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Juventus

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  1. It works out of the box with x1 controller? Did you need to install any 3d party driver to get it work? You are still able to use xinput api? Get chatpad and x360 gamepad to work is a pain in the ass....and you can't use xinput api anymore. And about the chatpad....you know if 360 chatpad is compatible with x1 controller?
  2. Great work guys.... I was hoping to read something about pad support.... just the possibility to accept a callout would be great.
  3. i have an xbox360 gamepad + chatpad.... GTAV doesn't recognize the chatpad (it happens only with gta)....didn't try with Xpadder.
  4. So, with 0.2 we have partial gamepad support.... The main problem is the inability to accept a callout with Y. So i was thinking, i'm sure 0.3 will come with full support....but in case you need a suggestion, why not use dpad up button? Now that button is used for cellphone....and you can keep it enabled...but when a callout request is running, you can disable the phone and make dpad up work for it....then after accept/decline revert to the normal dpad up --> cell.... something like while (requestRunning) disablePhone() if (dpadUPpressed) acceptRequest() else return now i don't know the right function names,....but in IV scripthook was possible so i guess it's still the case.... It would be a great and needed addition for gamepad users.... What do you think?
  5. ehm.... i don't get it....i'm sorry. you mean something like this? arraypeds = World.GetPeds(Player.Character.Position.Around(100)); arraypeds.getlenght(len); for (int i = 1; i < len; i++) { ?!?!?!?!?! }
  6. Thanks Sam for the reply. I used ped1.BecomeMissionCharacter and the blip works.... As i thought, now the problem is the position....the "picked" ped is always very near me....actually too near, even if i set 1000 as radius... I've tried this to fix the issue.... [...] Blip1 = Blip.AddBlipContact(World.GetNextPositionOnPavement(Player.Character.Position.Around(300.0F))); Blip1.Position = c; a = World.GetZoneName©; do { Wait(250); b = World.GetZoneName(Player.Character.Position); } while (a != b); Ped1 = World.GetRandomPed(c, 10.0F); Ped1.BecomeMissionCharacter(); Blip1 = Ped1.AttachBlip(); [...] ...create a blip in a random position.....then, when i'm close to the position...get a random ped over there.....but the script doesn't work. Moreover i've a strange issue....(happened with World.CreatePed, too).... 9 times out of 10 i got a blip in this position.... That position is on top of a scyscraper...and there's no ped over there...don't know whether it's a known issue or not. Honeslty i don't like this solution...i'd like to get a random ped directly.......is there any way to make the game load a random part of the city in order to get a random ped in that position? or something similar? Thanks again for the help, Sam....you're very kind. (if you want i can post the whole script or whatever you want)
  7. This and gta forums are two different places. (the only 2 forums i follow about gta) But if i couldn't post it here, delete this thread... no problem. :wink:
  8. Hi, don't know where should i post that....sorry if it's the wrong place..... Hope you can help me..... I've tried: [...] ped1 = World.GetRandomPed(Player.Character.Position, 20.0f); blip1 = ped1.AttachBlip(); [...] With this code i get a "blipped" random ped for 2 seconds....then the blip disappears. Don't know why. Moreover when i quit the game there's a kind of freeze....i've to quit with ctrl+alt+canc.....I'm sure the entire code is not wrong because if i change just the random ped part with a World.CreatePed etc. the script works fine and the game quits normally. I'd like to get a random ped in a random position in one of the 4 islands.....so 20 as radius is low i know....but if i increase it then i don't see the blip even for a second. I think it's because the game try to pick a ped in some parts of the city that haven't been loaded yet....but that's just my guess. The language is C. Thanks!
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