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[ABANDONED] [1.1] vpCallouts - Additional Callouts

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Scripthook Crash Log- (Running Lcpdfr on Eflc patch 1.1.2.0 and vpcallouts)

2013-12-22 18:51:50 - Error during Tick in script 'vpCallouts.main':
                      GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
                         at GTA.Blip.AddBlip(Ped Target)
                         at vpCallouts.main.createCall(Int32 callType)
                         at vpCallouts.main.mainTick(Object sender, EventArgs e)
                         at GTA.Script.TryTick()
                         at GTA.Script.DoTick()
                         at GTA.ScriptThread.OnTick() 
2013-12-22 18:55:59 - Error during Tick in script 'vpCallouts.main':
                      GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
                         at GTA.Ped.get_Position()
                         at vpCallouts.main.createCall(Int32 callType)
                         at vpCallouts.main.mainTick(Object sender, EventArgs e)
                         at GTA.Script.TryTick()
                         at GTA.Script.DoTick()
                         at GTA.ScriptThread.OnTick()
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  • Ah yes. As mentioned above, I've decided to abandon vpCallouts in pursuit of other scripts and challenges that I can take my time on and not completely kill like I did this one. In the future I may re

  • Hey, no problem! I'm glad you're enjoying the mod, and I'm more than happy to try and implement user suggestions/feedback wherever possible. Definitely got a kick out of that photo as well- respon

  • Wouldn't surprise me if that were the case- GTAIV is quite a tricky thing and it has a mind of its own sometimes! The joyous world of scripting- fix one problem, add two more which then somehow fix th

I am having script errors in the Shootout and Disabled Vehicle callouts.  When I get close enough to where the GPS goes away and I get the red blip for the location, I get the error.  When I arrive on scene to the shootout, all the guys are just standing at their spawn point not moving.  And the disabled vehicle just has a civilian standing in the middle of the road.  Are these fixable or are they just bugs that I'll have to deal with until the next release?  Regardless, I love this mod.  Made LCPDFR way more fun.

  • Author

Alrighty. Firstly, let me apologize for my lack of activity in the past week. I, like many others, was swamped with holiday stuff and I'm also planning a big move to another province, so I've been a little distracted. At the moment I'm writing this from an ipad, so I'm not going to be able to respond to each individual post as I usually do- just know that I have read them all and I'm keeping track of what issues are being reported.

Secondly, thank you to everytone who is providing feedback and huge thanks to those who are sending in logs. The issues I'm seeing tend to be the same for the most part (call to object that doesnt exist anymore), and I think I know what's causing it. So, with that in mind, I have a bit of good news, some better news, and some bad news.

The bad news, is that my computer crashed. It's either the mobo or the PSU, but one of them is shot and I haven't had time to figure out exactly which it is, yet. As mentioned before I'm moving shortly so I won't be able to order in new parts/repair them until sometime between mid January and late February. Unfortunately this means that I wont be able to work on the code until that time(unless I can throw together something that'll let me write code, but I'll have to get friends to test it.. perhaps I should look at a testing group in the future), so progress on bugfixes is on hold for a month or so. As soon as I get back up and running I'll be working on fixing these bugs and finishing up the next set of calls, so expect an update sometime next month or in February. Sorry guys.

The good news, is that I was working on the code and may have come up with some solutions to the massive number of bugs introduced in 1.1, so hopefully the majority of the bugs have already been fixed and I only have a few more to tweak(I wasn't able to test before the system went down). Like I said, I'm making note of everyone that posts here and on the mod itself, so your problems are reaching me and I assure you I will do whatever I can to fix them as soon as I am able.

The better news, is that I'm 99% positive that whatever issue is plaguing my PC hasn't affected the hard drive. The machine simply wont turn on, which leads me to believe it's either the PSU or the mobo. It was shut down properly last I used it, and the next morning it wouldn't boot or do anything at all, so I'm operating on the assumption that the data on the harddrive is still good. Even if it isn't, I've got backups on google drive and dropbox, as well as on a flash drive so I haven't lost any of the code and development can continue asap.

Beyond that, I'm excited to see LCPDFR 1.0 is now released, however I'm a tad bit disappointed my computer is dead and therefore I won't be using it for a while. Once I'm back up and release 1.2, I'm going to tinker with 1.0 and see how it works as well as if the API is working. If so, I may be rewriting some of vpCallouts to behave better with LCPDFR, so that's something to look forward to as well.

Once again I'm sorry for the lack of activity and that my computer decided to die. I hope to get it fixed once I've moved and resume development as soon as I can.

Thanks once more for the feedback and bug reports, guys! It's still nice to know people appreciate my work and it's super helpful having error logs to pinpoint specific crashes.

Now that 1.0 is out, I can definitely tell you this: What you get by integrating with the API and inheriting from Callout is full integration into LCPDFR's callout manager. Essentially, you'd be able to stop worrying about handling generic callout issues yourself; your calls would be presented exactly the same as the built-in callouts. In addition, you could integrate a more fine-tuned AI handling of the situations, and would have access to the pursuit system so you could, say, auto-trigger pursuit of a suspect. Basically, it turns the mod from "provides its own scenarios which are made to work around LCPDFR" to "provides additional callouts within LCPDFR".

Basically, this is *exactly* the main projected use case for the API. It'd be great if you could integrate it.

  • Author

That sounds incredible. As soon as I get my PC running I'm going to be trying out 1.0- from what I understand(and it makes perfect sense) there are some stability issues, so hopefully by time I'm back up and running it'll be more useable by the general population. Given what you've just said, if I'm understanding correctly, I'm now debating rewriting the base code of vpCallouts and changing all the callouts to run off of the API- which would be a huge help as it means I get to spend less time dealing with rookie mistakes, and more time adding new calls. Just out of curiosity, haven't done much digging yet, is there any documentation available for the API yet?

If there is I'd love to take a look at it, and if there isn't I'd probably look into writing a some documentation/tutorials- I'd been meaning to write some basic scripthook tutorials here anyway.

Thanks for the response, cp702, you've definitely convinced me to look into integration- perhaps even a full rewrite to take full advantage of LCPDFR 1.0.

  • Author

Documentation about the API is available in the download with LCPDFR 1.0.

Ah, the most basic of solutions and I didn't even think of it. That's awesome- I doubt I can open much of anything on an iPad, but the documentation will make things much easier in the future.

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