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LukeD

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Everything posted by LukeD

  1. Yes this is the correct place to be posting error logs. I see that you keep getting the reference not set to an instance error. To my knowledge that is being looked into and fixed. As for the taxi glitch, if you have 8GB of RAM yes it is still highly possible to get the taxi glitch, it happens if you have high poly vehicle mods or the game has an issue with the memory being used (maybe by a script etc) the game defaults to the lowest poly vehicle (the taxi) to spawn in. Try running GTA IV with less car models, or low poly ones. And running it alone without other programs open.
  2. Yeah, do a clean reinstall of GTA IV and then install LCPDFR 1.0b only and that should fix the issue you're having. If it does you can go ahead and install your other mods again.
  3. Can you take a screenshot of your GTA IV directory please so I can see? You might have two conflicting versions of LCPDFR running at the same time which is causing this.
  4. Apology accepted, I appreciate your input but some things I have added I have done them a specific way on purpose. As for the vehicle, you have to be stood within a radius of 3.0f to the vehicle (not sure what the measurement is but it's about a door's length away from the car) this is to ensure that the script knows it is exactly that car (because the only way a car could be close to you is if it is crashing into you and running you over) The position is also relative to the centre of the car, so it is best to stand by the driver/passenger door. If the vehicle is unloaded from the script for whatever reason it will lose it which is why there is that catch which says "no vehicle found". The arriving cop, as previously mentioned, is going to the players position rather than the cars to ensure that you stay with the car really. It is better for realism that you stay on the scene rather than say "I need this removing, ok thanks I'm off to burgershot now" and then leaving it (to eventually be despawned by the game) I am highly aware that the handle for their arrival is not as efficient as that of the paramedic, I will be editing this so they stop sooner (for some reason despite using the same values and distances the police decided to travel a little further, thus turning to the player and running them down)
  5. No because steam using a different unique key to origin. It also self registers the key when you buy a game through the steam client.
  6. Hi, I haven't the slightest clue what you actually mean by this I'm afraid. When you issue a traffic stop (shift) the vehicle pulls over and you must go through a set routine. When you are issuing orders to a pedestrian you have to target them so the script knows which ped to issue those orders to.
  7. Sadly no it wont work. The sims 3 launcher via steam is entirely different to that of the retail copy (disk). As a result the DLC will not link correctly to your sims 3 copy. The warning issued via steam is there for this reason. Use your money on something else is my advice, and wait until the sims 4 comes out. (Or go buy all of the sims 2 off eBay because 3 was shocking)
  8. Yes, I do have them target the players position, but the vehicle is registered the second you use the keybind. So if you walk away "some 10 metres" it will still be registered and the cop will run to it. I should know I watched them run many times to ensure I got the timing correct. The problem was not that you walked "some 10 meters away" it's that you weren't close enough to the vehicle when you first did the keybind. I have it set to reasonably close because it makes it easier for the script to see the car you want removed and therefore reduces the chance that the wrong car is closer to you and thus will get removed. And no, I refuse to allow the player to mark a car for removal and then drive off down the street. It doesn't happen in real life, you stay with it until the backup arrives. Because what happens if the car is then stolen or removed by it's owner etc?
  9. Thanks for reporting that. I'll try my best to see what I can do about that but that's a generic "we lost the vehicle" error.
  10. Yes I know, the exact same method was used for San Andreas Multiplayer servers. The issue though would still remain that GTA IV has a distinct lack of interiors. So you would get a callout to a house, and then 5 callouts of the same type later you would be back in that house. It would get tedious and pretty terrible in my opinion. You then also have the issue of mapping each and every single house in the game to a position and an interior, too much hassle than is worth I feel. You could only map a few of the houses but then the callout isn't dynamic enough, so unless you spent ages working on that one callout, you would never get a good experience from it.
  11. Ok, can you post a screenshot of your GTA IV directory and post your LCPDFR.log file please.
  12. Yep, will have that fixed by the weekend (I'm away from my desktop until then so can't do much) Thanks for reporting it.
  13. No, open the folder called "LCPD First response" Select everything from in that folder (CTRL + A on windows) Then CUT it from there, (CTRL + X) Go back out to the GTA IV directory, and press CTRL + V Then delete the folder "LCPD First Response" That should leave with the "LCPDFR" folder and all the scripthook.dll etc files in your directory.
  14. I see your issue. Everything inside the "LCPD First Response" folder needs to come out of it (so it is in your GTA IV directory)
  15. If you click the "Advanced Mode" checkbox at the bottom left corner when you first open it you can choose the directory. Can you post a screenshot of your entire GTA IV directory please?
  16. Now you should use the updated diagnostics tool, you can find it with the 1.0b install inside the LCPDFR folder.
  17. Run it as an administrator and be sure to click the advanced mode checkbox in the bottom left.
  18. Hi, Run the diagnostics tool that is packaged with 1,0b (inside the LCPDFR folder). Get it to check your installation, you may be missing a dependency.
  19. I highly recommend you do a clean reinstall of GTA IV and then install LCPDFR 1.0b rather than 0.95. 0.95 is no longer supported.
  20. Yes I can. It's because ______ is _________ with __________ and you are missing __________. So to fix it go to _____________ and download ___________ and then install it and __________ should work. Yes, I am thoroughly taking the p***. No we can;t just magically tell you what is wrong, you need to give us a lot more information as to why it isn't working, what even is "it" that isn't working? Read the advice given to you in the knowledge base, and the guidelines you saw before posting this. And take a look at this guide '?do=embed' frameborder='0' data-embedContent>> Get back to me when you have some more useful information.
  21. He is helping, if you think more about it. What ineseri is trying to say to you is that LCPDFR was built, tested and designed on a completely clean version of GTA IV. No other mods. So it technically does not support modded copies of GTA IV (where you have other mods installed as well). Yes, we all do add extra mods to it. But that is part of your problem, because LCPDFR only supports a clean version of GTA IV, we nor the developers can predict what will happen when you add another mod to it. We can only speculate at what could happen. In general the more mods you add on top of LCPDFR, the more unstable GTA IV becomes. I should add, that just because everyone does it, doesn't mean it is the right way to do things. You find the correct workaround for your own system because no two systems are the same. At this point my advice to you would be to uninstall all of your mods, get a clean version of GTA IV running and then install LCPDFR 1.0b and test how well it runs. If it runs fine, great, then you can begin re-adding your other mods slowly. (be sure to have a clean backup of GTA IV though)
  22. Do you have an actual error report for this to show? Because if you read up a few posts you will have seen a member comment about the ambulance turning up and it saying "there is no ped here" I do in fact catch that very exception, if no ped exists in the list, it tells you there is no ped and the ambulance drives off again. I added that purely because I knew from testing the script that it crashed the plugin and not the game. But if you have an error code for me I can look into it. As for the crashing that occurs often, I will take a look into how stable it runs for me, I'll do a full play of it rather than a testing one, both with and without the plugin to see. Thanks for reporting your findings.
  23. As I said before to you, I will look into it. Asking me twice wont make me more/less likely to look into it. Thanks, I'm glad you like it. That would be very difficult given that GTA IV has a very limited number of buildings you can enter. It would depend on how you would want the callout to play out.
  24. It works on a radius system. So when you press the keybind it gets all of the peds in the area and looks for the first injured ped in that list. I aim to improve it but sometimes the ped isn't registered properly and so it will return "no ped here" to prevent it crashing :)

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