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USER GUIDE AND DOCUMENTATION VERSION 1.0 PUBLIC DEVELOPED BY G17 MEDIA WWW . LCPDFR . COM

LCPDFR User Documentation

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Page 1: LCPDFR User Documentation

U S E R G U I D E A N D D O C U M E N T A T I O N

VERSION 1.0 PUBLIC

DEVELOPED BY G17 MEDIAw w w.L c P D f r .c O M

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SECTION 1 - THE LCPD FIRST RESPONSE MODIFICATION PAGE

SECTION 1.1 - DISCLAIMER 3

SECTION 1.2 - INTRODUCTION 3

SECTION 1.3 - CREDITS AND ACKNOWLEDGEMENTS 3

SECTION 1.4 - REQUIREMENTS & OPERATIONAL CONSIDERATIONS 4

SECTION 2 - INSTALLATION 6

SECTION 2.1 - AUTOMATIC INSTALLATION 6

SECTION 2.2 - MANUAL INSTALLATION 6

SECTION 2.3 - NOTICE FOR USERS UPDATING FROM LCPDFR 0.95 6

SECTION 3 - LCPDFR CONFIGURATION 7

SECTION 3.1 - THE LCPDFR.INI FILE 7

SECTION 3.2 - UNDERSTANDING THE CONFIGURATION FILE 7

SECTION 3.3 - NOTICE FOR USERS UPDATING LCPDFR 7

SECTION 3.4 - USING LCPDFR WITH AN XBOX360 CONTROLLER 7

SECTION 3.5 - CONFIGURATION FILE SETTINGS AND VALUES 8

SECTION 4 - MAIN FEATURE GUIDE 16

SECTION 4.1 - INTRODUCTION 16

SECTION 4.2 - THE POLICE STATION AND DUTY SYSTEM 17

SECTION 4.3 - RADIO TRANSMISSIONS AND REALISM 18

SECTION 4.4 - WANTED SYSTEM & PURSUITS 19

SECTION 4.5 - HARDCORE MODE 20

SECTION 4.6 - STOPPING AND SEARCHING 21

SECTION 4.7 - ARRESTING AND TRANSPORTING 22

SECTION 4.8 - TRAFFIC STOPS 23

SECTION 4.9 - TUTORIAL 24

SECTION 4.10 - LIGHTS AND SIREN CONTROL 25

SECTION 4.11 - QUICK ACTION MENU 26

SECTION 4.12 - DEVELOPER API 27

SECTION 5 - APPENDICES 28

SECTION 5.1 - APPENDIX A (LIST OF WEAPONS AND KEYS) 28

SECTION 5.2 - APPENDIX B (LIST OF FILES AND FOLDERS) 31

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SECTION 1.1 - DISCLAIMERThis software is provided by G17 Media ‘as is’ and any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed.

In no event shall we be liable for any direct, indirect, special, exemplary or consequential damages (including, but not limited to, the procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or other-wise) arising in any way out of the use of this software, even if advised of the possibility of such damage.

The LCPD First Response modification is freeware, it must not be exploited for any personal, commercial or financial gain.

Redistribution of this product is authorized unless instructed otherwise by the author. However, the following condition(s) must be met: the contents of the archive containing this document and the modification (LCPD FirstResponse.dll, AdvancedHook.dll, LCPDFRLoader.net.dll and all dependencies) must not be modified or tampered with; this document must remain in its original state and must not be modified in any way; this document must be provided alongside the software; and all proper credits must be clearly indicated and respected.

You are granted a license to use this modification as described above perpetually by default, however, G17 Media reserves the right to void your right to use the modification at any time, without warning.

SECTION 1.2 - INTRODUCTIONThe LCPD First Response Modification (LCPDFR) is a police simulation modification (mod) for the PC versions of GTA IV and EFLC which transforms the game into a law enforcement simulation where you can conduct traffic stops, engage in high speed pursuits, respond to callouts and enforce the law as you see fit.

SECTION 1.3 - CREDITS AND ACKNOWLEDGEMENTSThe LCPD First Response modification is developed by G17 Media. LCPDFR was coded primarily by LMS, with project management and the development of many features by Sam. A number of critical network, installation and other back-end interfaces and systems were developed by Jay. AdvancedHook, a software hook for GTA IV and EFLC was created by LMS and it interfaces between the game and LCPDFR to provide additional functionality. While, yes, it should be noted that LCPDFR 1.0 would not exist if it weren’t for the efforts of LMS, Jay and Sam, LCPDFR uses many resources from the original game itself, and we are very grateful to Rockstar Games for their actions in not hindering or otherwise discouraging modifications for their games.

Over the years, many others have contributed towards the development of the modification. Indeed, the contributions of the following people should be acknowledged:

• Lil-rich, for his assistance and contributions in earlier versions of the modification.• Lt. Caine, for his contributions towards LCPDFR and the GTA modding community in general.• Sniper296, for providing the Taser model for LCPDFR and his contributions to the modding community.• Abraxas, for his contributions towards LCPDFR and the GTA modding community in general.

SECTION 1 THE LCPD FIRST RESPONSE MODIFICATION

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• Aru, for his dedicated work in the GTA modding scene and creating many of the tools we take for granted today.• Listener, and the people at #iv-modding for their help and assistance.• HazardX, for whom without, this modification would not exist.

Similarly, many people have contributed towards testing pre-release development builds of the modification, helping to trace and eliminate inconveniences, bugs, crashes and other errors, as well as providing their opinions and ideas.

The LCPDFR Testing Team consisted of: Penguin2254, unr3al, Noebineneetur, Break, Mage25, WarDoG, Francis, Interference, xGessx, Flambe, xDodox, Jacob, Cleveland023, Abraxas, Braveheart, MoonShine, James and Lt. Caine.

Additionally, a dedicated handful of people have committed their time and effort to ensuring the continuation of the project by administering and moderating the website, helping with testing and development and supporting the develop-ment team. The LCPDFR Community Team has been instrumental in the continued development of the modification, and the service of the following individuals must not go unnoticed:

• NicolaiB, for his valued assistance and hard work across multiple G17 Media projects, as well as leading the LCPDFR Community Team.

• Break, c13, cp702, Harper, Iconography, JAM-Justin35, Original Light, Sgt. Jackson, SharpCommand, Yard1 and all former members of the LCPDFR Community Team for their work in moderating the LCPDFR community and testing the modification.

SECTION 1.4 - REQUIREMENTS & OPERATIONAL CONSIDERATIONSThe following are required to run the LCPDFR Modification:

• A genuine, working Microsoft Windows (PC) platform copy of Grand Theft Auto IV or Grand Theft Auto: Episodes from Liberty City, updated to the latest version (1.0.7.0 for GTA IV, 1.1.2.0 for EFLC)

• A modified version of HazardX’s ScriptHookDotNet, which is included with the modification.• The GTA IV C++ Scripthook by Aru, which is included with the modification and can be downloaded on many

popular GTA modding sites.• Version 4.5 of Microsoft’s .Net Framework• AdvancedHook.dll and AdvancedHookInit.asi, by LMS, which are also included with the modification.• SlimDX, which provides Xbox360 controller support and is included with the modification.• Lidgren.Network.dll, by Microsoft, which helps with networking and is included with the modification.• protobuf-net.dll by Marc Gravell, which helps with messages and is also included with the modification.• A valid LCPDFR language resource file, of which a default, working copy is included.• A valid set of LCDPFR audio files and folders. Again, default, working versions of these are included.• A Taser modification by Sniper296 and Sam, which is included with the modification.

LCPDFR heavily modifies the game far beyond its original purpose or scope. As such, it can conflict with the game and cause occasional failures and errors. Such errors will not have any lasting effect on the modification or the game, however they may result in crashes, freezes or the current session becoming unplayable. LCPDFR does not currently support any form of multiplayer gameplay, although the modification will still run, albeit perhaps with far less stability, when playing a multiplayer game session. If you do not intend to use the LCPDFR modification in multiplayer gameplay, we highly recommend disabling or temporarily removing it, along with other modifications, before entering any multiplayer sessions.

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With electroshock weapons

galore, pursuits in LCPDFR 1.0

are more fun than ever before.

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SECTION 2.1 - AUTOMATIC INSTALLATIONLCPDFR comes, by default, with an automatic installer to easily guide you through the installation process for the modification. The automatic installer is built on the same framework as most other common Windows installers and offers customisation options built in to the install process, allowing you to configure the modification to your liking, which is also discussed later on in more detail in this user guide.

The automatic installer will copy all of the relevant LCPDFR files and folders to your GTA IV directory, along with their dependencies, resulting in a quick and effortless installation.

The automatic installation is recommended for all users, experienced or unexperienced, although a manual install folder is also available to be downloaded from the www.lcpdfr.com website which contains all of the files necessary to manually copy the LCPDFR files and folders to your GTA IV or EFLC directory.

SECTION 2.2 - MANUAL INSTALLATIONIf you wish to install LCPDFR manually, a compressed (.zip) folder, containing the necessary LCPDFR files and folders is available for download on the www.lcpdfr.com website.

The manual installation is designed so that its contents can be copied into the root GTA IV or EFLC directory as is, without the need to copy separate files to certain places.

More information regarding the manual installation process is provided within the compressed (.zip) archive.

SECTION 2.3 - NOTICE FOR USERS UPDATING FROM LCPDFR 0.95If you are upgrading from a previous version of LCPDFR, please note that many of the file structures are different in LCPDFR 1.0. Specifically, LCPDFR no longer requires you to edit any of the original game files.

In LCPDFR 0.95, it was required that amb_nailgun.wdr and amb_nailgun.wtd in pc/models/cdimages/weapons.img be replaced with the Taser model provided and that WeaponInfo.xml at common/data/WeaponInfo.xml be replaced with the customized configuration provided. This is no longer the case, and LCPDFR now uses a file injection hook to inject the necessary file edits into the game’s memory when it loads. As such, you should revert any file edits made for previous versions of LCPDFR to avoid conflicts with the new system. Failing to revert the WeaponInfo.xml (either by removing the section for ‘Unused0’ or reverting to the original file), will result in problems arising related to the Taser in LCPDFR 1.0.

SECTION 2 INSTALLATION

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SECTION 3.1 - THE LCPDFR.INI FILEContained within the LCPDFR folder in your Root GTA Folder is a file called ‘LCPDFR.ini’. This is known as the LCPDFR Configuration File and it contains a number of settings which you can change in order to configure various aspects of LCPDFR to your own requirements.

SECTION 3.2 - UNDERSTANDING THE CONFIGURATION FILEThe LCPDFR Configuration File is a basic text file organised into categories and settings. A category is identified by the name of the category with square brackets surrounding it. Within each category are a number of settings which can be adjusted by changing the value. An example is given below:

[Pursuits] AllowRoadblocks=True MaximumCopCarsInPursuit=5 MaximumCopsInPursuit=20

SECTION 3.3 - NOTICE FOR USERS UPDATING LCPDFRIf you are upgrading from a previous version of LCPDFR, please note that the configuration file in LCPDFR 1.0 is very different to that used in previous versions of LCPDFR and as such, simply using your old settings file will not work. You should make sure that you use the new settings file supplied and manually update the relevant settings so that it resembles your old configuration.

SECTION 3.4 - USING LCPDFR WITH AN XBOX360 CONTROLLERLCPDFR 1.0 has full Xbox360 Controller support, meaning you can not only use a controller to play the mod with, but also define your own controller buttons similar to how keyboard users can define their own keys. In Section 3.5, there is a list of Configuration File settings and values which includes instructions for defining keyboard keys. To see an example of defining Controller keys, see the default LCPDFR Configuration File that is provided with the modification. If you wish to customize the default Controller keys, you can use the keyboard table below as a reference.

SECTION 3 LCPDFR CONFIGURATION

Category Bold ItalicSetting BoldValue Italic

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SECTION 3.5 - CONFIGURATION FILE SETTINGS AND VALUESThe following table documents the list of supported categories, settings and values in the LCPDFR Configuration File and what their purpose is. Note that each keybind setting has an associated Modifier setting - this is the key that must be pressed in combination with the defined key to use the function, such as pressing ALT + B instead of just B.

CATEGORY/SETTING DEFAULT DESCRIPTION

MAIN

AdditionalCopCarModelsAdditional police vehicle models

for the vehicle selection. Separate models with semicolons.

SuspectTransporterModelsPOLICE; POLICE2;

PSTOCKADE;

Police vehicle models that will be used for transporting arrested persons. Separate models with semicolons. Police models only.

VehicleTrunkWeapons Shotgun_Baretta;

Weapon models that are available from the trunks of police vehicles. See Appendices 1 and 2 for list of

weapon models.

AllTextMode FalseWhether or not all events should be printed in the text wall (in addition

to audio).

AmbientScenariosMaximum 2The maxiumum amount of ambient

scenarios that can be running simultaneously.

AmbientScenariosMultiplier 250The higher this value is set, the more likely it is that an ambient

scenario will be created.

FirstStart TrueWhether or not LCPDFR 1.0 is being

run for the first time.

UsingPoliceStationMod FalseIf you install the vDH Police Station

Mod by Abraxas (found on www.lcpdfr.com), set this value to True.

CALLOUTS

MaximumSecondsBeforeNewCallout 600This is the maximum amount of time (in seconds) that can pass before a new callout is created.

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CATEGORY/SETTING DEFAULT DESCRIPTION

Enabled TrueWhether or not you will be offered

callout dispatches.

MaximumSecondsBeforeNewCallout 600This is the maximum amount of time (in seconds) that can pass before a new callout is created.

MinimumSecondsBeforeNewCallout 60This is the minimum amount of time (in seconds) that can pass before a

new callout is created.

Multiplier 250The higher this value is set, the

more likely it is that a callout will be created.

PURSUITS

AllowRoadblocks TrueWhether or not roadblocks can be

spawned in pursuits.

ForceAnnihilatorHelicopter FalseEnabling this will force the

Annihilator to always spawn as helicopter backup.

MaximumCopCarsInPursuit 5The maximum number of police vehicles which are allowed in a

single pursuit.

MaximumCopsInPursuit 20The maximum number of police officers which are allowed in a

single pursuit.

HARDCORE

Enabled FalseWhether or not LCPDFR’s Hardcore mode should be enabled. See the

feature guide for more information.

NETWORKING

APIKeyPut your API Key here to enable

Crime Statistics.

ServicesEnabled TrueWhether or not Crime Statistics

should be enabled. See the feature guide for more information.

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CATEGORY/SETTING DEFAULT DESCRIPTION

TASER

ShowHolsteredTaserOnPlayer TrueWhether or not the Taser model will

be visible when holstered.

KEYBINDINGS

AcceptCallout Y The key to accept a callout.

AcceptCalloutModifierKey None

AcceptPartner E The key to accept a partner.

AcceptPartnerModifierKey None

AimMarker LMenuThe key to show the LCPDFR

selection marker.

AimMarkerModifierKey None

Arrest EThe key to make an arrest while

aiming.

ArrestModifierKey None

ArrestCallTransporter NThe key to call for a prisoner

transport unit.

ArrestCallTransporterModifierKey None

ArrestDriveToPD YThe key to transport a prisoner

yourself.

ArrestDriveToPDModifierKey None

BlockArea M The key to stop nearby traffic.

BlockAreaModifierKey

ConfirmCopModel ReturnThey key to confirm model selection

in the police station.

ConfirmCopModelModifierKey None

ConfirmCopCarModel ReturnThey key to confirm vehicle model

selection in the police station.

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CATEGORY/SETTING DEFAULT DESCRIPTION

ConfirmCopCarModelModifierKey None

Dialog1 F9They key for selecting Option 1 in a

Dialog.

Dialog1ModifierKey None

Dialog2 F10They key for selecting Option 2 in a

Dialog.

Dialog2ModifierKey None

Dialog3 F11They key for selecting Option 3 in a

Dialog.

Dialog3ModifierKey None

Dialog4 F12They key for selecting Option 3 in a

Dialog.

Dialog4ModifierKey None

DenyCallout N They key to ignore a callout.

DenyCalloutModifierKey None

GrabSuspect EThey key to take hold of an arrested

suspect.

GrabSuspectModifierKey None

HolsterTaser TThe key to draw and holster your

Taser.

HolsterTaserModifierKey None

WalkFaster LMenuThey key to walk faster (only works

with certain models).

WalkFasterModifierKey None

IssueParkingTicket EThe key to issue parking tickets to

unoccupied vehicles.

IssueParkingTicketModifierKey None

JoinPursuit E The key to join an ambient pursuit.

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CATEGORY/SETTING DEFAULT DESCRIPTION

JoinPursuitModifierKey None

NextCopModel RightThey key for selecting the next

model in the police station.

NextCopModelModifierKey None

NextCopModelTexture UpThey key for selecting the next

texture in the police station.

NextCopModelTextureModifierKey None

NextCopCarModel RightThey key for selecting the next

vehicle model in the police station.

NextCopCarModelModifierKey None

OpenTrunk EThe key to open/search a vehicle

trunk. This key is also used to open the rear doors of police vehicles.

OpenTrunkModifierKey None

PartnerArrest GThe key to instruct your partner to

arrest the targetted suspect.

PartnerArrestModifierKey None

PartnerRegroup RThe key to make your partner

regroup.

PartnerRegroupModifierKey None

PoliceComputer EThe key to open the police

computer in a police vehicle.

PoliceComputerModifierKey None

PreviousCopModel LeftThey key for selecting the previous

model in the police station.

PreviousCopModelModifierKey None

PreviousCopModelTexture DownThey key for selecting the previous model texture in the police station.

PreviousCopModelTextureModifierKey None

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CATEGORY/SETTING DEFAULT DESCRIPTION

PreviousCopCarModel LeftThey key for selecting the previous vehicle model in the police station.

PreviousCopCarModelModifierKey None

PulloverLicenseYes F9The key to check a pulled over

suspect’s license.

PulloverLicenseYesModifierKey None

PulloverLicenseNo F10The key to not check a pulled over

suspect’s license.

PulloverLicenseNoModifierKey None

PulloverStart ShiftKey The key to pull over a vehicle.

PulloverStartModifierKey None

CallInPursuitModifierKey Menu

CallInPursuit EThe key to call in pursuits and other events, such as you being attacked.

ViewIntroductionModifierKey None

ViewIntroduction EThe key to view the police station

introduction.

UpdateCalloutStateModifierKey Menu

UpdateCalloutState EThe key to transmit the completion

of a callout to dispatch.

TutorialStartPoliceDepartmentModifierKey None

TutorialStartPoliceDepartment EThe key to start the LCPDFR tutorial

inside the police station.

TutorialStartModifierKey None

TutorialStart YThe tutorial to start the LCPDFR

tutorial after being prompted on the first run of the modification.

ToggleSirenModeModifierKey None

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CATEGORY/SETTING DEFAULT DESCRIPTION

ToggleSirenMode Divide The key to toggle siren options.

ToggleHatModifierKey Menu

ToggleHat U The key to put on a hat or helmet.

ToggleBusyModifierKey None

ToggleBusy F7The key to set your status as busy, thus avoiding callouts and such.

StartChaseOnPedModifierKey None

StartChaseOnPed LControlKeyThe key to set a ped as ‘wanted’, meaning other units will pursue

them.

RandomizeCopModel DownThe key to randomize models in the

police station.

RandomizeCopModelModifierKey Menu

RecruitPartner GThe key to recruit the targetted

officer to be your partner.

RecruitPartnerModifierKey None

RequestBackup BThe key to request a normal unit to

assist you.

RequestBackupModifierKey Menu

RequestAmbulance M

The key to request an ambulance (the paramedics will attempt to

revive closeby injured pedestrians, and will heal the player if necessary when Hardcore mode is enabled).

RequestAmbulanceModifierKey ControlKey

RequestFirefighter FThe key to request a fire truck (it will

extinguish fires).

RequestFirefighterModifierKey ControlKey

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CATEGORY/SETTING DEFAULT DESCRIPTION

RequestNooseBackup NThe key to request a NOOSE Tactical

Response Team to assist you.

RequestNooseBackupModifierKey None

ShowPursuitTacticsMenu F8The key to set your status as busy, thus avoiding callouts and such.

ShowPursuitTacticsMenuModifierKey None

ShowQuickActionMenu CapitalThe key to bring up the Quick

Action Menu. Be sure to see the feature guide for more information.

ShowQuickActionMenuModifierKey None

Start P The key to start or stop LCPDFR.

StartModifierKey None

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SECTION 4 MAIN FEATURE GUIDE

SECTION 4.1 INTRODUCTIONUndoubtedly the biggest version of LCPDFR ever, LCPDFR 1.0 contains literally hundreds of new features and enhancements. From taking hold of arrested suspects and immersive audio effects to proper controller support and all new pursuit systems, in LCPDFR 1.0, no aspect of the experience has been neglected.

LCPDFR 1.0 has been built entirely from the ground up, using an all new engine made from scratch by LMS which supports object orientated programming for GTA IV like nothing else before. Combined with multiple advances in GTA modding in general and the fantastic memory editing ability of the new AdvancedHook, the possibilities available to us have multiplied tenfold and consequently, so too have the possibilities for the average LCPDFR player.

Sam,LCPDFR Founder

[email protected]

With LCPDFR 1.0, the goal was always

to build a solid framework for being a

police officer in GTA IV. We didn’t want

to get lost in experimenting with fancy

missions or scripted experiences,

but rather wanted to build a set of

comprehensive tools and gameplay

mechanics for enforcing the law,

and allowing the other non player

controlled characters to be a big part

of this as well. It was really important

to us that the modification lived up to

its name of LCPDFR with the LCPD

being of actual assistance.

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SECTION 4.2 - THE POLICE STATION AND DUTY SYSTEM

The police station and duty system have both been overhauled in LCPDFR 1.0, with multiple new features and improvements each.

When going on duty, you’re now able to properly customize your character to your liking by choosing between models, components and textures. This means that unlike in previous versions of LCPDFR, you can now control what your character will wear, rather than the components and accessories being randomly generated.

The police station in LCPDFR 1.0 also boats several enhancements, with more ambient scenes and scenarios happening inside, including arrested suspects being searched and seated and officers working on their computers. Not only this, but the LCPDFR police station interior is now fully compatible with Abraxas’ vdH Police Station modification which turns the default lawyer’s office interior into something much more resembling of a police station, complete with texture replacements, model additions like a squad car assignment whiteboard and LCPD branding. Officers within the station will now be able to interact with the model additions provided by Abraxas’ police station modification by sitting on the chairs or using the vending machine.

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SECTION 4.3 - RADIO TRANSMISSIONS AND REALISM

Got a fleeing suspect? LCPDFR 1.0 allows you to report this to dispatch which will trigger a pursuit - only then will other units join in.

While the LCPD might know it all and see it all in normal GTA IV gameplay, this isn’t the case in LCPDFR 1.0 which introduces all new line of sight police AI, radio transmissions and status updates. In LCPDFR 1.0, when something big happens, like a suspect fleeing from a traffic stop or firearm discharged in Hove Beach, you can actually report this to dispatch and activate LCPDFR’s internal systems for processing suspects, searches and pursuits. If, for example, a taxi driver in Algonquin knocks you over while racing to pick up a fare, you can call this in and start a search for the angry cabbie in question. Dispatch will relay the details of the incident to other units who will do their best to catch up to the over-enthusiastic taxi driver and attempt to stop him on your behalf. It’s said the strength of the pack is the wolf, and the strength of the wolf is the pack; with LCPDFR 1.0, the player is no longer a lone wolf.

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SECTION 4.4 - WANTED SYSTEM & PURSUITS

With search areas, visual checks and the capability for multiple suspects and pursuits running simultane-ously, LCPDFR 1.0 boasts a more comprehensive pursuit system than ever before.

In LCPDFR 1.0, a pursuit is no longer an isolated element of gameplay - it is directly linked to the rest of the modifica-tion, meaning that most LCPDFR experiences are actually powered in some way or another by the pursuit system. In simple terms, whenever there’s a suspect, there’s a pursuit, and the pursuit controls their behaviour as well as the actions of the officers determined to score another point in their arrests column.

Pursuits work using a search area, which like in normal gameplay, is a flashing red and blue circle on the minimap. This search area will follow the suspect so long as at least one police unit has a visual, meaning that under these circumstances, the suspect is always at the very centre of the search area. If all visuals on the suspect are lost, however, the search area will cease following them and instead remain stationary at their last known position, thus giving the suspect the opportunity to leave the search area and therefore escape from the pursuit.

When searching for a lost suspect, the best tool at your disposal is an air support unit. The presence of a police helicopter will increase the size of the search area equivalent to the size of a 3 star wanted level under normal circum-stances. In addition to this, the helicopter will also search the area from above, making escape that much harder.

It doesn’t stop there, however, as suspects may also make use of interiors as hiding places - well out of view of any helicopter. Thankfully, there’s no easy escape from the LCPD in 1.0 though, as ground units will also take part in a methodical search of the area, including any nearby interiors.

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SECTION 4.5 - HARDCORE MODE

For those wishing to add that extra dose of realism to their game, LCPDFR’s Hardcore Mode introduces weapon damage ragdoll and injuries.

A well established feature in LCPDFR, Hardcore Mode has traditionally featured weapon damage ragdoll, resulting in the player falling over or otherwise reacting to gunshots, leaving them unable to defend themselves while they recover. This has been further expanded in LCPDFR 1.0, with the introduction of a state of complete defencelessness which will be activated if the player takes too much damage. When injured, the player is rendered into a slow moving, limping state where no weapons can be drawn or fired.

Thankfully, the effects of an injury in Hardcore Mode are easily reversed by seeking medical treatment from Liberty City’s fine paramedics.

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SECTION 4.6 - STOPPING AND SEARCHING

With new options like issuing orders, checking ID and detaining suspects in your car, LCPDFR 1.0 gives you more control than ever before over how you enforce the law.

In LCPDFR 0.95, we introduced the ability to stop and search suspects in an easy fashion by first ordering them to stop and then being able to choose from a small number of options. This has been vastly expanded in LCPDFR 1.0, and you can now use a series of navigable dialog based menus to issue orders, check identification, write citations, detain suspects and more.

Indeed, when searching suspects, no longer are the results of the search entirely random. LCPDFR 1.0 now uses all sorts of information about the person, including their age, possible gang affiliations, wealth class and any known flags to more realistically shape the contraband that they might be carrying.

As usual, stopping suspects is as easy as targetting them and pressing the defined arrest key. You can then keep targetting them and hold down the arrest key for more options, or simply press and release the key again to attempt an arrest.

Note that if you target and attempt to arrest a handcuffed suspect, they will be released instead.

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SECTION 4.7 - ARRESTING AND TRANSPORTING

For the first time ever, LCPDFR now lets you take hold of handcuffed suspects, drag them around and place them in police vehicles.

The arresting system has seen a revamp in LCPDFR 1.0, with the main change being that now all LCPD units, not just the player, can arrest, handcuff and transport a suspect.

The fun doesn’t end there, however, as the player can now take hold of arrested suspects and move them around, including into the backseat of their police vehicle. To do so, simply grab the suspect and walk them over to your last vehicle (it must be a police vehicle with four doors), then take them over to one of the rear doors and seat them inside by pressing the defined key. You can also take suspects out of your vehicle by opening the rear door and pressing the defined key to open a vehicle’s trunk, which will also open the rear doors of your police vehicle if pressed near them instead. Then simply press the same key again and you’ll remove the suspect from the vehicle.

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SECTION 4.8 - TRAFFIC STOPS

Traffic stops in LCPDFR 1.0 are better than ever, with new ambient AI support and better mechanics.

In LCPDFR 1.0, traffic stops have been improved with the addition of door-side markers. With these markers, on both sides of the vehicle, you can now approach the vehicle from the passenger side to avoid potential traffic hazards on the highway.

In addition to this, non player controlled police units can now conduct ambient traffic stops, using the same mechanics and systems as the player. Furthermore, LCPDFR’s traffic stops also make use of the LCPDFR Police Computer which is now more responsive, lightweight and easier to use.

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SECTION 4.9 - TUTORIAL

A brand new addition to LCPDFR, the tutorial allows both new and experienced officers the chance to get accustomed to the workings of some of the core features of the modification.

The all new tutorial, which can be accessed from the police station or through a prompt upon the first run of LCPDFR, introduces players to some of the core features of LCPDFR in a format similar to that of the actual game in the first few missions. Helpbox prompts serve to explain some of the features and how to use them, while text at the bottom of the screen give instructions.

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SECTION 4.10 - LIGHTS AND SIREN CONTROL

From 2009 to 2013, various light and siren modes are a staple feature of LCPDFR.

In the first version of LCPDFR, a simple feature existed to disable the audio of the siren while retaining the lights - a significant achievement at its time! Although with the introduction of the Emergency Lighting System by Lt. Caine, which is truly one of the best GTA modifications out there (and you should check it out at www.lcpdfr.com), the siren control features of LCPDFR had been somewhat neglected. That is, at least, until now.

LCPDFR 1.0 now makes use of technological advancements in the field of GTA modding to offer significant updates to its classic offering of three lighting modes to those who wish to keep things vanilla.

Firstly, lighting mode 1, which used to be a pulse of light every few seconds with no siren, is now an alternating conti-nous flash pattern between the vehicle’s red and white lights, with no siren audio.

And while lighting mode 2, which has always been the classic audio free lighting strobe, remains in its current form, lighting mode 3, which is the default flashing pattern but without audio, now uses a new method to disable the siren sounds, allowing for the airhorn and megaphone to be used as normal.

Thanks to the new method for cancelling siren audio though, the vehicle’s siren can be manually played during each lighting stage by holding down the defined key - the siren continuing as long as the key is held down.

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SECTION 4.11 - QUICK ACTION MENU

New to LCPDFR 1.0, the Quick Action Menu makes common tasks simple, eliminating the need to remember loads of key combinations.

The Quick Action Menu, controlled entirely by mouse or controller stick movement, is a new interface element of the modification which allows for simple tasks, like calling in ambulances or evacuating the area, to be done without the need for keypresses. Both your memory and other modifications will thank you for this, as it means that keys which have traditionally conflicted with ELS and other mods, like CTRL + M for an ambulance, are a thing of the past.

While active, the Quick Action Menu will slow down time, allowing you to make your choice without the fear of crashing your car or being shot into oblivion by feisty suspects. Not only this, but when combined with the LCPDFR Aiming Marker, you can point at an alleyway, street or other piece of land and instruct your partner to go there.

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SECTION 4.12 - DEVELOPER API

LCPDFR 1.0 also features, for the first time, a working API which developers can use to better integrate their fantastic work with the engine and core backbone of LCPDFR.

The API is perfect for creating your own callouts, scripted missions or scenarios, and can also be used by developers to integrate their modifications with LCPDFR, creating a better, more fluid experience.

Perhaps the best bit though, is that the API plugs into Visual Studio just like the .Net Scripthook does, meaning that it can be used to create actual modifications as well, combining the freedom of your own script with the power of LCPDFR’s engine.

More information about the API can be found in the API User Guide and Manual, provided separately.

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WEAPON NAME NUMBER DESCRIPTION

Melee_BaseballBat 1 The baseball bat.

Melee_PoolCue 2 The pool cue.

Melee_Knife 3 The knife.

Thrown_Grenade 4 Grenades.

Thrown_Molotov 5 Molotov Cocktails.

Handgun_Glock 7 The standard pistol.

Misc_Unused0 8 The LCPDFR Taser.

Handgun_DesertEagle 9 The combat pistol.

Shotgun_Basic 10 The pump action shotgun.

Shotgun_Baretta 11 The semi-automatic shotgun.

SMG_Uzi 12 The standard machine pistol.

SMG_MP5 13 The tactical sub machine gun.

Rifle_AK47 14 The assault rifle.

Rifle_M4 15 The combat rifle.

SniperRifle_Basic 16 The bolt-action sniper rifle

SniperRifle_M40A1 17 The semi-automatic sniper rifle.

Heavy_RocketLauncher 18The rocket propelled grenade

launcher.

APPENDIX A1 - LIST OF GTA IV WEAPONS

SECTION 5 APPENDIX

SECTION 5.1 - APPENDIX A (LIST OF WEAPONS AND KEYS)

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WEAPON NAME NUMBER DESCRIPTION

THE LOST AND DAMNED WEAPONS

TLAD_GrenadeLauncher 21 The grenade launcher.

TLAD_AssaultShotgun 22 The automatic assault shotgun.

TLAD_Poolcue 24 The pool cue.

TLAD_SawedOffShotgun 26 The sawed-off shotgun.

TLAD_Automatic9mm 27 The automatic pistol.

TLAD_PipeBomb 28 Pipe bombs.

THE BALLAD OF GAY TONY WEAPONS

TBOGT_GrenadeLauncher 21 The grenade launcher.

TBOGT_Pistol44 29 The upgraded .44 pistol.

TBOGT_ExplosiveShotgun 30The automatic shotgun with

explosive rounds.

TBOGT_NormalShotgun 31The automatic shotgun with

normal rounds.

TBOGT_AssaultSMG 32 The Assault SMG .

TBOGT_GoldenSMG 33 The golden machine pistol.

TBOGT_AdvancedMG 34 The Advanced MG.

TBOGT_AdvancedSniper 35 The advanced sniper rifle.

TBOGT_StickyBomb 36 Sticky bombs.

APPENDIX A2 - LIST OF EPISODIC (EFLC) WEAPONS

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KEY NAME NUMBER DESCRIPTION

MODIFIER KEYS

LMenu 164 The Left ALT Key

RMenu 165 The Right ALT Key

Menu 18 The ALT Key

LControlKey 162 The Left CTRL Key

RControlKey 163 The Right CTRL Key

ControlKey 17 The CTRL Key

ShiftKey 16 The SHIFT Key

OTHER USEFUL KEYS

NumPad0 through NumPad9 96 through 105 The numpad number keys.

D0 through D9 48 through 57 The standard number keys.

Return 13 The Enter Key.

Back 7 The Backspace Key.

APPENDIX A3 - LIST OF COMMON SYSTEM KEY DEFINITIONS

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SECTION 5.2 - APPENDIX B (LIST OF FILES AND FOLDERS)Shown below is a list of files and folders that the LCPDFR modification uses, and which must be present on your system to run the modification:

Note that the Root GTA Folder refers to the folder in which GTA IV.exe or EFLC.exe is contained.

• Root GTA Folder• /AdvancedHook.dll• /AdvancedHookInit.asi• /LCPD First Response.dll• /Lidgren.Network.dll• /protobuf-net.dll• /ScriptHook.dll• /ScriptHookDotNet.asi• /SlimDX.dll• /xlive.dll OR /dsound.dll

• en-US Folder inside Root GTA Folder• /en-US/LCPD First Response.resources.dll

LCPDFR 1.0 also introduces two new LCPDFR folders:

• LCPDFR Folder inside Root GTA Folder• /LCPDFR/lcpdfr.ini• /LCPDFR/mainmenu.png

• LCPDFR Folder inside the PC Folder (Root GTA Folder/pc)• /pc/lcpdfr/definitions.ide• /pc/lcpdfr/models.img• /pc/lcpdfr/WeaponInfo.xml

LCPDFR 1.0 also makes extensive use of custom audio files located within a special Audio folder in the LCPDFR folder (Root GTA Folder/LCPDFR). Listed below is a complete reference of these files:

• LCPDFR/Audio/• LCPDFR/Audio/PoliceScanner• LCPDFR/Audio/PoliceScanner/Areas• LCPDFR/Audio/PoliceScanner/Areas/ACTER.wav• LCPDFR/Audio/PoliceScanner/Areas/ACTER_INDUSTRIAL_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/ALDERNEY_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN.wav• LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN_BRIDGE.wav• LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN_DUKES.wav• LCPDFR/Audio/PoliceScanner/Areas/ASAHARA_RD.wav• LCPDFR/Audio/PoliceScanner/Areas/BEECHWOOD_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/BERCHEM.wav• LCPDFR/Audio/PoliceScanner/Areas/BOABO.wav• LCPDFR/Audio/PoliceScanner/Areas/BOULEVARD.wav• LCPDFR/Audio/PoliceScanner/Areas/BROKER.wav• LCPDFR/Audio/PoliceScanner/Areas/BROKER_BAY.wav• LCPDFR/Audio/PoliceScanner/Areas/BROKER_BRIDGE.wav• LCPDFR/Audio/PoliceScanner/Areas/CASTLE_GARDENS.wav• LCPDFR/Audio/PoliceScanner/Areas/CASTLE_GARDEN_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/CERVAZA_HEIGHTS.wav• LCPDFR/Audio/PoliceScanner/Areas/CERVEZA_HEIGHTS.wav

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• LCPDFR/Audio/PoliceScanner/Areas/CHARGE_ISLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/CHASE_POINT.wav• LCPDFR/Audio/PoliceScanner/Areas/CHINATOWN.wav• LCPDFR/Audio/PoliceScanner/Areas/CITY_HALL.wav• LCPDFR/Audio/PoliceScanner/Areas/COLONY_ISLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/DOWNTOWN.wav• LCPDFR/Audio/PoliceScanner/Areas/EASTERN_ACTER.wav• LCPDFR/Audio/PoliceScanner/Areas/EASTERN_ACTER_INDUSTRIAL_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/EASTERN_FRANCIS_INTERNATIONAL.wav• LCPDFR/Audio/PoliceScanner/Areas/EASTON.wav• LCPDFR/Audio/PoliceScanner/Areas/EAST_ALDERNEY_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/EAST_HOLLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/EAST_HOOK.wav• LCPDFR/Audio/PoliceScanner/Areas/EAST_ISLAND_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/EAST_LEFTWOOD.wav• LCPDFR/Audio/PoliceScanner/Areas/FIREFLY_ISLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/FIREFLY_PROJECTS.wav• LCPDFR/Audio/PoliceScanner/Areas/FISHMARKET_SOUTH.wav• LCPDFR/Audio/PoliceScanner/Areas/FISH_MARKET_NORTH.wav• LCPDFR/Audio/PoliceScanner/Areas/FORTSIDE.wav• LCPDFR/Audio/PoliceScanner/Areas/FRANCIS_INTERNATIONAL.wav• LCPDFR/Audio/PoliceScanner/Areas/GOLF_COURSE.wav• LCPDFR/Audio/PoliceScanner/Areas/HAPPINESS_ISLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/HATTON_GARDENS.wav• LCPDFR/Audio/PoliceScanner/Areas/HOVE_BEACH.wav• LCPDFR/Audio/PoliceScanner/Areas/HOVE_GARDEN_01.wav• LCPDFR/Audio/PoliceScanner/Areas/INDUSTRIAL.wav• LCPDFR/Audio/PoliceScanner/Areas/LANCASTER.wav• LCPDFR/Audio/PoliceScanner/Areas/LANCET.wav• LCPDFR/Audio/PoliceScanner/Areas/LEFTWOOD.wav• LCPDFR/Audio/PoliceScanner/Areas/LITTLE_BAY.wav• LCPDFR/Audio/PoliceScanner/Areas/LITTLE_ITALY.wav• LCPDFR/Audio/PoliceScanner/Areas/LOWER_EASTON.wav• LCPDFR/Audio/PoliceScanner/Areas/MEADOWS_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/MEADOW_HILLS.wav• LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK_EAST.wav• LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK_WEST.wav• LCPDFR/Audio/PoliceScanner/Areas/NORMANDY.wav• LCPDFR/Audio/PoliceScanner/Areas/NORTHERN_FRANCIS_INTERNATIONAL.wav• LCPDFR/Audio/PoliceScanner/Areas/NORTHERN_GARDENS.wav• LCPDFR/Audio/PoliceScanner/Areas/NORTHWOOD.wav• LCPDFR/Audio/PoliceScanner/Areas/NORTH_HOLLAND.wav• LCPDFR/Audio/PoliceScanner/Areas/ON_FOOT.wav• LCPDFR/Audio/PoliceScanner/Areas/OUTLOOK.wav• LCPDFR/Audio/PoliceScanner/Areas/OUTLOOK_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/PORT_TUDOR.wav• LCPDFR/Audio/PoliceScanner/Areas/PRESIDENTS_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/PURGATORY.wav• LCPDFR/Audio/PoliceScanner/Areas/ROTTERDAM_HILL.wav• LCPDFR/Audio/PoliceScanner/Areas/SCHOTTLER.wav• LCPDFR/Audio/PoliceScanner/Areas/SOUTHERN_FRANCIS_INTERNATIONAL.wav• LCPDFR/Audio/PoliceScanner/Areas/SOUTH_BOHAN.wav• LCPDFR/Audio/PoliceScanner/Areas/SOUTH_SLOPES.wav• LCPDFR/Audio/PoliceScanner/Areas/STAR_JUNCTION.wav• LCPDFR/Audio/PoliceScanner/Areas/STEIN_WAY.wav

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• LCPDFR/Audio/PoliceScanner/Areas/SUFFOLK.wav• LCPDFR/Audio/PoliceScanner/Areas/THE_EXCHANGE.wav• LCPDFR/Audio/PoliceScanner/Areas/THE_MEAT_QUARTER.wav• LCPDFR/Audio/PoliceScanner/Areas/THE_TRIANGLE.wav• LCPDFR/Audio/PoliceScanner/Areas/TRIANGLE.wav• LCPDFR/Audio/PoliceScanner/Areas/TUDOR.wav• LCPDFR/Audio/PoliceScanner/Areas/VARSITY_HEIGHTS.wav• LCPDFR/Audio/PoliceScanner/Areas/WESTDYK.wav• LCPDFR/Audio/PoliceScanner/Areas/WESTERN_ACTER.wav• LCPDFR/Audio/PoliceScanner/Areas/WESTERN_ACTER_INDUSTRIAL_PARK.wav• LCPDFR/Audio/PoliceScanner/Areas/WESTERN_FRANCIS_INTERNATIONAL.wav• LCPDFR/Audio/PoliceScanner/Areas/WESTMINSTER.wav• LCPDFR/Audio/PoliceScanner/Areas/WEST_ALDERNEY_CITY.wav• LCPDFR/Audio/PoliceScanner/Areas/WEST_LEFTWOOD.wav• LCPDFR/Audio/PoliceScanner/Areas/WILLIS.wav• LCPDFR/Audio/PoliceScanner/Colour• LCPDFR/Audio/PoliceScanner/Colour/BEATEN_UP.wav• LCPDFR/Audio/PoliceScanner/Colour/BEAT_UP.wav• LCPDFR/Audio/PoliceScanner/Colour/BEIGE.wav• LCPDFR/Audio/PoliceScanner/Colour/BLACK.wav• LCPDFR/Audio/PoliceScanner/Colour/BLUE.wav• LCPDFR/Audio/PoliceScanner/Colour/BRIGHT.wav• LCPDFR/Audio/PoliceScanner/Colour/BROWN.wav• LCPDFR/Audio/PoliceScanner/Colour/DARK.wav• LCPDFR/Audio/PoliceScanner/Colour/DEWBAUCHEE_GREEN.wav• LCPDFR/Audio/PoliceScanner/Colour/GOLD.wav• LCPDFR/Audio/PoliceScanner/Colour/GRAPHITE.wav• LCPDFR/Audio/PoliceScanner/Colour/GREEN.wav• LCPDFR/Audio/PoliceScanner/Colour/GREY.wav• LCPDFR/Audio/PoliceScanner/Colour/GROTTI_RED.wav• LCPDFR/Audio/PoliceScanner/Colour/LIGHT.wav• LCPDFR/Audio/PoliceScanner/Colour/ORANGE.wav• LCPDFR/Audio/PoliceScanner/Colour/PINK.wav• LCPDFR/Audio/PoliceScanner/Colour/RED.wav• LCPDFR/Audio/PoliceScanner/Colour/SILVER.wav• LCPDFR/Audio/PoliceScanner/Colour/WHITE.wav• LCPDFR/Audio/PoliceScanner/Colour/WRECKED.wav• LCPDFR/Audio/PoliceScanner/Colour/YELLOW.wav• LCPDFR/Audio/PoliceScanner/Conjunctives• LCPDFR/Audio/PoliceScanner/Conjunctives/A_05.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_AH.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_ERR.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_LONGER.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_NEW_01.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_NEW_02.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/A_NEW_03.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/DOING.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_01.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_02.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_03.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_04.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_05.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_06.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_07.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_08.wav• LCPDFR/Audio/PoliceScanner/Conjunctives/ERR_ERRR_09.wav

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• LCPDFR/Audio/PoliceScanner/Streets/SAN_QUENTIN_AVENUE.wav• LCPDFR/Audio/PoliceScanner/Streets/SARATOGA_AVE.wav• LCPDFR/Audio/PoliceScanner/Streets/SOUTH_PARKWAY.wav• LCPDFR/Audio/PoliceScanner/Streets/STILLWATER_AVE.wav• LCPDFR/Audio/PoliceScanner/Streets/TINDERBOX_AVE.wav• LCPDFR/Audio/PoliceScanner/Streets/TOPAZ_ST.wav• LCPDFR/Audio/PoliceScanner/Streets/UNION_DRIVE_EAST.wav• LCPDFR/Audio/PoliceScanner/Streets/UNION_DRIVE_WEST.wav• LCPDFR/Audio/PoliceScanner/Streets/URANIUM_ST.wav• LCPDFR/Audio/PoliceScanner/Streets/VAUXITE_ST.wav• LCPDFR/Audio/PoliceScanner/Streets/VITULLO_AVE.wav• LCPDFR/Audio/PoliceScanner/Streets/WARDITE_ST.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory• LCPDFR/Audio/PoliceScanner/VehicleCategory/CONVERTIBLE.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/COUPE.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/FOUR_DOOR.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/HATCHBACK.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/HEARSE.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/HELICOPTER.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/JALOPY.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/LIMO.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/MOPED.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/MOTORCYCLE.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/PICK_UP.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/SCOOTER.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/SEDAN.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/SPEEDBOAT.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/SPORTS_CAR.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/STATION_WAGON.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/SUV.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/TRAWLER.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/TRUCK.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/TWO_DOOR.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/VAN.wav• LCPDFR/Audio/PoliceScanner/VehicleCategory/YACHT.wav• LCPDFR/Audio/PoliceScanner/Vehicles• LCPDFR/Audio/PoliceScanner/ALL_UNITS.wav• LCPDFR/Audio/PoliceScanner/ALL_UNITS_ALL_UNITS.wav• LCPDFR/Audio/PoliceScanner/ALL_UNITS_PLEASE_RESPOND.wav• LCPDFR/Audio/PoliceScanner/ARMED_AND_DANGEROUS.wav• LCPDFR/Audio/PoliceScanner/ASSISTANCE_REQUIRED.wav• LCPDFR/Audio/PoliceScanner/ATTENTION_ALL_UNITS.wav• LCPDFR/Audio/PoliceScanner/AT_SEA.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_AIR_UNIT_DOWN_01.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_AIR_UNIT_DOWN_02.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_ASSAULT_ON_AN_OFFICER.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_ATTACK_ON_AN_OFFICER.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_ASSAULT.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_DOWN.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_IN_DANGER.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_IN_NEED_OF_ASSISTANCE.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_STRUCK.wav• LCPDFR/Audio/PoliceScanner/CRIM_AN_UNCONCIOUS_CIVILIAN.wav• LCPDFR/Audio/PoliceScanner/CRIM_A_CIVILIAN_CAUSING_TROUBLE.wav• LCPDFR/Audio/PoliceScanner/CRIM_A_CIVILIAN_DOWN.wav• LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_FLEEING_A_CRIME_SCENE.wav

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• LCPDFR/Audio/PoliceScanner/DOING_80.wav• LCPDFR/Audio/PoliceScanner/DOING_90.wav• LCPDFR/Audio/PoliceScanner/HAS_ABANDONED_VEHICLE_AND_IS_CONTINUING_ON_FOOT.wav• LCPDFR/Audio/PoliceScanner/HAS_FLED_VEHICLE_AND_IS_CONTINUING_ON_FOOT.wav• LCPDFR/Audio/PoliceScanner/HES_STILL_IN.wav• LCPDFR/Audio/PoliceScanner/HES_STILL_ON.wav• LCPDFR/Audio/PoliceScanner/INS_ALL_HANDS_TO.wav• LCPDFR/Audio/PoliceScanner/INS_ATTENTION_ALL_UNITS_WE_HAVE.wav• LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_FIREFIGHTERS_RESPOND_TO.wav• LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_FIREFIGHTERS_RESPOND_TO_ERR.wav• LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_UNITS_RESPOND_TO.wav• LCPDFR/Audio/PoliceScanner/INS_CIVILIANS_REPORT.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AN_AMBULANCE_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AN_AMBULANCE_FOR_ERR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AVAILABLE_FIRETRUCKS_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDICAL_TEAM_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDICAL_TEAM_FOR_ERRR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDIC_TO.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_PARAMEDIC_TEAM_TO.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_PARAMEDIC_TEAM_TO_ERR.wav• LCPDFR/Audio/PoliceScanner/INS_DISPATCH_FIRE_FIGHTERS_IN_RESPONSE_TO.wav• LCPDFR/Audio/PoliceScanner/INS_FIREMEN_REQUIRED_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_FIREFIGHTING_TEAM_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_FOR_ERRR.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_INVESTIGATE.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_RESPOND_TO.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_RESPOND_TO_ERRR.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDIC_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_UNIT_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_MEDEVAC_TEAM_REQUIRED_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_THIS_IS_CONTROL_I_NEED_ASSISTANCE_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_THIS_IS_CONTROL_WE_HAVE.wav• LCPDFR/Audio/PoliceScanner/INS_TRAFFIC_ALERT_FOR.wav• LCPDFR/Audio/PoliceScanner/INS_UNITS_REPORT.wav• LCPDFR/Audio/PoliceScanner/INS_WEVE_GOT.wav• LCPDFR/Audio/PoliceScanner/INS_WE_HAVE.wav• LCPDFR/Audio/PoliceScanner/INS_WE_HAVE_A_REPORT_OF_ERRR.wav• LCPDFR/Audio/PoliceScanner/IS_NOW_DRIVING_A_ERR.wav• LCPDFR/Audio/PoliceScanner/I_REPEAT.wav• LCPDFR/Audio/PoliceScanner/LAST_SEEN.wav• LCPDFR/Audio/PoliceScanner/LOOKS_LIKE_HES_GOING.wav• LCPDFR/Audio/PoliceScanner/LOOKS_LIKE_HES_HEADING.wav• LCPDFR/Audio/PoliceScanner/ON_FOOT.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_01.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_02.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_03.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_05.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_06.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_07.wav• LCPDFR/Audio/PoliceScanner/RANDOMCHAT_08.wav• LCPDFR/Audio/PoliceScanner/REPEAT.wav• LCPDFR/Audio/PoliceScanner/SUSPECT.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_APPREHENDED.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_EAST.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_NORTH.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_WEST.wav

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• LCPDFR/Audio/PoliceScanner/SUSPECT_HEADING_SOUTH.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_IS_BAGGED_AND_TAGGED.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_IS_DOWN.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN_IN.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN_ON.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_NEUTRALIZED.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_PACIFIED.wav• LCPDFR/Audio/PoliceScanner/SUSPECT_TAKEN_DOWN.wav• LCPDFR/Audio/PoliceScanner/THE_SEA.wav• LCPDFR/Audio/PoliceScanner/THIS_IS_CONTROL.wav• LCPDFR/Audio/PoliceScanner/UNITS_PLEASE_BE_ADVISED.wav• LCPDFR/Audio/PoliceScanner/WE_HAVE_THE_SUSPECT_IN_CUSTODY.wav• LCPDFR/Audio/Resident• LCPDFR/Audio/Resident/Amb_Resident• LCPDFR/Audio/Resident/Amb_Resident/CUFFS_TIGHTEN_01.wav• LCPDFR/Audio/Resident/Amb_Resident/TASER_DEPLOY.wav• LCPDFR/Audio/Resident/Scanner_Resident• LCPDFR/Audio/Resident/Scanner_Resident/CROSSTALK.wav• LCPDFR/Audio/Resident/Scanner_Resident/ENDING_03.wav• LCPDFR/Audio/Resident/Scanner_Resident/END_NOISE_01.wav• LCPDFR/Audio/Resident/Scanner_Resident/IN_01.wav• LCPDFR/Audio/Resident/Scanner_Resident/IN_02.wav• LCPDFR/Audio/Resident/Scanner_Resident/IN_NOISE_01.wav• LCPDFR/Audio/Resident/Scanner_Resident/NOISE_LOOP_A.wav• LCPDFR/Audio/Resident/Scanner_Resident/NOISE_LOOP_B.wav• LCPDFR/Audio/Speech• LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK• LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_03.wav• LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE• LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK• LCPDFR/Audio/Speech/M_Y_COP_BLACK/ARREST_PLAYER_03.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_03.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_IN_CAR_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_IN_CAR_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_BIKE_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_BIKE_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_FOOT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_FOOT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_IN_CAR_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_IN_CAR_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_BIKE_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_BIKE_02.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_FOOT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_FOOT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_HISPANIC

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• LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/ARREST_PLAYER_01.wav• LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_01.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_02.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_03.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE• LCPDFR/Audio/Speech/M_Y_COP_WHITE/ARREST_PLAYER_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_04.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_05.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/OFFICER_DOWN_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/OFFICER_DOWN_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_IN_CAR_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_IN_CAR_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_BIKE_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_BIKE_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_FOOT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_FOOT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_03.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/OFFICER_DOWN_01.wav• LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/OFFICER_DOWN_03.wav• LCPDFR/Audio/Speech/M_Y_FIB• LCPDFR/Audio/Speech/M_Y_FIB/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_HELI_COP• LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_DOWN_01.wav• LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_DOWN_02.wav• LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_01.wav• LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_02.wav• LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_03.wav• LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01• LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01/CALL_IN_PURSUIT_01.wav• LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01/CALL_IN_PURSUIT_02.wav• LCPDFR/Audio/Speech/M_Y_SWAT_WHITE• LCPDFR/Audio/Speech/M_Y_SWAT_WHITE/CALL_IN_PURSUIT_01.wav

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