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GTAbear

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Everything posted by GTAbear

  1. Most of the default-relationshipgroups are self-explanatory, but some are not. What does *GANG_1 *GANG_2 *GANG_9 *GANG_10 *SPECIAL *AGGRESSIVE_INVESTIGATE cover? Also the default-relationshipgroup *HATES_PLAYER Does that default includes ALL the gangs? I also wander if concatenation of default-relationshipgroups works -eg can something like RelationshipGroup rG = new RelationshipGroup("HATES_PLAYER" + "AMBIENT_GANG_LOST"+ "AMBIENT_GANG_HILLBILLY"); ao: rG = rG + "AMBIENT_GANG_FAMILY"; It would be very useful to be able to do that and then have a new group that covers every Gang, or excludes all CIV Guards & Animals. I cant figure out a way to test concatenation like that, it builds -But Is it functional?
  2. Oh i thought you had, sorry 🙂
  3. I did, and so it is, but its possible to fiddle a bit. It has no real functionality so no reason to do it. It will most likely also be crash-prone Yes, you can do anything, it could be a shift from moving towards a position with a check of something, and the shift to attacking the Peds in that position. That could be a state-machine Does it work if you use FightAgainst(<Ped>);
  4. 🙂 Yep, that will happens if the seat-position of a Ped is off by next-to-nothing. The reason is that sitting on a seat is snap-to-position, so if its off, the Ped will snap to 'something'. In your case the roof The issue is a result of using a Partner-Ped for a DLC car Its either the Partners seat-position that is off or the seat in the DLC-car is off No simple solution.
  5. Try : pres f4 then type gotopd press enter what happens?
  6. Thank You LMS! This will be very useful indeed! ..Eh Human-Ped!? In LSPD all Ped(s) are AI-Humans. Ped stands for Pedestrian Ped is a subclass of Entity** Using Entity will make the engine go through everything that exists as objects in the world, so things like boxes and road-furniture would be in the collection If you use a Ped[] and populate it like Ped[] pedGrp = mySuspect.GetNearbyPeds(9); You would have an array with 10 Ped closest to your suspect I believe they will be in order of near-to so Ped[0] is closest. That could be your suspect' 1. target frequency : how often you would like to update f.i. target-selection How: If you in game-loop have something like where you then <make something take place> you also set doThis == true with a frequency of 10. secd the event <make something take place> will happen <make something take place> could f.i be that your suspect selects a new target from Ped[], or a change of behaviour True not always, but if FightAgainst(ped[n]) is used it works Ohhh you use a DLC car that IS a police car. I diddent realize that 🙂 ** its actually possible to make some shenanigans and use animals as Peds, then you can do something like this:
  7. One you created My thoughts is that if i have issues i know where to ask 🙂
  8. Could you recommend one of your own callout-packs just to test callout functionality I wonder if my LSPDfr installation is flawed or the callout-pack is, so testing one that is working would be a prove-of-concept for my LSPD setup.
  9. I diddent know that, so your fine. Some of your code puzzles me. It is very different from mine. Yours may be excellent LMS will know, but Why do you want to do a check on every entity for being human Peds? Why not use a Ped[] and only check on Peds, and make those inside your distance (30f)? into targets? I would use Game.gametime to setup the check frequency I am also puzzled by the way you use relationship When i declare a relation i do it like assestee.RelationshipGroup = "COP"; Where "COP" is one of the default relationshioGroups But it is also fine to say chauf.RelationshipGroup = "SERVICEIMPLOYED"; Here i define a new group "SERVICEIMPLOYED" and i can use that as a filter for action Setting relation i do like Game.SetRelationshipBetweenRelationshipGroups("even", "uneven", Relationship.Hate);//Mutual relations! Game.SetRelationshipBetweenRelationshipGroups("uneven", "even", Relationship.Hate); Here i have a populated Ped[] and transverse it, then set everybody up against eachother and make them shoot at eachother, only depending on weather they were in an even or uneven position in the array :p. -It was mostly a test of methods; And that works. Everybody do shoots at eachother. I also wonder if this works like you expect? Place a debug-check inside brackets, and follow output on console Your video is very interesting! I have to ask you how you have AI-cars reacting to You in a non-police-car, because it IS a non-police-car, ??? It is YOU who have changed the lighting and given it a siren??? I have done exactly the same, any car can emulate a policecar, but it is only show-off. I cant make any other vehicle yield to the faked-policecar. It looks like Yours does, How have you achieved that??? Woooo I had NO idea that could be done! Could you point us to an example of how to do that? Perhaps something like changing the Health-parameter for a specific entity through console input? I have attempted to make a coroner-feature, but it is impossible to get a handle to a corpse, they are of a type i cant figure out, and seams to be impossible to address -They are not Peds after they are declared dead by an Ambulance crew 'Brute force' World.CleanWorld(false, true, false, false, true, true); handles them
  10. Yes it is not. -You do not see any debug-text for your code except for the else block, that has Game.Console.Print("TARGET NOT EXIST"); (you should use LogTrivial instead of .Console.Print, that is easier to compare to code, because you have all in a file) But what is it you want to achieve ? Do you want to return the Ped your suspect is aiming at? (in a holdup i guess..)
  11. This message Has start to emerge often when going off-duty Is that an issue with current LSPDfr ed. or is it just random stuff. It will typically happen after 2. attempt to go ofDuty before unloading LSPD
  12. The little blinking one in red/blue?? That blip can be disabled in settings. Is that the case here? Check if you have that police-blip in native GTA -eg dont load your plugin
  13. You need to add blips yourself, and you also need to move the car yourself, as in drive from vectorA to vectorB or use method cruising or something like reactAndFlee-method called on the vehicles driver. Blip: Blip marker = crimeCar.AttachBlip();//construct object marker.Color = Color.Bisque; //select a color marker.Scale = 1.0f;//select default size Where crimeCar is an existing Vehicle Move car: crimeCar.Driver.Tasks.ReactAndFlee(Game.LocalPlayer.Character); There are other Tasks possible so look at the options (VS- in Intellsence)
  14. If you use native LSPDFR without any plugins, then that is unfortunately so. The only option is to make the suspect kneel, and then call in a transport-unit using the backup-menu. Default key is 'B'. That unit will -provided the suspect is kneeling, drive away with the suspect in their car, and then callout will terminate You can find the complete arrest-sequence with all keys here: https://www.lcpdfr.com/forums/topic/125207-binding-keys/?do=findComment&comment=727298
  15. WOW! Thats amazing Thanks!
  16. What plugins have you added to your installation? I think that 'E' thing is from a plugin (STP?) You incidently get the same 'sprint-for your car-door' if you hold down default-F, but your character must be ~<10 from the car. Grapping in default LSPD is a bit tricky. * You must be behind the surrendering Ped * You cant be more than one step from the surrendering Ped That position is fiddely to achieve. Ofhen you 'bump' into the Ped, and they reacts with an annoying posture change, so you have to start positioning yourself again -That can be tedious.. IF you are in the correct position, and then tab TAB!! on 'E', then you MUST wait for a 'ding' sound, then your character will 'slide' in (no animation) and grab the surrendering Ped. But dont move imediately! Wait like a secd or so. If you move to early your character's arm is going into a 'break-off' error, and you have to re-release the Ped, and re-grab with all the tediousness from above 😕 First when the Ped has its idle-animatyion canceled, it will be able to move with your movements, and you can 'drag' it with you -Even run! When at position where you want to let go of the Ped tab TAB!! on 'E', If you hold E you will remove the handcuffs and full-release the Ped. -Yes DEFAULT Ped-handling IS tricky, and is also why that STP plugin is so popular, but you can definitely do without -in the arrest-sequence! sadly there is no option for getting your arrested Ped into your car. You do need to call a transport unit.
  17. ..But isent that it then? Making it armoured is done in the garage, in the menu Modifications | Add ... After you have done that setup, you can save the car as your Personal-vehicle in your garage, and it will return there if it gets destroyed
  18. Default is 'F' in native GTAV as you know. I have not 'remapped' that as in 'F' has been replaced by ... But i have added another key as secondary key in NATIVE- GTAV Basegame, (because i always uses that key (Page-UP) in all pc-games for getting in/out of vehicles) With that setup i can use either 'F' or Page-UP for getting in out. The setup 'costs' a key, because there now are 2 keys used for one feature, but i accept that. ( I have even added a programmed feature on vehicle-In/Out so the avatar always has a pistol in his hand, when he leaves a vehicle, but that is plugin based. Will be in my plugin when i have ironed the crinkles out... -See signature (for a rather old demo)
  19. That is very interesting! Thank you!
  20. Yes! I also uses left hand on my mouse, and make movements with the arrow-keys, and that works fine for me. There are no issues with any GTAV-menus However All LSPDFR menus must be navigated with NUMPAD-'-' for UP and NUMPAD-'+' for DOWN. Selecting the focused item is done with ENTER Why that does not work for you and the one from Discord baffles me completely .. My only guess is that it is something 'oddness' with your keyboard I have only made arrow-keys-setup changes in GTAV-base-game, (arrow-keys added as second-option) nothing has been changed in LSPDFR-key setup
  21. I have an idea but not sure it can be realized. I would need to be able to display images type jpg or png, on a canvas-overlay of the GTA-screen. Would your usage of a notification also be possible to use for external images, or does an even better method exist? (I would like to display messages from a criminal in a story callout, but is uncertain if that is possible)
  22. The "file stuff" is really simple All files of LSPDFR and RAGE is simply copied into your GTAV-folder Benzo has made a 2023 guide. I recommend to use the manual-method!

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