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0.4 lost suspect in pursit blip

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Is there a call back form LSPDFR to be checking if visual on the suspect has been lost or do you just set a distance from player to delete the blip?   In my plug in the blip stays on the fleeing suspect after the X appears on the mini map showing last known position.  

 

Thanks 

1 hour ago, LMS said:

Do you manually create a blip for the suspect? Blips are usually managed by the chase itself so they should be deleted on visual lost.

I think he creates a blip on a suspect, then we he goes into pursuit and loses sight of the ped the blip doesn't go away, and he wants to know how to get the var in the lspdfr api that says that suspect is lost and that they are searching.

 

12 hours ago, ttv.jbuddtv said:

Is there a call back form LSPDFR to be checking if visual on the suspect has been lost or do you just set a distance from player to delete the blip?   In my plug in the blip stays on the fleeing suspect after the X appears on the mini map showing last known position.  

 

Thanks 

I don't know why you would want to keep a blip on a suspect when he goes into pursuit, why don't just delete it when the pursuit is created and let lspdfr manage it.

Thank you

  • Author

Thanks everyone!  Didn't Know the LSPDFR API creates one when you start a pursuit.  I did make one manually at the initial load of the call after accepting the callout.  Wasn't there some type of documentation on the website at one point for the LSPDFR API?  I am fairly new to the API and have been looking for references.   I've been coding in C# for years and have finally decided to start making plugins for the game I love!   

 

   Suspect = SuspectVehicle.CreateRandomDriver();
   Suspect.IsPersistent = true;
   Suspect.BlockPermanentEvents = true;
   
   Suspect.Inventory.GiveNewWeapon("WEAPON_PISTOL", -1, false);
   Suspect.Accuracy = 33;
   
   SuspectBlip = Suspect.AttachBlip();
   SuspectBlip.IsFriendly = false;

   

1 hour ago, ttv.jbuddtv said:

Thanks everyone!  Didn't Know the LSPDFR API creates one when you start a pursuit.  I did make one manually at the initial load of the call after accepting the callout.  Wasn't there some type of documentation on the website at one point for the LSPDFR API?  I am fairly new to the API and have been looking for references.   I've been coding in C# for years and have finally decided to start making plugins for the game I love!   

 


   Suspect = SuspectVehicle.CreateRandomDriver();
   Suspect.IsPersistent = true;
   Suspect.BlockPermanentEvents = true;
   
   Suspect.Inventory.GiveNewWeapon("WEAPON_PISTOL", -1, false);
   Suspect.Accuracy = 33;
   
   SuspectBlip = Suspect.AttachBlip();
   SuspectBlip.IsFriendly = false;

   

Not knowing what your call is about, i have to assume that you want to tell the player where the suspect is when there is no pursuit. So when you create your persuit you could call SuspectBlip.Delete(); to remove it.

 

When you start a pursuit with lspdfr, it will create a red blip, then when you lose sight it will make it blink and after x seconds it will dispear and you have to search for the ped.

 

Also i might not me understanding you fully, but you can blame that on me.

Please let me know if there are any other problems!

Thank you

  • Author

@epicmrjuan  no you did great!  its just a simple stolen vehicle callout that starts off as a chase in progress. So It sounds like I do not even need to make the blip manually since I start the pursuit when the call out starts.   I probably should of gave you more code to look at in the last response sorry. 

 

so far I have created that the stolen vehicle one and a stranded motorist.  I tried doing a vehicle fire but I have yet to figure out how to start a fire with RAGE lol.   Its mostly just taking the time to get familiar with the API.  I'd like to get it up to at least 5 different calls before I post it for downloads 🙂   Thank you for your help!     .

Edited by ttv.jbuddtv

11 minutes ago, ttv.jbuddtv said:

@epicmrjuan  no you did great!  its just a simple stolen vehicle callout that starts off as a chase in progress. So It sounds like I do not even need to make the blip manually since I start the pursuit when the call out starts.   

 

so far I have created that the stolen vehicle one and a stranded motorist.  I tried doing a vehicle fire but I have yet to figure out how to start a fire with RAGE lol.   Its mostly just taking the time to get familiar with the API.  I'd like to get it up to atleast 5 different calls before I post it for downloads 🙂   Thank you for your help!     .

Good luck!

 

Btw if you didn't know here are the rage api docs https://docs.ragepluginhook.net/

and at the bottom of albos guide there are most of LSPDFR's functions https://www.lcpdfr.com/applications/core/interface/file/attachment.php?id=48435

Thank you

  • 2 weeks later...

Note that if you disable pursuit AI on either the suspect or the entire pursuit, they will not automatically get blips, so you'll have to manage blips yourself. 

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  • Author
On 3/24/2019 at 3:10 AM, PNWParksFan said:

Note that if you disable pursuit AI on either the suspect or the entire pursuit, they will not automatically get blips, so you'll have to manage blips yourself. 

Thank you! 

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