Everything posted by Stealth22
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world events/random events
You have to write them yourself, there is no API class that's usable right now. What I do is, I have a GameFiber that runs in the background (much like a regular RPH plugin), and uses a timer/stopwatch to trigger the events at a certain interval. Note that you need to do a series of checks, to make sure the player isn't already in a pursuit or a callout, make sure that any peds you get from the world are valid/actually exist, etc. I wrote my own base class for ambient events, which handles those checks, and any other code that is common to all the events I create. See my inheritance example on the GitHub repo...its for callouts, but the principle is the same. However, all of that being said, I would recommend that you get yourself comfortable with the inner workings of C# and .NET first. Rome wasn't built overnight...you should be comfortable with the concepts of programming before attempting a project like this.
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Traffic Control
- 338 comments
- 46 reviews
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ALPR+
- 153 comments
- 32 reviews
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Code 3 Callouts
- 423 comments
- 73 reviews
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Code 3 Callouts
Well, my callouts don't start each other, so I can almost guarantee that you're spamming the X key. Yeah, it's on my list of things to look at for the next update. But it won't be for a little while, cause I'm going to do some other larger changes. (Refine the burglary call, add LSPDFR+ integration, etc)
- 423 comments
- 73 reviews
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Code 3 Callouts
Vicious dog isn't my callout. Make sure you're not holding the X key, as that forces a callout. And what exactly is a callout multiplier?
- 423 comments
- 73 reviews
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Code 3 Callouts
The Computer+ issue is under investigation. None of the Computer+ developers have been able to reproduce the problem, however, so the cause is unknown at this time.
- 423 comments
- 73 reviews
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LSPDFR API feature requests
This could potentially be more useful if it was on the LSPDFR-API GitHub. LMS can keep better track of it there, I think.
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ALPR+
There was no disrespect intended in my post, and I didn't take any offense from yours. My point is, I can't fix a problem that I can't reproduce myself. I run GTA V on a laptop that is nearly 3 years old, and is equipped with a mid-range GPU. Do I get 60 frames per second with the settings maxed out? Hell no. But with the mods that I have, I am able to run GTA V without any loss in performance, including all of the plugins that I have developed myself. I'm not saying that my code is completely bug-free. But I can only fix things that I can see for myself. I don't know why you get "lots of fps drop" while ALPR+ or Keep Calm are active. Maybe it's hardware; maybe it's software; maybe it's my code. We're speculating on a million things that we don't know. The only thing that I do know is that I've tested my plugins heavily before releasing them, and I have people whom I trust volunteer to test my work for me as well. Every single person who has tested my plugins before they are released has done so heavily, and each person gave me the all clear. Why some people are having performance issues, I don't know, and it would be irresponsible for me, or anyone else to speculate on something where there is no clear cause. I can only comment on things that I can see...and the only thing I can see is GTA V running smooth as butter. If there is an issue with any of my plugins that can be reproduced, you can be rest assured that an update will be released to fix them. And I'm grateful that people are bringing issues to my attention, because that is how they get fixed. But simply saying "I have fps drops", and other people saying "me too!", and "me three!" (even though those issues are for different reasons) doesn't give me...any information, really. And that's not me being cold or rude, its just me being honest. Like I said, I'm not saying my work is perfect. And if my code is broken, I will fix it. But when a plugin has over 1500 downloads within a week of release, and every review is 5 stars, and every person I have spoken to says there are no bugs...if one or two people have issues, all I can say is 'thank you' for reporting the issue, and I'll do my best to keep an eye out for it. But until its something I can reproduce, there is nothing else I can do.
- 153 comments
- 32 reviews
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Running Out Of Function Keys For Menus
As I mentioned before, even if this was possible, it creates one extra DLL that someone has to babysit, when we already have far too many. In the future, I could imagine building a function into RAGENativeUI that would babysit all of the menus. But again, there's no way to tell which should be the "active" menu, because there is no way to tell which plugin owns the active callout. And that doesn't even account for all of the non callout-related menus.
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ALPR+
It's not this plugin, or LSPDFR+. I have both installed, and I was playing LSPDFR last night with both running. No issues with performance at all. You guys need to understand that framerates can fluctuate for literally hundreds of reasons. Just because your framerate drops a little bit doesn't mean that you have a buggy script installed. No idea, sorry. But if your computer is taking that long to detect a keypress, maybe you need to blow everything away and reinstall Windows from scratch. I haven't had a single person report performance issues with ALPR+. Like I said above, framerates fluctuate for so many reasons, its impossible to tell what it is. Just because you get frame drops after installing a plugin, and the issues go away after uninstalling said plugin, that doesn't necessarily mean that the plugin is to blame. Same thing goes for Keep Calm. Hundreds of people have used my plugins without any problems. I don't mean to be disrespectful, but please don't make unsubstantiated insinuations that my plugins create performance issues.
- 153 comments
- 32 reviews
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Running Out Of Function Keys For Menus
I was planning to bring this up. Unfortunately, at this point, there is no way to tell which "pack" is the owner of the current callout. In fact, there is no information you can get about a callout that is running. The only function that we have is called "IsCalloutRunning", which only tells you if there is a callout running, period. And that function returns "true" even if Dispatch has just displayed the callout, without the player accepting it. This is something that is probably best left to @LMS, @Sam, and/or @Cyan to address in a future LSPDFR update. Even if us devs could come up with a way to standardize plugin menus, it would involve one more support library for people to install and babysit, which we don't want. However, in the meantime, all these "keys" should be customizeable, and the user should be given the option to use a modifier key. For example, in my most recent updates, I set the default key to something (say, F8 for ALPR+), and left the modifier key set to None. But the user can always change the key, and add a modifier if they wish. It doesn't solve the issue of having too many keys to remember (maybe printing off a cheatsheet would help), but it at least would eliminate conflicts, if every plugin allowed customization in that sense.
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Keep Calm - Reduce AI panic attacks when shots are fired
One more thing I just thought of...if the script seems to stutter in certain areas, you can hit the toggle key (CTRL + 9 by default) to pause/stop it, and resume it again later with the same keybind. Its not a solution, but it can help in some circumstances.
- 268 comments
- 44 reviews
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ALPR+
You don't need to. Like I said, if they don't, the script will adjust them automatically, ignoring whatever flags you set to zero. You can just set the insurance ones to zero and you should be good.
- 153 comments
- 32 reviews
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ALPR+
Yes. The others would be increased to compensate, though. If the values don't add up to 100, the script adjusts them accordingly. But the one that you put at zero would be left alone. Just out of curiosity, which flag are you disabling?
- 153 comments
- 32 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
No, but the new one goes in a different directory, plus the file name is different, so it wouldn't overwrite the old one. It will still be there unless you manually uninstalled it.
- 268 comments
- 44 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
Could be GTA comes alive, but I'm not sure. You don't happen to have the OLD version of Keep Calm installed as well, do you? Remember, it used to be a regular RPH plugin, it's an LSPDFR plugin now. @Carrythxd, thanks for the feedback. I'll take a closer look at the Vinewood area, although like I said, everyone who tested it reported having no issues at all. If I can reproduce it, then I'll see what I can do as far as a solution goes.
- 268 comments
- 44 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
That's normal for Framerape Boulevard, lol. So it's not my script, at least not on its own, anyway. You've got something else installed that's conflicting, or making Keep Calm work harder than it should.
- 268 comments
- 44 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
- 268 comments
- 44 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
Yes. Nothing at all. Just a clean install of GTA V, RPH and LSPDFR. Nothing else. For what, exactly...?
- 268 comments
- 44 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
When you add everything together, that is what creates the lag, not Keep Calm on it's own. I have had lots of people tell me that they have no issues with this version. If you'd be willing to try this, I wonder how your system would react to running Keep Calm on a vanilla/stock version of GTA V (i.e. no other mods)
- 268 comments
- 44 reviews
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ALPR+
- 153 comments
- 32 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
Like I said, it can be almost anything. I once installed a high poly CVPI in my police slot and I got an out of memory error just after startup.
- 268 comments
- 44 reviews
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LSPDFR+ (Better Traffic Stops, Court System)
God damn it, @Albo1125, stop giving me stuff to do! Now that this is out, I'll have to make a certain callout plugin compatible!
- 1,178 comments
- 137 reviews
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Keep Calm - Reduce AI panic attacks when shots are fired
I don't know what to tell you guys. I have zero frame drops, and people who have tested it for me didn't have any either. And my laptop is nothing special. I wonder if there's something else conflicting with Keep Calm, or maybe just too many mods installed? It could be anything, really. What happens if you turn off both peds and vehicles? I know it won't be doing anything at that point, but I'm just curious to see if you still get lag.
- 268 comments
- 44 reviews