Everything posted by Stealth22
-
How to spawn a cop a ways out and make them drive to me, vs spawning at my location?
@Darkmyre wins. I didn't even realize that DriveToPosition had that extra overload. I was picking a random spot around the player, and calling World.GetNextPositionOnStreet to ensure it wasn't an unreachable spot.
-
Random numbers not random
What he said. If you create new instances of Math.Random within a short period of time, you are going to get the same results. Instead, create one global static instance of Random, and use it everywhere in your plugin.
-
Code 3 Callouts
Most of these seem to be conflicts with other plugins...yours was the only one that made a specific reference to my plugin in the errors. Can you give me some more details? When precisely does it happen with that call, and does it happen all the time? Thanks for the report. I've found the issue with that, and I've fixed it. I probably won't be able to release the fix until tomorrow though, got a busy evening tonight. Sorry about that!
- 422 comments
- 73 reviews
-
[Bug] Unarmed arrests and the API
Have not tested this myself, but could potentially be an issue. Good find, man.
-
How to spawn a cop a ways out and make them drive to me, vs spawning at my location?
What you want to do is get a random spawn point with World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(250)). You can change the 250 to however many metres you want. Then spawn your cop car, then spawn the cop (I usually do right next to the vehicle), and warp him into the vehicle. At that point, you can call copPed.Tasks.DriveToPosition to make him drive to a Vector3 near you. You can use whatever driving flags you want, but I'd use either Normal or Emergency, and turn on the lights/siren for him if desired. You could also get a list of peds near you and filter that for cops, but its probably easier (and more efficient) just to create the cop. I did this with my Unknown Trouble callout, spawning a homicide detective. Let me know if you need more help.
-
Code 3 Callouts
- 422 comments
- 73 reviews
-
Keep Calm - Reduce AI panic attacks when shots are fired
- 268 comments
- 44 reviews
-
Keep Calm - Reduce AI panic attacks when shots are fired
All the developers posted that most/all of their plugins will need to be updated. I'll have an update for Keep Calm soon.
- 268 comments
- 44 reviews
-
do i have to uninstall callouts for 0.3 v
Just as an FYI, my LSPDFR 0.3 compatibility update is out.
-
[REL] Code 3 Callouts
VERSION 0.5.0 This is simply a re-packaged version of v0.4.0, which is compatible with RPH 34 and LSPDFR 0.3. There are NO new callouts or features, aside from: The plugin will now check for updates And the plugin will not run if you are not running at least v1.4.1.0 of the Stealth.Common DLL Version 1.0 is the next update, and will be coming soon
-
Code 3 Callouts
VERSION 0.5.0 This is simply a re-packaged version of v0.4.0, which is compatible with RPH 34 and LSPDFR 0.3. There are NO new callouts or features, aside from: The plugin will now check for updates And the plugin will not run if you are not running at least v1.4.1.0 of the Stealth.Common DLL Version 1.0 is the next update, and will be coming soon
- 422 comments
- 73 reviews
-
[Resolved] Getting key press multiple times
A little late to the party, but I use a Generic List of strings, and I just cycle through them. Much better than hardcoding it.
-
do i have to uninstall callouts for 0.3 v
Same here. A lot of stuff behind the scenes has changed, so Code 3 Callouts, and probably Traffic Control and Keep Calm as well, are going to break. Like Albo, I will be updating them as soon as possible.
-
Traffic Control
It's experimental, but its there. Check the Readme and INI file. Make sure you're loading the plugin.
- 338 comments
- 46 reviews
-
[REL] Code 3 Callouts
Honestly, I haven't gotten that far in the planning, so its not 100% decided yet. But I was thinking about having a selection of interiors, and teleporting the player to a random one.
-
[REL] Code 3 Callouts
I have updated the original post with three callouts that are upcoming. Road rage incident in progress A driver has called 911 to report someone who is aggressively chasing their vehicle Backup Required (Domestic) Another unit responded to a report of a domestic, and the two officers are currently dealing with the situation. However, they have requested an additional unit roll Code 2...that's you. Get to the scene, and provide backup for the two officers. You may end up not having to do anything...or you may have to step in to protect a brother or sister in blue... Burglary in Progress I haven't planned this one out yet, but there has been a report (either a 911 call or alarm system) of a burglar entering a residence. You need to respond quickly (but quietly!!), enter the house, and clear the residence...room by room. Watch out...the home owner (is there anyone home? Who knows?) might be hiding from the burglar too. Oh, and that burglar might be armed, and he's not going to be happy to see the police... Ok, so, the road rage and domestic calls are both going to be in the next update. I am waiting for LSPDFR 0.3 to be released though, so I can incorporate any of the new features, if I can. The road rage call is almost done, but the domestic call needs some more work. The burglary call will NOT be in this update, in fact, I have just barely started on it. However, it will be the next thing that I work on, after this next update is released. Are you excited? I'm excited!!
-
Spawn Locations
Has anyone (@Kyben or anyone else) got a list of locations they have gathered so far? I'm actually going to need a list of houses to work with for my next callout, so it would be really useful, not only to me, but other devs as well.
-
Spawn Locations
We should set up a GitHub repo or a Google Doc or something with a list of locations that people have gathered.
-
INI help!
I built a class of Enums for every audio file. But string will work just as well.
-
Secondary Callouts Help!
This...there is also a native for finding ped-safe coordinates. I forget exactly what it's called. Its not 100% reliable though...I ended up running that native 5 times I think, expanding the distance each time. If it still fails, then I use GetNextPositionOnStreet(). It at least minimizes the amount of times that they spawn in the middle of the road.
-
Secondary Callouts Help!
The computer only does what it's told to do.
-
[REL] Code 3 Callouts
Quick update... Code 3 Callouts is not dead by any means...I just haven't had time to work on it. I'm hoping to get back into the swing of things over the Christmas break and into the new year. I can't commit to a date, but the next update will include at least one new callout, possibly two...maybe. Depends on how things go. And probably some bug fixes too...I need to look at my list again, its been a while.
-
Keep Calm - Reduce AI panic attacks when shots are fired
Read the requirements section of the description...specifically the line about the Stealth.Common DLL file.
- 268 comments
- 44 reviews
-
Keep Calm - Reduce AI panic attacks when shots are fired
At this point, I don't think so. That would be the smarter way to do it, but none of us are R* programmers, and we don't get access to their code. We're stuck with working with RPH functions, or whatever native functions that the community has uncovered so far. I don't believe that R* ever intended to change the AI on-demand, so I don't think there is a built-in function that we can use for this. That's not to say that this couldn't be done in the future, but as of right now, not to my knowledge.
- 268 comments
- 44 reviews
-
Traffic Control
- 338 comments
- 46 reviews