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Stealth22

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Everything posted by Stealth22

  1. The principles of Visual Studio are the same, regardless of whether you write your code in VB or C#.
  2. @DLM3 and @Kal74, I'm not 100% sure why it's happening, but I'll check into it. If you know how to change the logging level to Very Verbose, it will give you more details on the error in the log. I've never changed the level myself, so I'm not sure how to do it. I checked in the RPH settings dialog and didn't find a setting for it. It probably involves a setting in the INI file.
  3. Thanks for the report. I'll fix the logic up for the next version. I'll be sure to test that before releasing the next version.
  4. @Hexxdev, @Century, @forsakenbacon17: I have updated the original post with details on the interior types and instructions on what to do. Please read the first post of this thread again. And thanks for offering to help out!! You guys are awesome! (I just can't drive around the map all by myself, lol) I will start a PM conversation between the 5 of us to discuss who is going to drive through which areas. If there are any questions or clarification needed, you can ask there. If anyone else is reading this, we've got enough people for now. Thanks!! EDIT: @Pipeline....sorry, I just read your post again. Were you just asking about the teleporting (and yes, the player will be teleported, haha), or were you offering to help as well? If so, let me know and I'll add you to the PM conversation!
  5. Yeah. I might get 3 or 4 people to help out, just cause of the sheer size of the map. Maybe we'll divide it up into areas.
  6. Hello all, I need a developer to volunteer some time, and do me a favor. Remember that CoordSaverV plugin that @LtFlash wrote? Well...I need a volunteer to drive around San Andreas and collect residential burglary locations for me. I've got the interiors done and collected already, along with some houses. Basically, you just need to drive to random houses/apartment buildings (its easiest with a bike), drive up to the front door or building entrance, and mark that spot. EDIT: Got enough people now, thanks anyway! Thanks! DETAILS REGARDING INTERIOR TYPES There are 7 interiors that can be used for this callout. Basically, what we're trying to do is find house/apartment locations that suit each type. We do not want to go door to door and collect every house on the map. That list would just be massive. But what we'll end up doing, I think, is getting a few houses in each area. Just to clarify, at each location, depending on the interior type it uses, the player (and the suspect) will be teleported to/from the interior's coordinates. The seven interiors are: Franklin's Davis safehouse Michael's mansion Trevor's trailer Floyd's apartment (Trevor safehouse) Low end apartment (GTA Online) Mid range apartment (GTA Online) High end apartment (GTA Online) To see pictures of each kind, if you don't remember what they look like, check out http://gta.wikia.com/wiki/Safehouses_in_GTA_V and http://gta.wikia.com/wiki/Safehouses_in_GTA_Online. I'm also using Franklin's house in Vinewood Hills. But the problem with that interior is, even when the front door is locked, you can still walk in/out from the patio doors leading into the kitchen, and the bedroom. At least, I was able to in single player, while using a MP character with EUP. So that interior will be only for that house. Franklin's Davis house will be used for it's "real" location, and the interior can also be used for other houses of the same size. Each interior that has windows will have the same view for all locations using that interior. That will be unavoidable...its just too much work to collect the same interior spawnpoints over and over again for the same interior type. To be clear, I need exterior/front door points ONLY. I've already collected spawn points for the interiors listed. When using LtFlash's CoordSaverV tool, use the SetFilename command to create an XML file. Use a separate file for each house type. So houses using Franklin's Davis interior will be in one file, houses using Michael's mansion interior in another file, etc. No need to set tags on the locations, just hit Shift + F12 to save the location of the front door, or entry point. If its an apartment building, this can be the lobby entrance, or in some apartments, say in Grove Street, you can get to each individual apartment. I've collected a bunch of locations in Vinewood for the mansion interior...not sure exactly how many, I just drove around randomly and got a bunch of houses. Those who are helping out, I'll start a PM conversation to decide who should go to what areas. Use your best judgement to decide what interior type each location should use, judging from the size. Again, its easiest to just drive around on a bike, so you don't need to keep getting in and out of a car. Important point...each location's entry point should be fully accessible from the street, on foot. If there are gates or fences, they should be fully openable. Players should not have to use scripts, trainers, or do anything else like hop fences in order to access a location. So yeah, all you're doing is loading CoordSaverV, using the SetFilename console command (type a filename, like "Houses", and hit enter) to create a file, closing the console, and then hitting SHIFT+F12 at each location. A subtitle will be displayed that says "Spawn location saved". The locations will be saved in your GTA V\Plugins\CoordSaverV directory. If the CoordSaverV doesn't exist, the plugin will create it. It will create an XML file in that folder, with the file name you set in the first step. Once you're done, send me the file. Thats it. REMEMBER...keep one separate file for each interior type. The reason for that...I wrote a script that reads those XML files and collects all the locations, and creates .NET code for me that I can just copy and paste into my project. So I'm just going to quickly parse each XML file and import the locations, I don't plan on validating each one of them. So we don't want mixed locations...otherwise we might get tiny apartments looking like 6000 sq. foot mansions!
  7. You need to post a code sample (use pastebin.com) in order for us to help you. What do you mean by "2 of each type of ped"?
  8. Part of that is GTA V spawning vehicles really close to the roadblock when you look in that direction. Remember, those cars won't be set as persistent, so GTA is always despawning and respawning stuff around you.
  9. I'm still running v573 of GTA and RPH 34. I'm not having any issues with RAGENativeUI plugins.
  10. If they're going too fast, they probably can't stop in time.
  11. VERSION 1.0.0 Compiled with RPH v0.34 (requires RPH 34 or higher) Added an automatic installer (manual install option still exists) Fixed the so-called "ghost cars" bug, as seen in @JFavignano's video. Thanks for finding that, Jeff!! Added the ability to customize the shortcut keys, including the modifier keys! ADDED A NEW IN-GAME MENU, POWERED BY RAGENATIVEUI!! Added the ability to disable the keyboard shortcuts in favour of the in-game menu Added the ability to change the "Police Ignore Roadblocks" setting on-demand, via the in-game menu! Code optimizations
  12. VERSION 1.0.0 Compiled with RPH v0.34 (requires RPH 34 or higher) Added an automatic installer (manual install option still exists) Fixed the so-called "ghost cars" bug, as seen in @JFavignano's video. Thanks for finding that, Jeff!! Added the ability to customize the shortcut keys, including the modifier keys! ADDED A NEW IN-GAME MENU, POWERED BY RAGENATIVEUI!! Added the ability to disable the keyboard shortcuts in favour of the in-game menu Added the ability to change the "Police Ignore Roadblocks" setting on-demand, via the in-game menu! Code optimizations
  13. Alright, sounds like its because he was on foot, so there was no vehicle to perform a driving maneuver in. Minor one, but I'll be sure to fix that for the next update. If you get there before he damages his car too much, it probably won't do it. Thanks for finding that!
  14. That's weird. Was he on foot, or in his vehicle? Try the call again and let me know if you still get that. I've tested that call a number of times, and never got an error like that. Jeff and Buggs have done it in their videos as well without issues.
  15. If you had the wrong version of the Common DLL installed, Code 3 Callouts would tell you that, and refuse to run. Please post a log file before speculating on the cause, as no one (not even me) can tell what's wrong without it.
  16. It looks like they are darker shades of the colors that we picked...almost as if they took the "pure" colors, and turned down the opacity. The yellow and orange that R* selected look too close, IMO. I don't know what you guys think, but I just released my stuff with the Drawing.Color values, so I wouldn't be able to change anything until the next release. I think we're getting too granular with this, though. As long as we decide on a set of colors and stick to them, that's enough. They don't have to precisely match with whatever R* picked. Its not like we're integrating plugins with stock R* missions or anything.
  17. Use the newest version. It's compatible. If there is ever a time where a new Common DLL is incompatible with older versions of my mods, I update them all.
  18. I agree with @LukeD. I only use native functions when I absolutely have to. They are nearly impossible to debug if an exception gets thrown. Not saying that will happen with this, but for example, take something as simple as the "GET_VEHICLE_COLORS" native, I think its called. I had a weird StackOverflowException whenever I called that native, and the game would crash completely. Even if I put it in a Try/Catch block, it would still crash to desktop. When I changed the code to call it via the Hash instead of the name, it mysteriously worked fine. Remember that all mods for GTA V are, by definition, unauthorized. Rockstar can change stuff around at any time, and they do not provide us with an API...whereas RPH does. Use it to your advantage whenever possible.
  19. Using the System.Drawing colors makes it a lot simpler though, especially when it comes to custom ped objects and such. We can leave it up to each dev, I guess, if someone prefers to use natives instead.
  20. Guys, chill out. This stuff takes a long time...some developers don't like to release code unless its absolutely perfect. And not everyone has enough free time to devote to a project like this. Real life comes first.
  21. Yeah, it's not exact, but its close enough. Lime is a better match to ~g~ than Drawing.Color.Green anyway, lol.
  22. So in my excitement to release this version last night, I completely forgot to acknowledge and thank some people for their contributions to 0.6! @Albo1125 - For graciously sharing some of his code with me, helping me out with the CAD popup windows, giving me the idea for the new suspect vehicle search logic, and for helping me testing this version! @JFavignano and @Bayareabuggs - For being my guinea pigs... I MEAN testers, and giving me lots of useful feedback! Your guys' videos gave me lots of ideas for things to fix and improve!! @goigle - For giving me the idea of the Assault observation window...which in turn led me to think of the CAD popup idea! Thanks a lot! @MulleDK19, along with all the other dev's on the RPH IRC channel - For being patient, and helping me out with code issues that I had difficulty with, plus testing things out for me!! That callout triggers a pursuit right away. LSPDFR doesn't allow you to blip police vehicles for a regular traffic stop, though.

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