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FinKone

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Everything posted by FinKone

  1. If you want to check it out you can use startcallout backup once on duty in the ~ command window. I wouldn't recommend spamming it, the reason you want to let it call itself is because it looks for a suitable spawn prior to calling, rather then being forced to call - if that makes sense. Its ok to force it in my dev build of it because it was built for testing, and short range vehicle grabs, the one you have however is built for the API to use if that makes sense. Use startcallout backup at your own risk. ;) Just let it come on its own and it'll be more rewarding.
  2. Backup 0.95 released! Grab it before everyone burns me alive for making their games crash and I pull it back down! ;) '?do=embed' frameborder='0' data-embedContent>>
    • 61,634 downloads
    • Version 1.22
    Backup Callout is a plugin for LCPDFR 1.0d, which uses LCPDFR API calls to plug in fluidly into your game. Its currently all about assisting a primary officer, which has requested dispatch for a additional unit (YOU), to assist him in a high risk and normal traffic stops. Be careful. These felons don't want to go back to jail. You will find bugs. You might even crash. It will improve over time. LEAVE CRASH REPORTS HERE IF YOU SHOW UP TO THE SCENE AND THE POLICE CAR AND OFFICER ARE NOT THERE, CHANGE YOUR "Els_Range_Pl", and "Els_Range_AI" to 500 or greater. This is just a update to inform users having trouble. 1.20 update soon, this is just a msg update. Do not upload, redistribute, or modify without permission. Updated 22/MAR/2015 If you are a YouTuber, please throw my channel a plug so my kids don't starve before the winters over. https://www.youtube....3VACpw2Hwybi1WA Installing Tutorial Recent Update Notes : Update 1.20 added more spawn locations (REFER TO MAP PICTURE UP TOP FOR LOCATIONS), added even more handling and improves to protect from a crash in the event of a bad spawn. Tested and working 100% with LCPDFR 1.0d, and 1.1. Later versions after this one MAY however, require 1.1.. we'll see I want to use some of the new APIs. Update 1.19 added more polish to the normal traffic stops. Added more protection in the event of a bad spawn (tips from LMS and LtFlash helped a lot in improving this go around). Still going to polish up this one a bit more, should clean itself up 100% of the time without a crash in the event of a bad spawn/fail spawn. No new spawns, just didn't have time. Update 1.18 [hotfix] The aborts got a little jacked up, I made a mistake. Not if the callout fails to create - it should abort and clean up without throwing a fit on its way out the door. LCPDFR should no longer crash if this callout fails. Update 1.18 - More spawns! The warzone has been added! (Bohan), different spawn system (not location, but creation of peds), to reduce callout failure. Normal traffic stops added (Still be ready for anything... ;) ), Manager line 169 error shouldn't be a large issue any longer. Update 1.14 - Worked on protecting the game from having a fatal crash. Still working on the script crashes that are happening. If you are getting a null ref NOT related "GTA IVLCPDFRSVNbranchesLCPDFR Ambient ActionLCPD First ResponseLCPD First ResponseLCPDFRCalloutsCalloutManager.cs:line 169", Feel free to let me know - otherwise if that is in your log, I'm working on correcting this for the next update. 1.14 uploaded again. Only correction was the version when callout plugin, plugins. Forgot to update version. :| Update 1.09 "HIGHWAY" should see minimal crashing. More spawns added (check map picture). The only goal of this was to make it more stable in terms of the event spawning. There are still some issues with the events themselves (Officer car not despawning properly, minor hangs.) Update 1.08 "HIGHWAY" is more stable. I've disabled all old method for spawning in the cars. This is a static method. If you are having a lot of trouble with the other versions, TRY THIS. If you are not - there really is no need to upgrade. This is my attempt to discover why it works for some, but not for others. Most stable release, does not features city backups, only highwaycallouts for the BROKER AND DUKES HIGHWAY AREAS. Will not spawn them on the other three islands. South East Main Island Only (game starting location) Update 0.97 "Disregard the Disregards" edition - Attempts at making more stable, and reducing the chance of a disregard. Light testing on this version. Reduced chances of fatal crashes by putting more protection in. Completed Features: Traffic requests happen map wide, city and highway. 4 out comes to the traffic stop - all of which can change based on the random statistics given to the felon on creation. Assign State or County Police Officers to Highway Traffic stops and assist (Just read the INI for once!) Idea pool + planned features Suspect flees on foot Suspect throws drugs on ground (player must collect) Improve spawning of city related felon traffic stops (rarely grabs a bad spot) Add carspawn options (letting players pick which vehicle in a INI spawn as the primary, and officer uniforms.), add stock spawning variety. Add spawn points for highway traffic stops (current method needs to grow to handle this) Add non-felon stops, traffic assists for normal infractions To add, have suspect with drugs chance to flee vehicle and drop drugs. Vehicle can be searched for drugs also (don't just clear the scene!) KNOWN ISSUES Bad spawn location for callout. Poor placement of units (sometimes in buildings) - this will improve more over time. Forcing a callout back to back can fail to create the police car and officer if it was not yet deleted from memory. I do not force these to be deleted, because I want the suspect car to be there when you get back! Bad spawning, criminals floating, incorrect position, stuck. This is most likely due to the users computer, I'll be reducing the distance they are created and see if that helps combat this issue. High end rigs / well setup games are rarely reporting this. Police Officer Car not despawning, but Officer despawning. Crash (rarely) when aiming at criminal when transition from my script control is given to LCPDFR. Vehicles fail to spawn and land on ground (being looked into, seems to be the case on slower computers/bogged down computers). LCPDFR having a issue out of my control and causing a script crash. Been talking with other scripters and have been told this one might be out of my hands. It doesn't do it that often. Its happening on accepted and I'll be investigating I way around it. Working on a solution for this crash error - "GTA IVLCPDFRSVNbranchesLCPDFR Ambient ActionLCPD First ResponseLCPD First ResponseLCPDFRCalloutsCalloutManager.cs:line 169"
  3. I'd rather take my time making something, make it good, and release it with fewer issues, rather then trying to sift past PM's and massive amounts of posts all stating something I just simply over-looked. Thats why I'm doing a small group testing to get these issues out of the way. Thanks! Oh wi'll be released, don't worry. But on my own accord. Things are going well today so I might happen sooner then later. Thanks I'll try to keep you updated. You can see how vastly it changed from one version to the other.
  4. Depends how this next round of testing goes. I had it polished well, then I decided I wanted to supplement the current spawn system with a secondary system (in case the first fails), and now its just bringing it back up to good running standard to make sure both these things work well together. Beta? Maybe a week or so. Problem is, I keep wanting to just add more and more stuff, and more and more detail... ;D
  5. The siren is "Code 3 Mastercom B", located here '?do=embed' frameborder='0' data-embedContent>> Check out the youtube for any other mod questions, I've got them listed. I also wanted to show its script friendly to a partner on scene as well, so I made good use of him! Thanks!
  6. Hey bud, its in. ;) You can declare up to 5 cars, and up to 5 ped model types you want to spawn in. I've just to finish up setting the chance to spawn in. Thanks again to LtFlash for helping me with some confusing times on this one... ;D
  7. UPDATE - just in case you find this thread but missed the script I'm making. '?do=embed' frameborder='0' data-embedContent>>
  8. Video update of some callouts of felony traffic stop!
  9. Man LtFlash. You got some good stuff going. Was playing again tonight.
  10. Yea this is on the list of things I want to attack once I shift over from making the "felon" style traffic backups, well will move onto suspect drugs, suspected DUI/DWI. I'll keep at it man! Ok I'll be sure to keep in mind that location for testing to make sure it gets in first when I get close to that. I can think of a few other spots. I'm going to have to kinda of 'blanket' the highway though or else the player will get frustrated with having to drive large distances to the call in my opinion.
  11. Ok. Thats not that hard. I'll create a INI that goes with it that advanced users can use.... how to handle it though... Perhaps you can decide on a range of vehicles you want to select from (shouldn't need more then... 4 different types right?), and from this range the second number will include the chances of them spawning, on a 100% ratio. so for example... [ADVANCED SETTINGS] VehicleSpawn1 : "NOOSE" Vehicle1SpawnRatio : "50" VehicleSpawn2 : "POLPATRIOT" Vehicle2SpawnRatio : "50" So half the time you'd get Noose, the other half Pol or I could just make it so it randomly selects from all the standard vehicles? Right now its only set to one simply for testing (and no one requested). I still have to add high way stops with that said. Those are going to require me to go around and grab the position and facing - so if you've got a spot you really wanna get shot at by a felon that refuses to go back to jail, lemme know! ;) Ty for the suggestion! Adding it to OP so I don't forget. Its where I store my brain.
  12. Ohhh some goooooddd headway was made tonight. I said forget the video in sake of making it better. I do like to make videos though and want to start a channel... I've solved the spawning, the solution now will spawn vehicles correctly 98% of the time... :| If it fails to spawn it never displays the call, so you never get hurt about a disregard. Working on a few fixes that I've needed to and its starting to become extremely stable. I've had a few people test it out and they've only had 1 crash out of 20 or so calls (which I've corrected since then!). Starting to think about what else I can add...
  13. Currently no its not for multiplayer. The main reason I'm thinking I won't make it for multiplayer is because, well, in multiplayer you guys can back each other up.... yanno? But not a dumb question - it did cross my mind, but currently I've no intentions of making it for multiplayer (nor have I learned how to use the native functions or LCPDFR API calls in regards to multiplayer yet.) PLUS... I have no friends! I'd have no one to test it with... Wow... that sounded sad.
  14. 4 out comes complete for the felony traffic! What I was up to tonight Polish and protection (from crashes). Suspects and Officers go back and forth more with voices. Improved vehicle spawning slightly (still not enough), Primary is often parked on a offset now to give him better cover. Improved characteristics of fleeing (both on foot and vehicle fleeing added.), the felons might get over excited at any time and decide they can't flee so they shoot it out (if they have a gun). The dice are always being rolled to determine if the character should change his status in a given situation now. What I'm up to next - a video update, and after that, I plan to really improve the spawning. There is still a issue if it grabbing parked cars in alleyways, driverways, and parking lots - this doesn't always work out to the best and sometimes leads to a scene that will complete, but one that is placed very, very.... very badly (I've seen the police car end up on building tops...). I'd say 80% of the time, the spawn is a decent one, but lets shoot for 100%. ;) I've got a few ideas in terms of solution and it shouldn't slow me down to bad. Still open to suggestions on what the felon should do as a traffic stop result (besides the ones currently in), and also if you've got a kool idea for a normal traffic stop (normal traffic stops will be added later.)
  15. Hey Speedy - don't worry man foot pursuit is already planned - well, even done thats as simple as making just another state and telling him to flee without a vehicle, thats as good as done. Ramming the primary unit sounds (backing up) before fleeing sounds interesting. I could make the primary units engine take a good bit of damage to the point that it no longer runs and puts him out of the chase off the bat (if he doesn't have a ram-bar on his car, which I can see now will conflict with OTHER peoples games, for example... if police doesn't have a ram bar in my game, and I decide "if police car, damage engine" while police 2 has one in my game, "if polce2, ram and flee, leave engine alone", problem becomes if in your game, you have police1 with a ram bar, and police 2 with a ram bar, or none, or both... if you catch me drift)... or I could have him simply back up and just damage the car and flee in his car. The primary officer does now put his gun away on final approach, the animation sync time line is still out of place (suspects hands go down to be cuffed about 2 seconds after the police starts his animation. I think I know a easy fix tho) Oh man that sounds freakin' sweet. When I get to the non-felon callouts part of this script, (I wanted to handle the harder parts first, which is pretty much done just needs polish. I want to add more ambient speech and animations.) I'm going to make the player force the ped to do a field sobriety test and its up to you to determine if he or she passes or fails... Gotta add all these ideas and wants to the OP myself or I'll forgot!
  16. They should work just about everything, shy of a garbage truck (which I heard has different types of tyres, and I did not test.)
  17. Does your first call out come fast? Are you Alt+E clearing after that call out? If you are sorry, but I had to ask some people don't know to clear calls... Check the bottom left of the screen look for a small white phone icon with a x by it. You need to Alt E if thats there.
  18. Ok so I've completed 3 situations. 1 ) he does peacefully - sometimes the officer waits for even more backup before approaching (if he refuses to drop his fire arm if he has one) 2 ) he decides he ain't going back to jail - opens fire on officers. 3 ) he decides hes got better odds fleeing in his vehicle after stepping out and gets back in. IMPROVES I NEED Vastly improved the spawning system to avoid problems - however I still need to work on it a bit more to make sure I don't encounter any odd spawns (alleys, residents). Make the arresting primary officer low/unarm himself before making the arrest. What else should I add? Still thinking I'm going to add a non-comply, stays in vehicle and locks doors to see how the player deals with it (if game mechanics don't make it pointless - I want to see if I can get you to smash the window, unlock, and pullout if ya have to) Still need to add a straight up ditch and run. Going to start working on making the callout have a chance to start going south before you get there.
  19. Ops. I'm sorry willpv23 didn't mean to waste your time. Won't happen again. Video update of traffic backup gone pursuit! Check OP!
  20. My harddrives look like they belong on a episode of hoarders. KEEP EVERYTHING, THROW AWAY NOTHING. Even if its not important. The only one I respect is my OS / High end games SSD.
  21. Already done! He stands guns drawn with door open waiting for backup. I'll update a video here shortly. I've completed successful, peaceful arresting of the suspect, and given the suspect the option to get back into his vehicle and flee. Its only going to keep growing in terms of what can happen, but I'm getting excited because its coming together. Issues that I'll have to face - A improved spawning system... I need to exclude dangerous spawn places (like alleyways with NOT enough room for the event) Improve the AI pull away driving when it ends peacefully, because I let LCPDFR transport functions take back over, it leads to them in general always ramming the hell outta the vehicle in front of them. I'm going to see if I can grab back the driver of the or maybe just force the steering over a bit more until he clears without making it unstable.
  22. At first I did have the officer wait in his vehicle - but I had to make a trade off. My options are have him in his car, with his lights off (so the siren is not on), or have him out of the car with his lights on and his siren off... I cannot disable the siren (yet) while hes inside - still looking into it. So I choose to let the officer stay outside the car. Which one do you thinks better? When you pull up his lights and sirens will be going, he'll be in the car, and exit leaving lights only on - or have him outside gun drawn (because for now these are felony/high risk stops), with lights on? I've done a lot of updating and will post a update soon. So far I'm almost complete coding the peaceful arrest, or where he gets back into his vehicle after ignoring cop commands. Just got a few position fixes to make on the arrest animations to make it look good, then decide what I want to do from there (have him take arrested back to station, or use the standard call for backup transport call, if I can find it) before the days out I want to have it so it can end peacefully, he'll get out and decide to run (getting back in vehicle), he'll refuse and get out and take off, and lately he'll get out guns blazing/ flee on foot with a weapon.

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