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vdH K-9 Script v.1.0.0 [REL]

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  • 2 weeks later...
  • Replies 232
  • Views 32.9k
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  • Oh damn! And just like that, now BxBugs' cars are finally useful... :p Awesome video too, very well done!

  • Jerry Lee ^^

  • Phew, good news is that my decompiler was able to get my variables names. I just have to clean that code. It will take some time, but it's not tragedy and I will get back to normal work on it tomorrow

Would anyone have a good suggestion for a ped to use instead of the cowboy.  I need a ped that is not naturally spawned in game because I use the cowboy as my character Jake and would love to have him use the dog.

You can't be serious!?

I can't believe I didn't even think of the mission characters, thanks Abraxas.

 

If you allow me a suggestion, if you do not use the multiplayer game: m_y_multiplayer and f_y_multiplayer can be good choices.

 

  • 4 weeks later...

Hi Abraxas

 

Just curious if the tracking feature is still going to be implemented in the next update?

 

Also does anyone have any advise on how to keep the script as stable as possible in multiplayer?

  

Edited by raindogmutt

Hi Abraxas

 

Just curious if the tracking feature is still going to be implemented in the next update?

 

Also does anyone have any advise on how to keep the script as stable as possible in multiplayer?

 

What i have discovered is that if you transport the dog in your vehicle, it bugs people out, and the game doesn't really know what to do ( At some people your dogs head will be sticking true the roof  )

And if you saw that, it crashed me a few times.

 

 

The easiest thing to do is spawn your dog if you are at a scene when needed, despawn the dog when you are entering your vehicle. So while driving the dog isn't there, and then on scene he is.

Also it is a lot more fun to roleplay some more, so getting your dog from the trunk, roleplay that part ;)

 

Hope it helps out a little bit

  • 1 month later...

Anyone else will get this error when Jerry Lee detects explosives?

 

============================================================================================================
=== [6:03:57 PM] === K-9 Script ERROR: Doggie ticker section crashed
=== Info   ========== Game: GTAIV   Game version: v1070   Multiplayer: False   Mod version: 1.0.0
=== Status ========== K9:sniffAnim
Error:
GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
   at GTA.DecisionMaker.ApplyTo(Ped Ped)
   at vdH.K9script.K9tick(Object sender, EventArgs e)

  • 5 months later...

Lol, deciding between a k-9 or a cop partner is difficult now.

 

They can't operate a firearm, can they?

 

Just kidding. Looks kinda cool, though I never tried it personally. I should now. Shit. I really want to.

Screw it, I'll do it later. I will, really.

Edited by Olanov

They can't operate a firearm, can they?

 

Just kidding. Looks kinda cool, though I never tried it personally. I should now. Shit. I really want to.

Screw it, I'll do it later. I will, really.

 

To let a k-9 use a gun, this mod's "bug" somewhat allows it.

 

http://www.gta4-mods.com/player/dog-mod-v10-f13762

 

Spawn it with simple native trainer and it holds an mp5 lol.

Ray

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