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Stealth22

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Everything posted by Stealth22

  1. There should be an option to open Configuration Manager or whatever it's called. There you can add x64 as a platform. But if it fixed it, whatever.
  2. Did that get rid of the warning? Your platform still says any CPU.
  3. For the MSIL warning, set your project's processor architecture from Any CPU to x64.
  4. It's because there were code changes required as well. The public version is old, and doesn't have the changes that we made. We were testing with the development version, duh, lol. That's why we didn't get crashes! Anyway, it has been fixed for the next update, which will be available soon.
  5. @PieRGud, PM me on Discord once you've seen the log file. We've had two people test it over 50 times since RPH 39 was released, and there were no crashes...hopefully its being caused by something else, lol. @Run4Him, did GTA V crash completely, or just an LSPDFR crash?
  6. Is the array always going to have 8 items in it, though?
  7. Thanks, I'll give that a try. If it doesn't work, I'll just wait until you're able to fix it, haha. It's weird though, when I play the clips in Audacity or VLC, the volume sounds like it should, but then in GTA V, its too soft. The other sounds (speech, vehicle engines, ambient noise) are all louder than the sirens, and they drown them out. I might try playing with the volume settings. The first thing I did was check the SFX volume...it was near max, but I'll try turning it all the way up and see what that does. Maybe GTA V is muffling the sound or something. Like I said, your clips are already at a peak volume of 0 dB, so I'm not convinced that they need to be amplified. Unless of course, GTA is turning them down for some reason. But I'll let you know what I find out.
  8. I've merged his commit. I'll talk to @alexguirre. When I see him about getting it released.
  9. Hey @GravelRoadCop, Great work on the sirens. Even though the Mastercom is a bit soft, I still use it, its my favourite siren pack. I was hoping to get some advice from you though. I imported the Mastercom files into Audacity, in the hope that I might be able to amplify them. Now sound editing isn't my forte, but one thing a friend told me was not to amplify it above 0 dB, or it can introduce clipping. The peak level of these files is already at 0 dB...so if I amplify it any further, I'm afraid I'll degrade the quality. Any suggestions?
  10. That's if you use LSPDFR's API to request backup. But they usually spawn pretty close by. If you want them to respond from far away, you'd have to spawn the cops yourself and make them drive to the location...which isn't difficult.
  11. Functions.RequestBackup(Game.LocalPlayer.Character.Position, EBackupResonseType.Code3, EBackupUnitType.Firetruck);
  12. using LSPD_First_Response.Mod.API; private static bool isPursuitRunning() { LHandle pursuitHandle = Functions.GetActivePursuit(); if (pursuitHandle == null) { //no pursuit found return false; } else { return Functions.IsPursuitStillRunning(pursuitHandle); } } That should* work. * Disclaimer: Poster's code is provided as-is, with no guarantees of functionality provided. EDIT: By the way, you might find Visual Studio's Object Browser (View --> Object Browser) quite useful
  13. I presume this is upcoming stuff that's different from the current update check you guys have set up?
  14. What he said. I posted an example of this on the LSPDFR-API repository on GitHub.
  15. Most times you don't NEED to release an update. Most new versions are backwards compatible as long as not too much stuff changed. That being said, however, don't let it slide too long lol. And if you're updating stuff anyway, its best practice to use the latest version.
  16. Just wanted to bump this, as it contains a lot of useful info for new developers. (A moderator can sticky this, if they think its warranted)
  17. Keep your code as compartmentalized as possible. I create separate namespaces and classes for just about everything. It keeps everything clean and organized, and makes it much easier to debug if anything goes wrong. Check out this thread for more tips/resources:
  18. Right, my bad. I forgot Vector3 is a struct, so it would just return Vector3.Zero.
  19. Both the list and int should be global variables in your callout class.
  20. List<String> mySpeechLines = new List<String>(); int speechIndex = 0; //Add lines to list with mySpeechLines.Add //Increment speechindex with each button press and display mySpeechLines[speechIndex] whenever the key is pressed. When you get to the last item, set speechindex back to 0. You can remove the items if you want and just use index 0, but maintaining it let's the user go through the sequence multiple times. I'm on my phone, but that's the gist of it.
  21. @AnIdioticMonkey Add your three locations to a List. Then... Vector3 closestPoint = myLocationList.OrderBy(x => x.DistanceTo(Game.LocalPlayer.Character.Position)).FirstOrDefault(); It'll return the closest Vector3, or null if nothing was found. Edit: I think that's the syntax. I normally code in VB.NET, so my C# is a bit rusty if I don't have Visual Studio in front of me.
  22. It isn't going to be strictly for Computer+, as far as I know. He was going to design it so any plugin could hook into it.
  23. There's actually something already in the works for this...like, almost exactly the same. We actually may be able to combine our efforts... (Cyan, we've spoken to LMS about it) @AlconH
  24. Alphabetical keys are case-sensitive, I believe. And numerical keys need to have 'D' in front of them. The key value should be EXACTLY the same as the "Member name" column in the MSDN table. See this link: https://msdn.microsoft.com/en-us/library/system.windows.forms.keys(v=vs.110).aspx StopTraffic=N StopTrafficModKey=ControlKey SlowTrafficDown=C SlowTrafficDownModKey=ControlKey RemoveNearest=D9 RemoveNearestModKey=ControlKey RemoveAll=D8 RemoveAllModKey=ControlKey
  25. Copy and paste your INI into pastebin.com, and post the pastebin link here.

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