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[WIP] RAGEObjectPlacer

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You're currently in the middle of an investigation and you decide to close off the road.

You walk to each end of the road and spawn something in front of you. Its in the wrong place. Remove, retry.. again, and again.

 

Meet RAGEObjectPlacer..

You will be able to spawn a variety of items (barriers, cones, police cars) and place them in the world via keyboard (and soon to be mouse)

Planned Features:

  • Model lists populated via XML to allow users to strip out items they dont need.
  • Traffic redirect (Detect traffic flowing towards the placed items and either stop them, or redirect them to another route)
  • Ability to spawn groups of items (Police car with cones behind it or multiple cones in a line)

I'm interested in feedback from the community, especially on two questions

  • Should a police officer be spawned outside of the driver door with a police car 
  • Should there be an option to set a marker and have a spawned police car drive up to the scene (immersion)

I've completed most of the core logic and I'm looking to release this in less than a week (Possibly without all of the planned features included)

 

 

ROP_3.png

ROP_1.png

Edited by ainesophaur
Premature submit

2 hours ago, ainesophaur said:
  • Should there be an option to set a marker and have a spawned police car drive up to the scene (immersion)

That would freaking amazing!

My YouTube Channel: Darkmyre Gaming (Australian LSPDFR patrols, plugins in development, and other games)

My Discord Server | AusGamer Network

 

Please do not PM me for technical support or bug reports, use the appropriate forum or plugin's comments instead.

5 hours ago, ainesophaur said:
  • Should a police officer be spawned outside of the driver door with a police car 
  • Should there be an option to set a marker and have a spawned police car drive up to the scene (immersion)

Yes and yes! :D

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I like this and will be following the feature updates.. :thumbsup:

Would object placement with a controller also be possible? or would that be impossibly difficult or just plain impossible. I will live with it either way.

  • Author

It would be difficult in my mind to support the controller since every sensible combination to move around the objects would clash with default keys on the controller

12 hours ago, ainesophaur said:

It would be difficult in my mind to support the controller since every sensible combination to move around the objects would clash with default keys on the controller

no worries! I kinda figured that as I was asking the question. Never hurts to ask though, besides I would use this anyways.

Thanks for the response! :thumbsup:

Edited by Kal74

  • Author
5 hours ago, Kal74 said:

no worries! I kinda figured that as I was asking the question. Never hurts to ask though, besides I would use this anyways.

Thanks for the response! :thumbsup:

I was able to get this added for you ;)

 

As you rotate the camera and move, the marker / items update accordingly.

I also got the logic in that spawns an officer in the car who drives up to your marker. You can then rotate the car for fine adjustments. Once you "set" it's position the officer will get out and stand next to his cruiser until dismissed.

I'm going to spend a few days testing it and cleaning up the code as I'm going to open source the project.

1 minute ago, ainesophaur said:

I was able to get this added for you ;)

I love you :woot: 

You went way beyond what you had to and I greatly appreciate this. Looking forward this! :thumbsup:

TY TY TY

On 4/20/2016 at 8:50 PM, ainesophaur said:

No problem. I wanted the feedback to know how the community would want to use it.. thank you for providing it ;). I use a gamepad too and I know how much the back and forth slows me down.

Yeah in the beginning I played with just mouse and keyboard and my son brought it up to me that using a controller might be better for me.. So he got me all set up and I never looked back since going Controller and Keyboard.. I'm just really happy that you were able to do this, plus it tells me you care about the feedback, because you didn't have to.. :thumbsup: 

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