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Fiskey111

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Everything posted by Fiskey111

    I loved testing it (for the little I did) but i enjoy having this in my arsenal of tools! Thank you for releasing this -- it's something small but it makes a huge difference when you have it and use it!
  1. In the same manner, too? That doesn't make sense why that would cause it then. I know it does because when I had tested all 3 scenarios together I noticed that after that specific scenario the backup would stop working which lead me to try the tests of each scenario. I'm going to rewrite the callout and see if that fixes it. Thanks Albo!
  2. Just another important update: I've found one source of the problem with this issue. I've done a decent amount of testing (~15 callouts each with both scenarios) which has been consistent with what I thought. The problem (at least one of them) is with the knife callout, specifically this code: If the above is called for the callout - backup will be disabled. If the above is not called for the callout - backup is normal. Now the million dollar question (I don't have a million dollars so sorry I can't give it to you if you can answer it): Why does that code disable backup? Walking through that code: 1. Notification doesn't matter 2. FightAgainst is valid and myPed does actually do it (sorry about the name, this was my first callout made and I've never gotten around to changing the code). 3. The native function is valid and called successfully - the victim runs away. It's very simple. I just don't get why those three lines of code disable backup. Quoting something that Stealth22 said in one of my earlier days of pretending to code: "The computer only does what it's told to do. " But I don't get how I'm telling it to disable backup. @Albo1125 @LMS I apologize for tagging you guys in this, I just figure that you won't see it and it'll be lost in the ever-growing forums, but this is a breakthrough (in my opinion)! Below is the other code for the other two scenarios in the knife callout (for a total of three scenarios)
  3. Just an update: I'm running into a wall. Originally I thought I had isolated it down to two specific callouts. However, when I had put all the other ones together that "worked" the bug still occurred, however it didn't occur when they were in like groups of 4. I'm going to try going through them all again one by one and spending about 30 mins on each. I'll report my findings here once I finish.
  4. Just a quick question- how do you get your text to be "lime green"? I know of the ~color letter~ before the text, but is there a specific letter for that? (Sorry for the stupid question!)
  5. Wow. Literally wow. These are amazing..........................
  6. I definitely like this idea. Maybe LSPDFR 0.4 (or whatever) can include this next round so it's only from the main plugin that all of ours require? (Just an idea!)
  7. I will definitely implement these changes once I go to release a fix for Secondary Callouts. Lol I want to make every blip I use that standard blue now, ahaha. As for the sizes for peds I've never thought about that! I like that idea- it's perfect! Is 0.75 what GTAV uses normally?
  8. It's definitely a simple, easy change that won't take that much time to incorporate. I think a big thing will have to be looking at each scenario for each callout pack and ensuring everything is covered. Perhaps the findings can be pinned in the API Dev forum too.
  9. Ah right. So what are you calling in your End()? If you're dismissing the ped be sure to put if (ped.Exists()) ped.Dismiss() It seems like you're telling the game to dismiss the ped but it can't find the ped because he's been arrested/killed. If you can post your code in a spoiler that would be more helpful, it's hard to do it without it.
  10. I think I'll start using new colors: Purple: If they're tall. Pink: If they have a gun Black: If it's a Code 4 emergency. Haha, on another note. The way I had thought about it and do it is the following: Red Peds: Suspects/Criminals Blue Peds: Fellow officers Green Peds: EMS/Support Services I do like the route idea though. If other API developers are on board I'd definitely be willing to change to be consistent for both peds and routes.
  11. So it looks like you're calling for the ped but the ped name is invalid. There's a list of valid ped names here. As for the names of the vehicles and stuff there is no database I'm aware of. So I'd just search through x64e and use that as a car name database.
  12. Thanks LMS! I wish it fixed it :( I'm thinking it's fight in progress- that's the callout I think is causing my troubles!
  13. Check to see what is causing the crash in the log and post it please! As for the resources- check here: http://ragepluginhook.net/Documentation.aspx
  14. There is no crash- it just seems like for some reason my callouts like take over the control of the AI and don't hand it back to LSPDFR. Thanks for that! Good to know! I'll make sure to do that from now on! I didn't try that yet. My goal is to stay up all Thursday night and basically doing that. I'll set each call to always and only enable one at a time and test them over and over. Hopefully that'll tell me whether it's all of them or just one callout doing it. I just wasn't sure if there was something I missed in the update to 0.3 that caused this to happen. Thanks guys! Hopefully I'll be able to figure out this. I won't be able to for a bit, I'm super busy the next couple days.
  15. Hi Everyone, I don't know if you know, but Secondary Callouts has had an issue with disabling pursuit backup ever since the release of 0.3. I don't know why the callouts would do this since I never touch backup (unless I call it Code 3). I'm just curious to know what was added in the update that could have possibly caused this to occur. I've tried a fix (that at least made it better and last longer) where I call DisablePursuitAI(pursuit, false) every callout, just to make sure that the pursuit doesn't disable the AI. If someone has a permanent fix/idea that will help please let me know. I really didn't want to do this, but I've attached my code for you, if you are willing to help that would be fantastic, if not- I'm not sure what I'll do haha. Thank you so much!
  16. Hi Everyone! So I'm coding for my restraining order callout (preparing for the audio, so when you see a subtitle it'll be audio). For some reason when I get to process "GoodTalk1()" it runs it once, displays the subtitle, but then won't keep my GoodTalk2() running. Any ideas as to how to fix this? To simplify it- GoodTalk1(): Two variations, if variation 2 [good] is active, the ped will say something that I want the cop to respond to by pressing an option in the menu, which is what GoodTalk2() is checking for. The issue is that it seems to run GoodTalk2() once, (I used notifications to check to see when it ran) then it just abandons it. So I'm trying to figure out how to keep this process running. Thanks! If you check the 2nd spoiler you can see a successful process that's above GoodTalk1() - I tried using the same idea but it just won't work. Here's a video of it in action:
  17. I just want that slicktop CVPI :( I regret seeing that video now in your playlist cause I'm sad.... Thank goodness for Virzza- I don't think I could handle not having to swap out vehicles every time I play- it's like a tradition....
  18. I love them! I just wish you put different numbers on the skins so they aren't all 32! :(
  19. Wow.... I'm speechless.... This is going to be amazing!! I'm pumped for the release!
  20. You make the absolute best skins! I love them!!
  21. A bunch of RAGE plugins, but only my callouts and police radio for LSPDFR plugins. Gotcha. I'm going to remove all of my plugins and see if that changes anything. Thanks!
  22. Hi Everyone! I'm having some bugs show up in my callouts. Once you accept one of my callouts everything is fine. But after that first callout something messes with the pursuit AI- whenever you call a vehicle for the next pursuit you have they end up spawning but aren't added to the pursuit. I've added a video to show you. It shows in RAGE "setting up new cop: null", but I don't know why anything I do would affect that... Any help would be appreciated! I didn't see anything new regarding this in the 0.3 API changes, so I'm confused as to what's happening.
  23. A. Good luck finding animations- there's like 34,000 of them and they're a pain to sort through, haha. B. Here's an example: EMT2.Tasks.PlayAnimation("amb@medic@standing@tendtodead@idle_a", "idle_b", 5, AnimationFlags.None);

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