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[Fixed] CreateRandomDriver() - Questions and other

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Hello.

 

CreateRandomDriver() - There is "RANDOM" driver so, is this possible to create not random driver? Example: CreateS_M_Y_PRISONER_01(just name of the ped file)Driver()

as everyone can know, its doesn't works, so how to make NOT random driver?

 

second question is, How to make passangers? i tried "CreateRandomPassanger()" or "CreateRandomFrontPassanger()" and i can't, every beginner (i think) will understand it like that: "there is random driver, So why random passanger does not work?" this would be a lot easier.

 

Ped ped = new Ped();
ped.IsPersistent = true;
ped.BlockPermanentEvents = true;
ped.Tasks.EnterVehicle(vehicle, 0, EnterVehicleFlags.WarpIn);

Doesn't works, i tried every way i can. My script:

 

        private Ped Suspect;
        private Vehicle SuspectVehicle;
        private Vector3 SpawnPoint;
        private Blip SuspectBlip;
        private LHandle Pursuit;
        private bool PursuitCreated = false;

If this is not it:

            SuspectVehicle = new Vehicle(VehicleModels[new Random().Next(VehicleModels.Length)], SpawnPoint);
            SuspectVehicle.IsPersistent = true;

            Suspect = SuspectVehicle.CreateRandomDriver(); Suspect.IsPersistent = true;
            Suspect.BlockPermanentEvents = true;
            SuspectBlip = Suspect.AttachBlip();
            SuspectBlip.IsFriendly = false;

            Suspect.Tasks.CruiseWithVehicle(20f, VehicleDrivingFlags.Emergency);
            Suspect.Inventory.GiveNewWeapon("WEAPON_PISTOL", -1, true);

So, i have tried this too:

 

        private Ped Suspect1;
        private Ped Suspect2;
        private Vehicle Suspect Vehicle;
        private Vector3 SpawnPoint;
        private Blip SuspectBlip1;
        private Blip SuspectBlip2;
        private LHandle Pursuit;
        private bool PursuitCreated = false;

,

Suspect1 = Truck1.CreateRandomDriver();           // Truck1 was name of the suspect's vehicle
            Suspect1.IsPersistent = true;
            Suspect1.BlockPermanentEvents = true;
            Suspect1.RelationshipGroup = "Friends1";

            Suspect2 = Truck1.CreateRandomDriver();
            Suspect2.IsPersistent = true;
            Suspect2.BlockPermanentEvents = true;
            Suspect2.RelationshipGroup = "Friends2";
            Game.SetRelationshipBetweenRelationshipGroups("Friends1", "Friends2", Relationship.Companion);

            SuspectBlip1 = Suspect1.AttachBlip();
            SuspectBlip1.IsFriendly = false;

            SuspectBlip2 = Suspect2.AttachBlip();
            SuspectBlip2.IsFriendly = false;

            Suspect1.Tasks.CruiseWithVehicle(20f, VehicleDrivingFlags.Emergency);
            Suspect2.Tasks.CruiseWithVehicle(20f, VehicleDrivingFlags.Emergency);

            Suspect1.Inventory.GiveNewWeapon("WEAPON_PISTOL", -1, true);

            Suspect1.Tasks.FightAgainst(Game.LocalPlayer.Character, -1);
            Suspect2.Tasks.FightAgainst(Game.LocalPlayer.Character, -1);

            Suspect2.Tasks.ChaseWithGroundVehicle(Suspect1);

,

 

                Pursuit = Functions.CreatePursuit();
                Functions.AddPedToPursuit(Pursuit, Suspect1);
                Functions.AddPedToPursuit(Pursuit, Suspect2);
                Functions.SetPursuitIsActiveForPlayer(Pursuit, true);
                PursuitCreated = true;

and

            if (Suspect1.Exists()) { Suspect1.Dismiss(); }
            if (Truck1.Exists()) { Truck1.Dismiss(); }
            if (SuspectBlip1.Exists()) { SuspectBlip1.Delete(); }

            if (Suspect2.Exists()) { Suspect2.Dismiss(); }
            if (SuspectBlip2.Exists()) { SuspectBlip2.Delete(); }

As u see, i tried every way, i know. I still have problems with making passangers. Im waiting for help.

 

Fixed! script:

 

  var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180);
  ped.IsPersistent = true;
  ped.BlockPermanentEvents = true;
  ped.Tasks.EnterVehicle(SuspectVehicle, 0, EnterVehicleFlags.WarpIn);

 

 now i want to know how to make him suspect/add him to pursuit and how i can make him agressive to police.

Edited by WildJam
i tried mix scripts :)

  • Author
49 minutes ago, LMS said:

You can simply create the ped you want and then warp in the vehicle of your choice by calling WarpIntoVehicle on the ped.

Im dont understand this good, U mean, i creating:

 

        private Ped Suspect2;
        private Blip SuspectBlip2;

And adding to this

 

private Ped Suspect2.WarpIntoVehicle;

 

  • Management Team

Try something like this:

 

var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180);
ped.WarpIntoVehicle(SuspectVehicle, -1);

 

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

  • Author
Just now, LMS said:

Try something like this:

 


var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180);
ped.WarpIntoVehicle(SuspectVehicle, -1);

 

now, its explaing everything, ill try it. I will tell u if this works or no, thanks.

  • Author
1 hour ago, LMS said:

Try something like this:

 


var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180);
ped.WarpIntoVehicle(SuspectVehicle, -1);

 

I tried it, "var" does not work so i tried "Ped" still does not works, my vehicle has 4 places to sit, then i changed it to 4, beacuse 5 does not works too, and idk why, now if i start callout lspdfr crashes, even i this script without changes.

 

i placed it here: (under SuspectVehicle.IsPersistent = True)

 public override bool OnCalloutAccepted()
        {
            Functions.PlayScannerAudio("RESPOND_CODE_1");

            Model[] VehicleModels = new Model[]
            {
                "SPEEDO", "GBURRITO", "GBURRITO2"
            };

            SuspectVehicle = new Vehicle(VehicleModels[new Random().Next(VehicleModels.Length)], SpawnPoint);
            SuspectVehicle.IsPersistent = true;

            ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(4), Game.LocalPlayer.Character.Heading + 180); // here
            ped.WarpIntoVehicle(SuspectVehicle, -1);

            Suspect = SuspectVehicle.CreateRandomDriver(); Suspect.IsPersistent = true;
            Suspect.BlockPermanentEvents = true;
            SuspectBlip = Suspect.AttachBlip();
            SuspectBlip.IsFriendly = false;

            Suspect.Tasks.CruiseWithVehicle(20f, VehicleDrivingFlags.Emergency);
            Suspect.Inventory.GiveNewWeapon("WEAPON_PISTOL", -1, true);

            return base.OnCalloutAccepted();

i tried place it under "suspectblip.IsFriendly = false;

 

And there is spawning ped, but next to me

Edited by WildJam

  • Author
On 2/13/2019 at 8:04 PM, LMS said:

Try something like this:

 


var ped = new Ped("A_M_Y_METHHEAD_01", Game.LocalPlayer.Character.GetOffsetPositionFront(5), Game.LocalPlayer.Character.Heading + 180);
ped.WarpIntoVehicle(SuspectVehicle, -1);

 

Spoiler


 Hello, I have very big problem, and nobody wants to help me. So i created callout, when i have to search for the ped, so a search area blip onlyappears, when i found(im close) the ped, ped's blip won't appears, but when i delete search area blipcode, blip appears.

 

 

My code:

using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Rage; using Rage.Native; using Rage.Attributes; using LSPD_First_Response.Mod.API; using LSPD_First_Response.Mod.Callouts; using LSPD_First_Response.Engine.Scripting; using LSPD_First_Response.Engine; using System.Drawing; using System.Windows.Forms; using LSPD_First_Response.Engine.Scripting.Entities; namespace CALLOUTPACKNAME.Callouts { [CalloutInfo("CalloutName", CalloutProbability.VeryLow)] public class CalloutNameSpace : Callout { private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Ped myPed; private Vector3 AreaBlip; private Vector3 SearchAreaLocation; private Vector3 Route; private Vector3 SpawnPoint0; private Vector3 SpawnPoint1; private Vector3 SpawnPoint2; private Vector3 SpawnPoint3; private Vector3 SpawnPoint4; private Vector3 SpawnPoint5; private Vector3 SpawnPoint6; private Vector3 SpawnPoint7; private Vector3 SpawnPoint8; private Vector3 SpawnPoint9; private Vector3 SpawnPoint10; private Vector3 SpawnPoint11; private Vector3 SpawnPoint12; private Vector3 SpawnPoint13; private Vector3 SpawnPoint14; private Vector3 SpawnPoint15; private Blip SearchAreaBlip; private Blip Waypoint; private Blip SuspectBlip; public override bool OnBeforeCalloutDisplayed() { AreaBlip = new Vector3(-427.577f, 1116.049f, 326.783f); Route = new Vector3(-427.577f, 1116.049f, 326.783f); SearchAreaLocation = new Vector3(-427.577f, 1116.049f, 326.783f); SpawnPoint0 = new Vector3(-427.577f, 1116.049f, 326.783f); SpawnPoint1 = new Vector3(-397.247f, 1127.590f, 322.724f); SpawnPoint2 = new Vector3(-428.174f, 1122.083f, 325.854f); SpawnPoint3 = new Vector3(454.413f, -740.819f, 27.358f); SpawnPoint4 = new Vector3(459.643f, -759.451f, 27.358f); SpawnPoint5 = new Vector3(452.857f, -779.992f, 27.358f); SpawnPoint6 = new Vector3(460.017f, -809.125f, 27.322f); SpawnPoint7 = new Vector3(478.739f, -700.984f, 32.051f); SpawnPoint8 = new Vector3(480.516f, -747.916f, 37.396f); SpawnPoint9 = new Vector3(476.067f, -804.597f, 42.672f); SpawnPoint10 = new Vector3(466.171f, -779.360f, 32.459f); SpawnPoint11 = new Vector3(430.765f, -711.007f, 35.727f); SpawnPoint12 = new Vector3(449.468f, -725.472f, 35.987f); SpawnPoint13 = new Vector3(447.883f, -755.353f, 38.004f); SpawnPoint14 = new Vector3(449.329f, -780.423f, 44.531f); SpawnPoint15 = new Vector3(433.665f, -806.423f, 38.013f); ShowCalloutAreaBlipBeforeAccepting(AreaBlip, 50f); AddMinimumDistanceCheck(40f, AreaBlip); CalloutMessage = "Callout Name"; CalloutPosition = AreaBlip; return base.OnBeforeCalloutDisplayed(); } public override bool OnCalloutAccepted() { Functions.PlayScannerAudio("RESPOND_CODE_3"); myPed = new Ped("a_m_m_og_boss_01", SpawnPoint0, 0f); myPed.IsPersistent = true; myPed.BlockPermanentEvents = true; Suspect = new Ped("a_m_m_og_boss_01", SpawnPoint1, 0f); Suspect.IsPersistent = true; Suspect.BlockPermanentEvents = true; Waypoint = new Blip(Route); Waypoint.Color = (Color.Yellow); Waypoint.EnableRoute(Color.Yellow); return base.OnCalloutAccepted(); } public override void Process() { base.Process(); if (Game.LocalPlayer.Character.DistanceTo(Suspect.Position) < 5f) { SuspectBlip = Suspect.AttachBlip(); SuspectBlip.IsFriendly = false; SuspectBlip.Scale = 0.75f; } if (Game.LocalPlayer.Character.DistanceTo(myPed.Position) < 80f) { SearchAreaBlip = new Blip(SearchAreaLocation, 80f); SearchAreaBlip.Color = Color.Yellow; SearchAreaBlip.Alpha = 0.5f; } if (Game.LocalPlayer.Character.DistanceTo(myPed.Position) < 80f) { Waypoint.Delete(); Waypoint.DisableRoute(); } }  public override void End() {  base.End(); } } }

Please help me, Im waiting.

 

 thanks.

 

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