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Fast way to load changes of MyCallouts.dll


RealBazinga

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Hi,

 

is there a faster way to load my own  MyCallouts.dll instead of going "ReloadAllPlugins" plus "ForceDuty"?

I am an  experienced C# Developer but new to the RageHook and LSPFDR API so some thins are trial and error and I am looking for a quick and fast way to re-test my changes.

 

By the way: Great mod. I hereby state that this alpha today is more superior that "Police Simulator 18" ever will be! 🙂

 

Greetings from Germany,

 

Bazinga

 

 

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  • Management Team

Hi RealBazinga,

 

if you load your plugin like "LoadPlugin MyCallouts.dll true", RAGE Plugin Hook will automatically reload the plugin when the assembly has changed. If you have set up Visual Studio to copy the new assembly to the plugins folder you essentially get a reload after recompile. Should you wish to also ForceDuty quicker, you may wanna use the "Bind" command in RAGE Plugin Hook which allows you to bind one or more commands to a key.

 

Schöne Grüße aus Norddeutschland

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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Hi LMS, this is what I first thought and tried but I get an exception: Could not load plugin ... does not have the required Plugin attribute

 

using "LoadPlugin LSPDFR\BazingaCallouts.dll true" in console


[28.08.2018 18:52:05.163] Loading plugin from path: C:\Games\Grand Theft Auto V\Plugins\LSPDFR\BazingaCallouts.dll
[28.08.2018 18:52:06.609] <UNLOADED PLUGIN>: Initializing input system
[28.08.2018 18:52:06.612] <UNLOADED PLUGIN>: Initializing game console
[28.08.2018 18:52:06.614] <UNLOADED PLUGIN>: Initializing forms manager
[28.08.2018 18:52:06.656] ERROR: Could not load plugin from "C:\Games\Grand Theft Auto V\Plugins\LSPDFR\BazingaCallouts.dll". Assembly BazingaCallouts.dll (BazingaCallouts, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) does not have the required Plugin attribute.
[28.08.2018 18:52:06.656] Parametername: assemblyPath

 

I guess it is because "LoadPlugin" is for "normal" rage plugins with static class EntryPoint and not Callouts?

 

Because if I use a Rage Plugin with an EntryPoint I can reload a dll but I cannot use the "LoadPlugin" on a Callout

 

Example:

working with "LoadPlugin testme.dll true" whereas testme.dll is in the Plugin Folder

 public static class EntryPoint
    {
        public static void Main()
        {  
        }
    }

 

not working with "LoadPlugin LSPDFR\BazingaCallouts.dll" whereas Callout.dll is in the Plugin\LSPDFR Folder

and the structure is

    public class Main : Plugin
    {

    }

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  • Management Team

Yes, that is correct. For testing purposes you might not need your plugin to be loaded by LSPDFR though, so you can test your functionality like a normal plugin before making it a callout. You could also bind the two commands to one key to quickly reload your changes if you wish to keep it a LSPDFR plugin. You should also be able to manually register your callout with LSPDFR using the RegisterCallout function when loaded directly as a plugin and not via LSPDFR. That might require you to add an assembly resolve handler though to ensure you are pointing to the right LSPDFR instance instead of attempting to loading it again.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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