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Ekalb

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Everything posted by Ekalb

  1. Don't feel like it? Is that because it's a cracked version and you can't?
  2. Some of this information should be available on your preferred department's website. Just take a long in their employment section and see what personal characteristics they look for, or what values they state are important to their service. A high level of integrity would be important, and perhaps the most important skills would be in communication. I don't think many agencies have required tertiary qualifications, most in my country require high school completion at a minimum. It's not uncommon to hear people who are intending to be police officers are currently studying a degree in Criminal Justice or Criminology, but they aren't all that common. Some department's might have recognised tertiary qualifications come from the usual application process. The primary goal really depends on where you end up and what job you have. Again, you should look into the specific organsitions you are interested in and find out what they offer, and what it takes to get into those divisions.
  3. Arghhhh having this stupid problem with collisions again that I mentioned on the top of page 10. It seems like the collision for any part I add to the vehicle (for example, any of f5544's parts) causes issues. I've put them in as either extras on some vehicles or miscs on others and they still cause this weird bug where the collission doesn't seem to actually be around the object and just frustrates the rest of the collisions in the file, so that when I should at one place the bullet impact appears elsewhere. I'm not sure if it's something about the axes or the positioning in the hierarchy. I'm pretty sure it's not the material and i don't think it's the actual collision mesh itself. I wish I could figure it out though. The only alternative is to delete the collisions for those parts but then you can just walk through the lightbar and rambar like they aren't even there. Maybe it's something to do with how i'm importing them into Zmodeler or something along those lines. If any modder wants to have a looksy and see if they can help me figure it out, feel free to flick me a PM.
  4. ext_req means it will always spawn with an extra, ext_gang means the extra parts only spawn in certain gang zones (like the sports variant of the Rebla driven by the Russian mafia), ext_all activates all the extra parts at the same time, ext_taxi will turn on extra_5 all the time then there's ext_sunroof, ext_strong and ext_convert which I'm not sure about.
  5. I always seem to have the "SET_CAR_CAN_GO_AGAINST_TRAFFIC"is not available" error show up in my scripthook.txt after I've crashed too.
  6. Just hit 'Rebuild' and see if it works once it's finished.
  7. Yes. I recently used it to change my weapon sounds to max payne 3 weapon sounds. Just download any custom sound mod and follow the directions that they come with. It involves going to pc\audio\sfx rather than pc\models\cdimages
  8. I think what I'll do is finish up the Vincent updates in exactly the same spirit as the originals and then I'll look at alternative configurations. A slicktop/Mx7000 variable wouldn't take too long at all. A (multi-livery) Vapid with an LCPD Vector? Is that not exactly what Caine released? I'll think about a Merit but at the moment I don't have my hands on a mapped model. Landstalker with LCPD Vector will come along. I've got everything ready, I just need to start actually doing it. Stinger is an interesting suggestion though.
  9. This has been happening in Australia for years, you can get a random breath test or a random drug test, or both at either a roadside testing operation or by being pulled over by police for any reason (I think it is a sufficient reason to pull someone over to conduct a random test, I don't think the driver actually has to have done anything to provide a reason for a stop). I hardly understand it being a problem either... if it's an offence to drive while intoxicated either by drugs or alcohol then police should be able to enforce those laws. All that's required for a drug test is usually a tongue scrape. I believe it takes a while though so normally they are restricted to proper roadside operations rather than just random pull-overs.
  10. Which vehicle, the Vincent? Any particular other features?
  11. This week I'm currently working on some long-awaited fixes to the Vincents in the spare time that I have while studying for an exam. What I've done so far: * Fixed the headlight visibility issues (fixed these before but neglected to upload them) * Fixed the chassis collision issues so you can shoot through broken glass * Fixed the rear dash lights on the slicktop version so they aren't an odd shape * Added an illuminating PC * Added takedown/alley lights to the FS Streethawk lightbar that are attached to the headlights * Added prisoner transport divider to marked version only * Restored the original rotators on the FS Streethawk and modified them to spin properly * Slightly re-positioned the pushbar * Attached the previously non-functional parker lights on the front bumper to the headlights so they now work properly Is there anything else people wanted to see on the Vincent models or that needed fixing? I'll give the slicktop vapid the same treatment before moving onto bigger projects.
  12. Both methods should work, I did the same with my speed enforcement Buffalo (extra1 is just a pushbar, extra 2 is the pushbar+wraparound and extra3 was just empty). Although, have you considered that the lightbar would not be functional? Perhaps you could try something like what taxi lights and the FlyUS vehicles use for their beacons, but I'm not sure exactly how those work and they definitely can't be controlled by a player. e: actually if the vehicles.ide says ext_all (all extras will appear all the time) then the method won't work. You'd have to advise users to change the line in their ide file.
  13. Either create extra1 with the lightbar and extra2 with nothing (so it's just the dummy with no meshes underneath it) OR advise users to go into the vehicles.ide and delete the ext_req (extra required) extension. But obviously if you're using ELS you can't have extras like that
  14. Very keen to see some pictures mate, they sound good.
  15. I would love a non-els Bearcat!
  16. Ekalb commented on ITO's gallery image in GTA IV Galleries
  17. Best place is to search/ask here: http://gtapolicemods.com/showthread.php?98-Australian-Emergency-Textures/page30 I haven't seen a ambulance service texture for a sprinter though. There are paramedic uniforms in there though.
  18. With Tom's accurate suburban and the other flashpoint-inspired landstalker that was released i didn't really think it would be necessary but I've still got it if there's interest. Teaser for my drug police ped! However, I'm trying to sort out if I should add any other ped meshes to it. I don't really think any others would be suitable though. One thing I may do is also add in a simple 'CUSTOMS' uniform using the original cop meshes though. Unless anyone has other suggestions? In terms of car mods I guess I've got plenty I could be doing. Uni has finished for the year (Wooo 4+ months off!) so I should have time to sort out what is outstanding. I might redo the OP too.
  19. Perhaps in PC > Data > Maps > Props That's just a guess though, and I'm really not sure how easy they would be to add to a vehicle.
  20. I'm not sure if you can force them to but are you using suse and sus2 for those extras? What if you tried including the badge mesh as a pedprop, like a hat?
  21. Would there be a way to force the policehelper to recognise if we have custom (additional) police cars installed to spawn them from the PDA? Or if it's not possible for it to automatically recognise them, could we just add their names in an ini file?
  22. It's used by NSW Police, AFP, ACT Police (with clear glass instead of red/blue glass) and by Tasmania police (with alley lights on the side)

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