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Burnrate

LSPDFR crash on APIExample Callout End

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Hello.  The title says it all.  When the example callout finishes the LSPDFR will crash.  If I am out of my vehicle I will not be able to move.

 

Also does anyone know a good place to find resources (vehicle names, ped names, etc)?  I found a complete list of vehicle names in a forum but cannot, for some reason, find that kind of information.  I have looked all over the rph site as well.  Thanks!

 

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25 minutes ago, Burnrate said:

Hello.  The title says it all.  When the example callout finishes the LSPDFR will crash.  If I am out of my vehicle I will not be able to move.

 

Also does anyone know a good place to find resources (vehicle names, ped names, etc)?  I found a complete list of vehicle names in a forum but cannot, for some reason, find that kind of information.  I have looked all over the rph site as well.  Thanks!

 

Check to see what is causing the crash in the log and post it please!

As for the resources- check here: http://ragepluginhook.net/Documentation.aspx

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Here is a pastebin of the log from when the callout started to the end.
http://pastebin.com/7GTCfYFQ
It seems like the pursuit needs to be ended before the actors are removed?

I have looked through that documentation a bunch trying to find the information.  The only lists I see are the animations and the bones.  What I'm looking for is something like this with the names of all the cars you can use (http://www.se7ensins.com/forums/threads/gta-v-vehicle-hashes-list.988584/), but for everything else (I know I can browse through the rpf but it is a bit time consuming and was wondering if there might be more information already compiled and available).

Thanks :)

 

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1 hour ago, Burnrate said:

Here is a pastebin of the log from when the callout started to the end.
http://pastebin.com/7GTCfYFQ
It seems like the pursuit needs to be ended before the actors are removed?

I have looked through that documentation a bunch trying to find the information.  The only lists I see are the animations and the bones.  What I'm looking for is something like this with the names of all the cars you can use (http://www.se7ensins.com/forums/threads/gta-v-vehicle-hashes-list.988584/), but for everything else (I know I can browse through the rpf but it is a bit time consuming and was wondering if there might be more information already compiled and available).

Thanks :)

 

So it looks like you're calling for the ped but the ped name is invalid.  There's a list of valid ped names here.

As for the names of the vehicles and stuff there is no database I'm aware of.  So I'd just search through x64e and use that as a car name database.

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The ped spawns and does the whole chase.  It seems to crash after the ped is arrested and dismissed or deleted.  Does the pursuit have to be ended now after the arrest but before the ped is removed?

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9 minutes ago, Burnrate said:

The ped spawns and does the whole chase.  It seems to crash after the ped is arrested and dismissed or deleted.  Does the pursuit have to be ended now after the arrest but before the ped is removed?

Ah right.  So what are you calling in your End()?

If you're dismissing the ped be sure to put if (ped.Exists()) ped.Dismiss()

It seems like you're telling the game to dismiss the ped but it can't find the ped because he's been arrested/killed.

If you can post your code in a spoiler that would be more helpful, it's hard to do it without it.

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Spoiler

        public override void End()
        {
            base.End();
            Functions.SetPursuitDisableAI(pursuit, false); // this part I added and it hasn't crashed since then
            if (myBlip.Exists()) myBlip.Delete();
            if (myPed.Exists()) myPed.Dismiss(); // i've used both dismiss and delete
            if (myVehicle.Exists()) myVehicle.Dismiss(); // i've used both dismiss and delete
            
        }

This is just the End method.  It is called from the process after the if (!Functions.IsPursuitStillRunning(pursuit)).  It is just the APIExample that is posted.  I was just trying out some minor changes but since the update it has been doing this.

I did that to disable the pursuit AI because from the logs it looked like the AI was still looking for the ped after he was arrested but he had been disappeared.  Now the callout will end and the ped won't disappear; he can be brought to prison and such.  

Edited by Burnrate

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