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FinKone

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Everything posted by FinKone

  1. Hmm. Mind PM'ing me with additional details? When does the disregard happen? (Right away, after accepting?) Does it happen every time? Does anything else not de-spawn (vehicles depending how far you made it into the callout?) Its most likely just something I missed clean up wise because I don't crash during this phase, or none of my testers reported it. I'll try to keep that in mind next time I jump into the code.
  2. Send me a PM so I dont forget. I know what your issue is most likely.
  3. That wouldn't be all that hard. The worst part would be driving around collecting the static locations so I have enough to blanket the entire map >_< But in terms of scripting something like that, it would be pretty straight forward because Backup has given me a wide exposure to all the tools (well, not all) but a good bit of the tools I have to accomplish my goal. Not saying you'll see this in the near future. I've got a list going honestly of what I want to create, and that list... its growing faster then these fingers can type. ;D PS V1.18 JUST uploaded. Have to update OP now.
  4. Might be easy'er said then done. We all know how AI can be with driving... Think EMS or Firetruck... I'm sure you've got some kind of memory where they completely destroyed your scene... I'm not saying I ain't doing it. As a mater of fact, I'm debating switching over and attempting this also so instead of a API Callout for Backup, I could make a entirely new script where the player can call for backup. I've yet to start testing, but I've learned A LOT about GTA IV native calls and LCPDFR API stuff from this. This coming weekend I might give coding for Backup a break, and switch over to seeing if I can get AI to smoothly drive up and park behind you - that being the only true barrier... because there are a lot of situations that could easily make them go crazy in terms of not being able to drive to a certain location. I'll most likely keep polishing Backup for this week, see where I get it (for example, I want to add better animations for when the AI just writes a ticket).
  5. Interested in testing 1.18? I'm looking for a range of testers, I'm still battling a few issues. If you are - send me a PM titled "1.18 Testing", please include... Avg FPS ENB (if any) ELS (y/n) Avg play time before fatal crash (without my callout) Avg play time before script crash (without my callout) 1.18 current features Normal traffic stops More spawns Different out comes to normal traffic stops (rare chance to become fatal. 1 our of 100, chances are someone will die.) New spawning system to check if peds are being created, and if not, attempt to recreate, and if it fails... again... abort the callout.
  6. Hey guys, just looking for additional input into the lines and reasons the Officer said they've pulled someone over when you link up with him. Currently I have 4 categories, with 4 says withing each one... If one of them seems of - or you'd like more, lemme know! Failure to yield to a traffic control device. "blowing through a red light" "running a red" "running a stop sign" vehicle not road worth (currently doesn't include a damaged vehicle but will in the future) "a taglight thats out" "a headlight thats out" "vehicle damage" traffic violations "not wearing a seatbelt" "not using a turn signal" "failure to yield" suspicious vehicle stops "just coming from a known drug house" "erratic driving pattern" "because vehicle matches a BOLO" These all get plug'd into a statement line to greet you. Stopped'em for " -Insert one of the above lines- " RANDOMLY SELECTED ENDING ALSO. So for example you'd see Stopped'em for erratic driving pattern, thanks for backing me up. I think that the "reason" the officer gives to the other officer, shouldn't always have to be that 'legal' ... for example if a Officer got backup for a stop, and the guy failed to use a turn signal, or ran a stop sign, BUT came from a known drug house... I don't think they'd always mention the traffic infraction, more so they'd mention the more dangerous or important reason of the stop. I don't say ALL of them, because I don't want the player reading a bible per stop... Opinions? Ideas?
  7. Win 8.1 user here also. Issues only included the black screen start up - but that was sorted out quickly, and more so steam related then anything else. Runs fine. Very stable on 8.1. Just dropping by in case this statement has put anyone to doubt about 8.1 EDIT - Also there are some people that run into ownership issues over the folders, and forgot to set them to not read only... sometimes, depending on the privileges you've got set for the harddrive, it can switch the folders back to read only... not good in terms of playing LCPDFR.
  8. Well some times, things dont get created when I tell them to I'm discovering, and thats because we are scripting... It seems to also be directly related system performance most the time. What I've been up to is attempting to make sure it works for more ppl, rather then just working on the new callout (normal traffic stops). With the solid group of testers I have now, I should be able to keep improving on that, but in the end I am going to have to accept that everyone might not be able to run this callout, due to a large number of reasons. System specs, pushing rigs to hard, to many mods, cpu bogs, bad car, people, or weapon models... just to name a few. However things are starting to look up. I myself often test run the script 50 times or so. Within the number range I currently get a nullref/script crash only once, maybe twice... I think 1.17 will help some people, not all. There are still a few glaring issues I have to sort, add detail, and a few out come chances and it'll be up. If you are a guy thats having trouble with the current spawn system failing and want to test the new one, PM me. You will only be testing the spawn mechanic - literally everything else has been ripped out.
  9. Of course I had! The more I learn about the tasks and coding with this, the more comfortable I'll feel making this. Heres a mild update. Ignore the mic static thats here and there.. I've got a new one on the way so I no longer torture you with mic static.
  10. Can't wait until I destroy my current SSD build of GTA IV LCPDFR, so I can replace it with this.
  11. I'm running it on a XFX R9 290 (on a AMD 8530 CPU though), heres a video if you'd like to see it running Ultra while recording using nasty Fraps and ENB Cry3. Without recording I hover around 53 frames. Get a SSD as stated above. It really does help to put your OS and higher end games on there.
  12. Ok guys - I'm starting to target the spawn system a bit more. Almost there in terms of feedback I'm getting if its working on not. If you are interested in TESTING THE SPAWN SYSTEM ONLY, PM me. This will only include the spawning mechanic of the callout which has been mostly redone to add more protection - I'll send a PM back with instructions on what I'm after in terms of testing if you are interested. On a update note - for those not having issues with the spawn point and interested in more content - NORMAL backup calls are coming along great. The Officer will communicate with you when you get on scene for why the person was pulled over, wait until you say you are ready to proceed, then walk up and make contact with the driver, head back to his car to run him, return to the driver, and issue a ticket for the driver. Currently its linear (I know... I know, I said I hate that about callouts!), but its just the start. I've still got to plug in the details (animations, adding clipboard for ticket, perhaps some voices on top. I love my details), then I'll be shaping the call so it can turn into something more, at this time I'm not sure what though. A very rare chance that the suspect will shoot at the primary officer when attempting to make contact of course if a must. The person also having something wrong when being looked up, and being asked to step out is also a must, but will also be a some what low chance of happening. We'll see what happens from there!
  13. Do me a favor - instead of forcing the callout right away, instead type "reloadscripts", then close that menu (press ~), then press ALT + P, press ~ once more, then type "forceduty", afterwards, type "startcallout backup", let me know if that works.
  14. I mean, I'm still happy that it will be coming to PC - but the time frame is a bit stupid. The main reason for the first delay was to bring GTA V 4K res on PC... the majority of users... won't use this. I didn't even read the report on why the delay has happened this time - but it is annoying. The sooner we get it, the sooner we can start to tinker with its files! I'm excited for what GTA V will become, not what it is... if that makes sense. This is what happens when a company shifts its sight from doing a proper mutliplatform release... I mean... I literally own a copy of PC, and on Console... if they released it at the same time, I would have gotten it only for PC... they know this. ;(
  15. Are both those errors from my callout?
  16. Ok. Does this happen if the POLICE2 is replaced with a stock NOOSE line? Does this happen every time? In the next version I've improved the chances of forcing a ped to be created if it was missed on the first pass, AND making sure the ped is not removed in the small amount of time that I created him ( for instance, if they are far away, sometimes GTA IV will try and clean them up by deleting them even if I had them set as a mission character, and needed. Its forced me to use black magic.) You could try to increase your ELS AI range line (In your ELS.ini in your main GTA IV folder) "Els_Range_Ai = 500" - some people have reported increasing this to 700 or so, increases the chance of a bad spawn for the police or police car. Don't worry I'm going to keep improving the best I can for people still having issues. Literally using a scripthook that starts a script, that starts another script, which runs my script... so ... things can go wrong. ;) This has been a target of resolve lately for me - it seems to be a issue for some. I think I might have it solved next update. Try to increase your ELS range (ref to above) and see if this helps. Yea this is another frequent issue I'm seeing - still working towards a solution. Got the answer I think just need to find time to implement it. What type of FPS are you getting just wondering.
  17. Maybe I'll get around to it - sounds simple enough.
  18. Yea I would try this ^ first. Cleaner went to town and most likely goof'd a few things up that were needed.
  19. Thanks guys! Loving the positive community! I've been working on making the normal callouts lately. I might have them in by this weekend depending how busy I get with work... Next version will most likely feature 1) more spawns, can't wait to have the entire map covered! This is... by far... the most boring part. 2) basic backup callouts for normal traffic stops (which can become deadly, but for the most part, will be... normal. ;)) they will most likely have the same chance of evolving in a shootout that you currently get while walking up on a car, which I think is just rare enough, but not too rare. 3) looking to improve the callouts ability to insert itself into the callout manager in the event of a crash (I know a lot of you guys are having to reloadscripts on loading up a crash sometimes) EDIT : Good news is I think I found the errors you guys where getting for some null refs and tidy'd it up! I keep better track of the criminal spawning and attempt to "gently" force it again if he failed to spawn.
  20. If your game is reloading from a crash recovery, it is possible that due to this this callout did NOT load into the callout manager.
  21. Ahh so what most likely happened is that it didn't close out all the way, but the ped was set to deletion if out of view from you, and once it was out of view - it was poooooof, once that happened and LCPDFR was trying to tidy up a bit - it cause that to throw I bet. Shouldn't happen every often... I think it was more of a rare situation thing - but I will most likely attempt to include a check to see if the callout was completed and put a few more protects in there from it happening again. All in all - any other issues?

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