in 1.0d_2 however it appears that the reorganization of the quick action menu led to the checkpoint controls being missing from the QAM and therefore the checkpoint feature is not controllable unless you set the keybinds yourself. @Hystery The checkpoint feature involves spawning a police car and cones sideways in the road, traffic would automatically stop for the checkpoint, meaning the player had to wave vehicles through one by one.

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