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GTAbear

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Everything posted by GTAbear

  1. A) Should be possible. You need to go off-duty, then create some altercation with a cop-AI, try shooting or drive into them, if thats not enough, then steal a police-car from a cop. Weather or not ultimate backup will work when you are off-duty, i have no idea.. B) That is harder. You need to set the aggression level on a specific ped. I have done that in script, Watch signature video 3:40 -> 5:15 : Ped-aggrevator -but i doubt it can be done without script.
  2. Hi, did you find a reason for this glitz in the code?
  3. The default-game with no plugins works as you describe, but there are a couple of rules you need to follow. Read: https://www.lcpdfr.com/forums/topic/126099-how-to-start-pursuit/ If it does not work for you, it could be a mod you have installed that overrides the default sequense
  4. I mentioned this in an other post, but you can make it more difficult for yourself stopping a fleeing car by setting a rule for the event: Only use stun-gun to shoot out purp-cars tires! Stun-gun works fine for this, but only if you are very close to the purp-car, it greatly increases the difficulty and hence the gameplay. Some times plugin-devs forget that LSPDfr is a game : ) and a game need to have some difficulties. Spike-mats are great in RL, because the task is to STOP the purp. In a game spike-mats are not so great, because they removes the chase-gameplay. Game-development has a cardinal rule: If you add a feature, there need to be a contra-feature, if you want balanced gameplay I cant think of a contra-feature against spike-mats, other than solid tires : p You also asks for higher frequency of random events in a chase. There is one for traffic-stops, but non for chase end-games. It would be a good thing to add.. (It can be done In code -Should i make it?
  5. That describes the gameplay of a purp in a car denying to follow your directions. The missing blip -same as not marked as fleeing, that is a glitch, and partly why i added a blipping-option of any car in my personal plugin. What surprises me is that you have this so often > This issue happens probably every other traffic stop That is strange. I think it happens 1/25 for me -quite rare, but it is an editable feature. In ..GTAV\lspdfr has a file lspdfr.ini in that file you have the parameter 'TrafficStop.ScenarioMult Float 1.0 It "Sets the likelihood for random scenarios (i.e. suspects resisting) to happen during a traffic stop." You could try and change the default value 1.0 to something lower. As a general rule i never change values in ini-files without backing the orr. file up, but in this circumstance its not a must -up to you, but its a good general rule 🙂
  6. First off: Are you using same plugin as in the video? In LSPDfr without plugins, you can encounter vehicles that wont stop, and wont be auto-blipped, i have seen that too. For me it is especially the random-encounters where dispatch is not involved. I think that blipping is part of the pursuit-initiation, and that the blip is added as you accept the dispatch-task, by pressing Y. So when there is no task-acception -No press of Y, there wont be a blip added to the fleeing car. What happens if you stop the car. Can you arrest the driver? That is also an issue with random-encounters. Drivers needs to be arrested by a backup-unit.
  7. then the reason should be found in ordinary GTAV. If you are in the middle of a story-mode mission, that can make LSPD:fr act really strange. Does that fit your issue?
  8. In the base-game with no plugins Not randomly, there need to be a 'reason'. The ped has to be marked as criminal by the game-engine. Then you can stop that ped walking on the street with Hold-E. Detailed: if the ped is criminal, it may flee, and you got your foot-chase. The same for peds in cars Detailed: In base-game It is a two-key sequence, where you can botch it up in several ways. 1) Do NOT have your emergency lights ON when you initialize the stop! Initialize stop right behind the purpcar, with a press on left-SHIFT It is a MUST that you see a info-screen in top left and a buzz-sound is played! 2) DONT exit your car! 3) follow the purpcar to a spot where a stop wont block traffic. Tab E Now the purpcar will either pull-over or speed-up for a chase. If it stops, exit your car and approach the purpcar A menu will prompt you to start a conversation with E. Then just follow the menu-suggestions.
  9. Yes that is kind of 'strange' Some keys -like 'F' ao 'B' seams to have a double binding. It may be that it is bound in both GTAV and LSPD:fr. I have a cross-game setup of my binds. PageUp is my in/out key for all vehicles. So i removed 'F' for in/out and changed it to PageUp. That 'works', in as much that pageUP let me get in/out, but 'F' also still works, even after it was removed! In my own plugin i have made key-pressing depending on a flag that dismiss my plugin if the default GTA-binds are activated. I have not used any other plugins, so i dont know how this has been tackled by other devs, but it is important that key-press from one plugin do not 'spill over' to other plugins. How on earth that is possible for those that have many active plugins running simultaneous, i have no idea..
  10. In RAGE there are both wait and also sleep, but the scenario you describe seams to be more like timer-controlled. C# has its own timer-class https://learn.microsoft.com/en-us/dotnet/api/system.timers.timer?view=net-7.0
  11. Do you use plugins? Tell us witch. If you only play the base-game of LSPD:FR with no plugins, there is one strange situation where you wont be able to interact at all: If you have initiated a chase on a tiny red-dot (witch then grows to a proper blip, as the chase commends) Then that suspect will be impossible to interact with, after you have managed to stop the individual. There is only one way to get that suspect arrested, and that is to call a level-3 / or pursuit-Backup, with the backup-menu (B). That backup will arrest your suspect. For general suspect interaction read: https://www.lcpdfr.com/forums/topic/125207-binding-keys/
  12. If your game is from EPIC, you should shut down epicGameLauncher after you are totally in story-mode. You use Task-manager for that. Then shut down task-manager too
  13. Its the texture-color you need to change. Look at your own picture above. The part you have incircled in red is the base-mesh-texture. You need to go back to the menu where you can change that textures color so that it will blend (better) with your selected hair-style "kurz-gekämmt's" texture-color. I found this for you Right there at that time-tick, you have 28 color-options for the base-mesh. You need to find one that blends well with your wanted hair-style-color
  14. You must change the base hair-mesh texture-color to a better fit with the blend-in texture color. If you cant you must change the blend-in to fit the base.
  15. Yet one more observation that proves my theory about 'ownership' after the handcuff-phase. Here i attempt to take control over a Ped that has been handcuffed by an AI-cop. As seen on the picture the target-Ped is not even recognizing the mesh of my avatar, there are no collision, so my avatar-mesh can overlap the mesh of the AI-Ped, and i cant interact with the 'foreign-arrested' AI. On the other hand the AI-cops cant interact with the Peds i have taken ownership of. They are left on the pavement, if i dont invoke the next phase of the logic sequence -eg the transport.
  16. That will happen if you have two different colors on the texture of base-mesh and the blend-in-mesh. 'Styles' are most often made as 'blends' where you superimpose a style part over a base. The base can be used in many or perhaps all styles, but sometimes it will look 'weird'. The reason that game-designers makes styles this way, is that it reduces the size of the mesh used as styles.
  17. lOOl.. yes the uploaded log should timeout on pastebin after a week A rph plugin timeout of one ..week! would be a tiiiiny bit long'ish and 604800000 msec... afaik
  18. I wrote a week. Dont know where you have that value from @03dee DB is short for Database. A lot of pages let you post pictures and files, but if they just are for a brief look, and then goes irrelevant, then the uploader should set a timeout for the uploaded file, otherwise the DB get bogged down with loads of useless files 🙂
  19. What is wrong in household-tips on a free server? A log like this should not stay in DB for ever -Should it?
  20. For a more compelling/ challenging gameplay, you can use the stun-gun to disable purp-car-tyres. It is more difficult and need you to be next to inside the booth of the purp-car, to be close enough to puncture the tyre. A benefit more is that you can use the stun-gun in gang-territories with out starting a gang-war. An additional gameplay of the more nasty kind, is to stun the purp-car driver through a broken window.. 😈
  21. I have done some more tests After first stages of the arrest-sequence TAKEDOWN the ped IS transported, but there is a severe glitch between the two TASKS cmd. The ped will 'oscillate' between the on-stomach position and the upright-follow position for < 1 secd, then the transport-ped 'win' the TASK-'battle', and the purp-ped is dragged to the suspect-transport , in correct fashion. Stages 2 of the arrest-sequence HANDCUFFING is the reason for the no-function of suspect-transport. A handcuffed ped will not be recognized in [0] -(and i cant place a helmet). Making the ped stand-up (Q) does not change that. Is there a 'responsibility' setting so the handcuffed ped now 'belongs' to the cop-ped that placed the handcuff? That could be the reason
  22. The caught/subdued RAGE.ped is the result after a dispatch from default game-engine in LSPDfr. -IOW, i do not have any other plugins running, only my own. The ped has surrendered after a chase, and is arrested with default method ( E for surrender/ Handcuff ). In this state the ped must be brought to kneeling position for the ingame Suspect-transport ( Backup Transport Local-unit ) That works every time, so the ingame/ default method is flawless, but depends on using the Backup menu. I wanted a keypress for the same function. Using code Functions.RequestSuspectTransport(suspectGroup[0]); will however not send the Transport-unit. The helmet-trick was to make sure that i addressed the ped i focused. That works, and proofs that it is the correct RAGE.ped that is addressed in the code. To my surprise using the same code Functions.RequestSuspectTransport(suspectGroup[0]); And only that, there are no arrest-sequence, handcuffing or kneeling, any RAGE.ped will get picked up by the Suspect-transport Here shown with a colleague 😛 Thats why i wonder if there is a bug. It looks like the RAGE.ped has a state-sequence? It is even more obvious with 'dead' peds Here All these peds has been declared 'dead' by the ambulance crew. I can however reradout health ~140, and these peds can not be cleaned away with World.CleanWorld(false, true, false, true, false, false); Because they are indeed not dead, but they wont delete() either What state could they have? Is my method for addressing a ped the only one? I cant find any other than building an array and then addressing [0]. item
  23. Could not dl log, you could paste it at pastebin set timeout for a week Can you load story-mode without LSPDfr?
  24. Is this a new issue? Did you load story-mode completely before you started RPHook?
  25. Many thanks! I have made some experiments, that has given strange results. Firstly i did not use a blib to identify the RAGE.ped. Instead i gave the focused ped a helmet. That way i was easy to see if i addressed the right one. I also omitted the instantiation of a Ped to hold the focussed ped. Instead i used the array directly And that 'works', but in very strange way. Code: Ped[] suspectGroup = Game.LocalPlayer.Character.GetNearbyPeds(1); if (suspectGroup[0] != null) { suspectGroup[0].GiveHelmet(false, HelmetTypes.RegularMotorcycleHelmet, 1); Functions.RequestSuspectTransport(suspectGroup[0]); This is the result: The strange thing here is that the Functions.RequestSuspectTransport(suspectGroup[0]); Does not work. It is strange because, if i instead stops a complete random pedestrian, and smack a helmet on that instance, then the transport arrives, and he is being forced into the van (???) That is: A caught and subdued RAGE.ped is ignored, but a random ped on the street will get transport. I really cant understand this. Is this a bug?

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