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ZPhDevs

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  1. Michael21107 started following ZPhDevs
  2.    sevenfates reacted to a file: Lore Wardrobe
  3.    Sethy1124 reacted to a file: Lore Callouts
  4.    Wehrmachgt reacted to a file: Lore Wardrobe
  5.    Edge0911 reacted to a file: Lore Callouts
  6.    Wehrmachgt reacted to a file: Lore Callouts
  7.    Operation reacted to a file: Lore Callouts
  8. Jubey started following ZPhDevs
  9.    MadMaks reacted to a file: Lore Callouts
  10.    orange123 reacted to a file: Lore Callouts
  11. Duckschwazel started following ZPhDevs
  12. I'm sorry, I must've missed your suggestion back then! I will add that to my to-do list. Also, thanks for the kind words! 🙂
  13.    unitedOrange66 reacted to a file: Lore Callouts
  14. No, this plugin has nothing to do with it I'm afraid. The only time anything spawn related happens is when the callouts are activated and even then it only spawns the necessary assets (usually a car, a suspect, a victim and in some cases a witness. ) EDIT: Besides, I do not think LSPDFR controls traffic frequency at all, except during pursuits. Spawning and despawning of cars and pedestrians are handled by the game and its data files. Those files are usually protected in a sense and can not be reached by scripts and plugins unintentionally. A plugin usually spawns specific assets (e.g a police2 model with a female NPC driver using skin s_f__y_cop01). So, for example, if you see a multitude of the same vehicle with the same driver then yes it is most likely caused by a broken script which keeps repeatedly spawning the same assets. However, in your case as it seems, you just have more of everything, which makes me think a game file has been either edited or corrupted. Either way, I'm not sure which specific file or setting that could be affected. If this issue persists, I suggest you move all your mods out of the game folders, do a scan and repair and then add them back in one by one to see which one could be causing the issue. I hope you can get to the bottom of it, good luck 🙂
  15. Zoey Phelps     Finished responding to a Disturbance in Gd. Senora Desert, Senora Fwy
  16. Zoey Phelps     Responded to a Disturbance in Gd. Senora Desert, Senora Fwy
  17. Zoey Phelps     Performed a traffic stop on a Worn Off White Mule with registration 47HIN374 in Gd. Senora Desert, Los Santos Freeway
  18. Zoey Phelps     Finished responding to a Burglary in Gd. Senora Desert, Los Santos Freeway
  19. Zoey Phelps     Responded to a Burglary in Vinewood, Power St
  20. Zoey Phelps     Finished responding to a Dead body in Alta, Power St
  21. Zoey Phelps     Finished responding to a Accident in Alta, Power St
  22. Zoey Phelps     Finished responding to a Dead body in Pillbox Hill, San Andreas Ave
  23. Zoey Phelps     Performed a traffic stop on a Black Cavalcade with registration 43BXF164 in Vinewood Hills, Mt Haan Rd
  24. Zoey Phelps     Performed a traffic stop on a Black Huntley S with registration 28DRV123 in Vinewood Hills, Mt Haan Rd
  25. Zoey Phelps     Performed a traffic stop on a Black Huntley S with registration 28DRV123 in Vinewood Hills, Marlowe Dr
  26. Zoey Phelps     Finished responding to a Burglary in Vinewood Hills, Vinewood Park Dr
  27. Zoey Phelps     Responded to a Burglary in Downtown Vinewood, Vinewood Blvd
  28. Zoey Phelps     Performed a traffic stop on a Worn Blue Emperor with registration 63FAC014 in Vinewood Hills, Los Santos Freeway
  29. Zoey Phelps     Performed a traffic stop on a Shadow Silver Youga with registration 40QGB470 in Vinewood Hills, Los Santos Freeway
  30. Zoey Phelps     Performed a traffic stop on a Shadow Silver Youga with registration 40QGB470 in Vinewood Hills, Los Santos Freeway
  31. Zoey Phelps     Finished responding to a Accident in Gd. Senora Desert, Los Santos Freeway
  32. Zoey Phelps     Performed a traffic stop on a Black Primo with registration 62KGX946 in Gd. Senora Desert, Senora Fwy
  33. Zoey Phelps     Performed a traffic stop on a Blaze Red Issi with registration 69NIN654 in Gd. Senora Desert, Route 68
  34. Zoey Phelps     Finished responding to a Accident in Downtown Vinewood, Vinewood Blvd
  35. That is a known issue unfortunately. It seems like LSPDFR takes back control of the NPC somehow during pursuits even though it has been set as "busy" through the LSPDFR API. I need to look further into solving this. In the meantime, if you have a plugin which lets you lock your doors I suggest you do that during any pursuit. It might prevent the NPC from trying to exit when you don't want them to. Sorry for the inconvenience 🙂
  36. I will take a look to see if there is anything going on in the script that could cause this. It's not anything I've noticed, however I haven't touched the helicopter camera script in a few builds so there definitely could be an issue with the code. Thanks for reporting this!
  37. Send me your log from when it happens and I will have a look at why this happens to you 🙂
  38. Officer Rico Reins started following ZPhDevs
  39. Delete suspects.dat found in the Lore Callouts folder under //..//plugins/lspdfr or download version 1.1.7 again (it has been updated) 🙂 Sorry for any inconvenience
  40. I've looked into this, and it's quite a complex process. I'd need to intercept backup commands before they are broadcasted through the LSPDFR audio engine. As of now, there is no API for this. It can possibly be done standalone, however it will not work very well with LSPDFR and that's without even considering other plugins which sends backup through their own methods. It's not out of the question, but I will need to figure out a way. 🙂
  41. Remove suspects.dat found under your Lore Callouts folder. A fix for this has already been released a couple of hours ago if you rather wish to download the plugin again. Sorry for any inconvenience this may have caused. A bug sneaked itself into the final build after hours of testing, so it's on me. 🙂
  42. SGT SANTIGO started following ZPhDevs
  43. The script uses a "trace line" aimed from your camera origin, through the air towards the crosshair, and on to whatever entity it intercepts first. If the trace line hits a tree, an invisible wall or basically anything in the game world except for pedestrians and vehicles, it will not work. When I'm running the public version of this plugin it seems to work most of the times. If you are running other plugins, try to disable them and see if it works. If it does, the camera might be incompatible with a specific plugin you are using and if so I will try to hotfix that. Let me know how it works out!
  44. That is unfortunate, and should not happen. You can work around this by simly typing "kill" in the console and selecting your character from the drop down list. That way you don't have to reload the game. As to what caused this I can't really say. I suggest you keep using the feature and see if you can find a way to reproduce the issue so I can test it myself. If the issue persists and is gamebreaking, you can toggle the phone script from the plugin initialization file.
  45. You can already do that. The plugin shares keybindings with the base game. Look for "Context" and "Secondary Context" in the list and you can set whatever key you'd like. You may also disable the feature alltogether in the .ini, by changing BodyInteraction to false. I hope this helps 🙂
  46. The partner feature is still in alpha development stage, it is highly experimental and may not work properly. It's been in there for two versions now just to get reports and let people play around with it. At this moment, the partner tries to mimic whatever it is you are currently doing, but will not attempt to fire out of moving vehicles. As for adding more than one vehicle model to the .ini, that is currently unsupported and will not work at this time. However, it is a good suggestion and something I will try to implement for upcoming builds. So thank you 🙂 You make some interesting and valid points there. I will see what I can come up with, I never thought of adding something that "advanced" but it definitely sounds cool so why not try. Thanks 🙂
  47. If you are uncertain of plugin compatibility, you may disable the feature by changing PlayerAmbientSpeech to false in the .ini. However, it doesn't do the same thing as Radio Realism as far as I'm aware. PlayerAmbientSpeech is basically your character saying "I'm on it", or "Copy that, I'm in pursuit" etc with voice acting from the game.
  48. ZPhDevsCommon.dll has been discontinued and is not required to run the plugin anymore.
  49. Glad you are enjoying the feature. I will take your suggestion and see if I can implement something like that. If not, some kind of busy mode on the phone could be an option as well. Thank you :)

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