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DeSepticOasis

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  1.    Night trooper23 reacted to a comment on a file: Callout Response
  2.    Operation reacted to a file: Patrol Suite
  3. Appreciated! I believe in those images I was actually using my own! But I do not remember. I use a different one now
  4.    SkywalkerOG007 reacted to a file: Patrol Suite
  5.    BJ USA reacted to a comment on a file: Callout Response
  6.    BJ USA reacted to a comment on a file: Callout Response
  7.    BJ USA reacted to a comment on a file: Callout Response
  8. Car Pack is from Officer Ark! I am getting around to replacing it... I have some issues with it. NOTHING MAJOR im just nitpicky about my light bars and shit. And the livery is from ThinLine Sanctuary
  9. This is controlled through your DefaultRegions.xml and CustomRegions.xml from Ultimate Backup or Policing Redefined... not Callout response on its own. it also uses native backup if neither of those mods are available so that would be in Agency.xml
  10.    11john11 reacted to a file: CrashOppsRollover
  11. Depends on the callout..... please read the HTML that comes with the download.... it has all of this information within it The whole purpose of the mod was for callouts and such. But i can see if I can get the mimic lights functionality to work on any backup unit separately. But this mod is not a "backup" mod of its own, instead it uses PR/UB's backup (whichever you have installed) So if you want backup on a "scene" you would need to use their menu. THOUGH! i have been thinking of a way to redundicize the "Manual" Backup menu for Callout Response... and see if I can just get the Backup menus from PR/UB to allow the same sort of functionality while keeping the Config menu. Also! Feel free to join my discord! I am there quite often, but I do work of course. I will say I have a lot of future mods planned!
  12.    craio2lk reacted to a comment on a file: Callout Response
  13.    craio2lk reacted to a comment on a file: Callout Response
  14.    craio2lk reacted to a comment on a file: Callout Response
  15. Not even sure what you mean by this.... what i meant by 24 is the hard limit for backup units is, i set 24 as the hard limit in Callout response lol.... not that it was a hard limit for any backup mod. But depending on the user's system specs, around 15+ starts causing performance issues... though personally i don't see any until like 22 ish
  16. So that is less of a Callout Response issue... and more of a GTA, and to many active backup units with vehicles, and peds and blips issue. If you noticed when not even using the mod, and calling backup... after around 13-15 anyone will start getting performance issues! 24 is the hard limit for backup units... because you shouldn't really need more than maybe 15 for any scene... and that includes a mix of Patrol/SWAT. I put it at 24.... because I like to crash my games on purpose sometimes.... I am a big fan of stress testing
  17. WHOOPS! FORGOT THAT ONE! I will get right on it! haha
  18. The car is from OfficerArk's Blaine County mega Pack. but the livery is from Thinline Sanctuary. I am getting ready to switch to a different pack over the OfficerArk's Blaine County Mega. I will be using something else soon
    • 1,851 downloads
    • Version 1.0.0
    JOIN THIS SERVER FOR SUPPORT: https://discord.gg/JRyTru8cmv CrashOppsRollover is a standalone GTA V .asi mod that adds more dynamic rollover behavior to vehicle crashes, PIT-style impacts, sideswipes, and hard spinouts. Instead of vehicles feeling glued to the road during major crashes, CrashOppsRollover gives unstable vehicles a configurable chance to roll when they slide sideways, rotate hard, or become destabilized during an impact. This mod is designed to make vehicle crashes feel more cinematic, dangerous, and believable without forcing every crash to flip. Features Standalone Script Hook V .asi No LSPDFR required No RagePluginHook required No ScriptHookVDotNet required Dynamic rollover behavior for unstable vehicles Works with PIT-style impacts, sideswipes, spinouts, and heavy crashes Chance-based rollover logic so every crash does not feel scripted Tuned diagonal-slide detection for more natural rollover moments Configurable rollover chance, strength, lift, and trigger angle Optional PIT Assist setting Vehicle class tuning for lighter/heavier vehicles Motorcycles, bicycles, boats, aircraft, and trains ignored by default Explosions disabled by default for a more realistic baseline Clean and simple .ini configuration Optional logging/debugging for troubleshooting https://www.image2url.com/r2/default/videos/1780601770488-ed64104a-90b2-4ff6-b97a-f98c3481a4cc.webm
  19. Actively working on that in the next update... this whole mod is getting a full revamp!
  20. Have you turned it off in the menu? Nothing..... is in that my friend.... so that is not what is causing things not to work... that was a beta thing that slipped through... whoops
  21. DeSepticOasis changed their profile photo
  22. Last I checked..... it says it in the HTML
  23. Auto Populating ID's is coming in the next release. And the whole CAD is being reworked as well. So just bide your time I do apologize
  24. Okay so as of this moment the only work around is changing "Live" to "Pause" in your settings.ini which will use a completely different display that is sort of buggy.... and regarding an ETA for the next release.... I have no 100% time-frame for it.... but I am aiming for within the next few days if I possibly can
  25. Next Update will have this

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