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RicyVasco

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Everything posted by RicyVasco

  1. So far it doesn't seem like PoliceMenu is causing the crash but some external callings with DirectX. Hopefully it gets fixed for you in the next GTA update, until then the only solution is sadly to not spawn the computer for now
  2. Did this happen with other LSPDFR/RAGE versions or only on the most current one? I looked into the problem with some other devs but sadly we werent able to figure out what was causing it. I tested it on my end and both the HD and Vanilla computer dodn't crash in 30+ minutes
  3. Thanks! Can you try it without the HD computer installed and can you also tell me which DirectX version you have selected in Settings - Graphics?
  4. Did you install the hd computer from the extra folder or qas it crashing without it? Also: Could you please try it like 3 times and sent me the crash log everytime it does crash? That would help me out alot!
  5. Thats good to know, I'll test it myself and see if I crash too. Are you doing something specific when it crashes, are you on a certain screen? Or does it also crash if you just spawn but dont interact with it?
  6. Did you put the OpenIV files into the mods folder or base folder? Apart from that, the only crashes that you should encounter is the "MEM_ALLOC_ERROR" which can be fixed if you enable the setting in the ini file. Or a standard ragepluginhook crash. I'm not sure what the cause of the Access Violation could be, but I dont think Police Menu is the cause of it, especially if it works properly ingame. I did a quick google search and found multiple causes, one of the possible fixes: "Set this in your lspdfr.ini: Main.DisableGameBlipHiding = true " However, your best bet is probably to open a thread in the support forum here: https://www.lcpdfr.com/forums/forum/920-lspdfr-04-support/ and upload your ragepluginhook.log when it crashes again.
  7. Currently not. I'm working on a bigger update and reworking the Court is planned for that too. I'll see if I can add that one too
  8. You can use them both together if you want, One doesn't affect the other
  9. You probably need to reinstall the OpenIV files. Whenever Rockstar updates GTA5, they tend to update the folder where those files are located
  10. If it crashes when you open it, you didn't install the OpenIV files correctly
  11. It's located under the clothing menu. Click the vest and it will open up
  12. Change "FixGameMemoryError" from false to true inside the ini
  13. Make sure you have the newest version of RageNativeUI installed. Next time also attach your RageLog else I can't see why it's crashing
  14. Best bet would be to reinstall GTA and Rage again. GTA failed to spawn certain objects
  15. I've looked into the decompiled code for the Paleto heist and this is everything I found regarding ragdoll: SET_RAGDOLL_BLOCKING_FLAGS(ped, 32768) SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(ped, false) Ped.CanRagdoll was also used but you already tried that
  16. Blame Rockstar for that, anything past 16:9 is sadly not supported and there's nothing I could do to change that
  17. You should also be able to use NativeFunction.Natives.SET_RAGDOLL_BLOCKING_FLAGS(Ped, 1)
  18. Arw you refering to the Police Vehicles or the Escape Vehicle?
  19. Thats simply because I can't control anything created by another plugin. If you spawn backup, I can't despawn them
  20. Maybe I'm not understanding the question correctly: All tasks have the Target as requirement anyway. So EnterVehicle(TargetVehicle), LeaveVehicle(TargetVehicle) etc. Scriptwise you would always know what TargetVehicle is. You can't call those functions and let the game decide who to target
  21. I don't see any changes in the link you pro ided but I'm also on my phone right now so maybe its a bit funky. You also need to set the Chase active for the player. While you can do that, it's not necessary. If you create a chase, add members and then set it active for the player, LSPDFR will handle ecerything. No need to give the suspect a flee task or give blips to backup
  22. Yeah you are calling it in a loop, creating the pursuit and requesting backup over and over again. There are numerous ways on how to fix it. One solution would be to create a bool public LHandle pursuit; public Vector3 SpawnPoint; public Blip myBlip; public Ped mySuspect; public Vehicle myVehicle; public bool StartedChase; And then in your process: if (Game.LocalPlayer.Character.Position.DistanceTo(SpawnPoint) <= 100f && !StartedChase) { // Create the pursuit. this.pursuit = Functions.CreatePursuit(); // Add mySuspect to the pursuit. Functions.AddPedToPursuit(this.pursuit, mySuspect); // Request backup for an air unit and one local unit to join the pursuit. Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.AirUnit); Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit); StartedChase = true; } Also, make sure to end the callout somehow like checking if the Suspect is arrested or killed, otherwise your callout will run indefinitely.
  23. That's because the dead person is vital to the callout, removing the body also removes an important option to progress the callout. Since there is no way for me to block STP from taking away the body, the only solution os to just don't let the coroners pick it up until after the call is done.

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