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DeputyWulf

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  1. Like
    DeputyWulf reacted to Braveheart in [WIP] Braveheart's Policing Script V   
    Braveheart's Policing Script V
    The return of my (infamous?) policing script, reinvigorated for V.
    As with IV, I aim to provide additional functions which I consider basic and or necessary for the purposes of policing realistically. To my mind, dealing with every incident as if it's a life or death situation is not indicative of a typical police officer's day-to-day role. I realise the limited options available sometimes leaves no-choice but to dispose of an incident in a somewhat unrealistic manner. My intention with this script is to open up more possibilities and choices for the player to utilise. Granted, some of the features listed below are already present in LSPD:FR and some of its fantastic plugins and I don't want to step on anyone's toes however, each feature is implemented in my own way to my own taste. Some of you might be wondering about the hands up/resist arrest features, I add these to enable peds to react in different ways to your attempt at restraining them keeping the interaction a bit more dynamic. I don't quite like LSPD:FR's linear and predictable everyone-surrenders-first-time approach. (Although having said that, I did once experience a ped "resisting" whilst preforming an LSPD:FR arrest, I'm not sure if it was a bug or an intentional feature. If it's the latter, I like it.)
    V scripting is somewhat different to IV; some useful functions are missing and some things don't work as they did in IV. It took me some time to adjust to the differences and what have you. The Discord chat has been been an invaluable resource for quick answers to problems that arose and my thanks go out to all those who have lent me a hand thus far.
    Features
    Police barrier control (no matter where the barriers spawned from you will be able to pickup, move and place them even if any script(s) crashed and you've reloaded) Vehicles will stop and queue behind barriers (I may include an option to delete queuing vehicles; I experimented with having vehicles turn around and drive-off but it came with a lot of issues) Prevention of melee scuffles (fist fights and baton use) from resulting in death Stop, interact and converse with peds Require a handcuffed person's name and date of birth Stop and direct traffic Road-side impairment / field sobriety test with multiple outcomes Order a person to drop their weapon Order a person to raise their hands Acquire standard police equipment loadout from police vehicles Call a vehicle's registered keeper and request they attend and collect their vehicle Ambient events  Everyone's favourite: resist arrest  
    I have coded most of the features listed and at this point they just need expanding to add variety and polishing.
    I was going to add an MDC layer to this script, connected to a communal website with the ability to create crime reports, accident reports and follow-up of cases however, I was informed that the LCPDFR Computer+ project already has this in-hand. I was also going to add a report person/issue ticket option and have a follow-up on the outcome of the case/ticket (much like Albo's court system) however, I think Albo plans to expand his court system to include more than traffic offences.
    As I said, it is fantastic that there are already a large number of other plugins by some very talented individuals which cover a lot of the features I would like to see.
    Should any one have suggestions for features they'd like to see, feel free to leave a comment.
    I plan to create a realistic and immersive calls plugin once this project is out of the way.
     
    Brave
  2. Like
    DeputyWulf got a reaction from FCV96 in [ABANDONED] [1.1] vpCallouts - Additional Callouts   
    This mod is fantastic! So much better then the other callout scripts anywhere. And the fact that there is support makes it so much better. Good work Vocosol. Can't wait for future releases.
  3. Like
    DeputyWulf reacted to Ceril in Police lights   
    If you're using ELS, then you can find the colors in the els config file located in your GTA IV directory. If you scroll down there should be a place in the document set up like this:
     
    [ POLICE ]

    Active = 1
    Color_Light1L = 0
    Color_Light2L = 0
    Color_Light3R = 1
    Color_Light4R = 1
    Offst_SLights = 0
     
    the number is the color of the light, which corresponds to this chart (also at the bottom of els.ini):
    Red         0
    Blue        1
    White      2
    Amber     3
    Green      4
     
    The look of your file might vary slightly based on the version of ELS you're using.
     
    Hope this helps!
  4. Like
    DeputyWulf reacted to HDgamerzPC in Where to download ELS.ini and els.asi   
    You download ELS.
     
    Link: http://gtapolicemods.com/downloads.php?do=file&id=196
     
    It's real easy to edit ;)
     
    so this is a default police ELS section
     
     
    [ POLICE ]   Active = 1 Halogen_Only = 0 Color_Light1L = 0 Color_Light2L = 0 Color_Light3R = 0 Color_Light4R = 0 Color_Light7L = 3 Color_Light8C = 3 Color_Light9R = 3 Offst_SLights = 0   So you change the numbers to what ever colors match you light bar and such, or as I don't really care, I don't change it as all. I just go with it :p   So when changing the #s these are what they can be changed to   Red 0 Blue 1 White 2 Amber 3 Green 4  
    Also there are things above the light setting like
     
     
    Active = 1 Halogen_Only = 0   Active Determines whether the ELS can be enabled on that vehicle / 0 for OFF, 1 for ON and,   Determines whether the model is intended for halogen only lighting patterns   Hope this helps! ;) If it does, don't hesitate to press the green rep button! ;)   GTA

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