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goigle

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Everything posted by goigle

  1. Prisoner escaped callout is out, along with an update that has some juicy changes to other callouts. Some things did not make it into this update as school deadlines caught up to me and I have two essays due soon (one Thursday and one on Tuesday) but I wanted to get this new callout out so people have more things to do with FC while I am working! After these essays I'm going to start work on one of the political corruption callouts (maybe a dirty detective?) :~)
  2. Yup, I can't help without a log. Next update will be compiled with RPH 0.28, I'll probably release around this weekend. I just got hired at a job so I've been working a lot but the update will be out soon™ :)
  3. I have one or two gang callouts in my list, I haven't updated this thread in a while. I'll update the thread the next time I update FC :D
  4. Hi yes I am working on it! I have an update in the works that will be out soon™ but I am out of town for the next two weekends and I am studying for exams so progress is slow but steady!
  5. I'll add an option! For now, just set the text size to 1 and then make the position somewhere not noticeable.
  6. bank robbery is a WIP, idk about plane hijacking and bus hijacking might be possible but yeah I'll work on that
  7. Depends, what would you want to see in that callout?
  8. My advice was specifically pointed at OP. Avast has active features that include sandboxing and runtime analysis which would help people that are still learning when to not open files. Avast also doesn't use much CPU at all in my experience (I've never noticed it go over 10% and it is usually less than 1%). You can also turn off any of the active features you do not need. Sure, YOU may not need all of the active features, but until he gets more experience with online safety the active features will provide a nice cushion so he doesn't have to deal with things like this and he can learn without major cost. Even then, there are exploits online that are hard to notice before the damage is done and if you are a victim of some 0days it is by no means due to stupidity. Sure, your setup can help you remove any lingering infection, but sometimes it's nice to not have to deal with the hassle (especially if somehow hackers get your bank details). Also, many people do not have the money to spend on premium antimalware. Hackers typically won't use VirusTotal because of the fact that they distribute files to antivirus vendors, they'll use other sites though like you said
  9. Always check files from unknown sources (if you are hellbent on downloading them) on https://www.virustotal.com/ , it scans with something like 50 different databases. Even if it doesn't get detected you will assist others because they distribute the file to antivirus developers for analysis. Malwarebytes is also amazing (linked in the previous reply) but you have to pay for active protection. I personally run Avast + occasional malwarebytes scan and I have no issues. You can use windows defender and Security Essentials as well but you'd honestly be better off using something with more active security features. It's worth noting that malwarebytes is antimalware, not antivirus, and is not a replacement for antivirus (the company even says so itself)
  10. I'm too busy balancing developing Federal Callouts and studying for school at the moment :-/
  11. You didn't update Stealth.Common.dll to 1.3
  12. Very good, I'm glad I posted here! As always you and Stealth are very helpful :~)
  13. Interesting, where did you find that out? I haven't had any trouble with it so far but that is definitely worth noting... I'll do some more tests and see if it causes a big enough problem.
  14. You are correct, it is calculating based on the driving distance the AI would take. I'm pretty sure it's equivalent to what shows up in the bottom left of the minimap when you set a waypoint. About fibers, you would have to keep it all in one fiber for initialization or at least check to make sure it Exists() before continuing. GameFiber.StartNew((ThreadStart)(() => { Vector3 spawn = Extensions.FindCloseVehicleSpawn(SpawnPoint, 95f, 130f); vehicle = new Vehicle("burrito3", spawn); }));I personally tend to keep things in a separate GameFiber whenever I am spawning things anyway, not sure how others do it Edit: not really sure why I included the code
  15. Yes, I set the relationship from security to player to companion and player -> security to like. CanAttackFriendlies (or whatever the property name is) is set to false. The only thing I change is SECURITY to SECURITY_GUARD and they become hostile.
  16. Hi, I've developed a method which is helpful if you need to spawn vehicles in your plugin and you do not want to wait forever in order to do so. I've never run it outside of a new GameFiber but it doesn't take long to find a good spot usually. Basically what it does is it makes sure that the spawnpoint that is randomly picked based off a radius from the origin is within a developer-determined driving distance by well getting random spawn points and checking the driving distance. This is helpful if the player is on the freeway and the game wants to spawn the vehicle on the other side and there are no places the AI will turn around for a mile or so. It is also helpful when the game wants to spawn the vehicle in the LS river or in the freeway when where it needs to go is in the city. If it fails to get a spawn point after 125 tries it will just revert back to the usual method. I have yet to encounter it needing to do this. /// <summary> /// Find a close-by-travel-distance vehicle spawn (not guaranteed) /// Recommended to run in a different game fiber /// </summary> /// <param name="origin">The center of where you want the spawn to be. Should be close to destination.</param> /// <param name="radius">Max radius of spawn zone</param> /// <param name="maxDist">Maximum driving distance acceptable</param> /// <returns></returns> public static Vector3 FindCloseVehicleSpawn(Vector3 origin, float radius, float maxDist) { bool running = true; int timesRun = 0; while(running & timesRun < 125) { Vector3 testPoint = World.GetNextPositionOnStreet(origin.Around(radius)); //float CALCULATE_TRAVEL_DISTANCE_BETWEEN_POINTS(float x1, float y1, float z1, float x2, float y2, float z2) float drivDist = Rage.Native.NativeFunction.CallByName<float>("CALCULATE_TRAVEL_DISTANCE_BETWEEN_POINTS", testPoint.X, testPoint.Y, testPoint.Z, origin.X, origin.Y, origin.Z); if(drivDist <= maxDist) { running = false; return testPoint; } timesRun++; } return World.GetNextPositionOnStreet(origin.Around(radius)); }I'm open to criticism on my code as well, I am by no means a professional developer and am eager to learn :)
  17. New update is out which pretty much completely fixes the issue you were having :~)
  18. I'm getting some weird results when playing around with RelationshipGroups. I've noticed the following things: RPH will give an empty string for custom RelationshipGroups when getting RelationshipGroup.Name on Ped.RelationshipGroup (it returns the correct value for premade relationship groups)Contrary to what DemNinjas said, in my experience LSPDFR is not putting the player in the cop RelationshipGroup (bug with new game update?)[1]Preexisting RelationshipGroup's relations cannot be modifiedIn my armored car robbery callout I tried switching my guards over to the SECURITY_GUARD relationship group and they will now start engaging the player. If I switch it back there are no problems. Tried doing some debugging and found the above results. Here's what I logged: [10/1/2015 6:37:50 PM.070] LSPD First Response: SECURITY_GUARD [10/1/2015 6:37:50 PM.096] LSPD First Response: g1|Rage.RelationshipGroup|SECURITY_GUARD [10/1/2015 6:37:50 PM.096] LSPD First Response: g2|Rage.RelationshipGroup|SECURITY_GUARD [10/1/2015 6:37:50 PM.096] LSPD First Response: p0|Rage.RelationshipGroup|PLAYERand then with a custom RelationshipGroup: [10/1/2015 6:35:05 PM.331] LSPD First Response: SECURITY [10/1/2015 6:35:05 PM.340] LSPD First Response: g1|Rage.RelationshipGroup| [10/1/2015 6:35:05 PM.340] LSPD First Response: g2|Rage.RelationshipGroup| [10/1/2015 6:35:05 PM.341] LSPD First Response: p0|Rage.RelationshipGroup|PLAYER I've tried two methods for giving the peds relationship groups: RelationshipGroup g = new RelationshipGroup("SECURITY"); guard1.RelationshipGroup = "SECURITY"; guard2.RelationshipGroup = g;Just leaving this here in case I am running into a unique bug that no one else is having or someone else ends up having a similar issue. [1] I did some testing and it seems that it might be one way. When I just put "COP" in instead of the local player's relationship group, the player could not target/shoot the guards but they could shoot the player. This is similar to how when LSPDFR crashes/gets manually reloaded you cannot shoot the LSPD but they can shoot you. Not really sure how/why that is.
  19. There is not that one I can find and EnterVehicle() does not do it automatically. Currently working on finding a way to make them steal an occupied car, I'm gonna see if telling them to attack the melee driver will work.
  20. does anyone know what the difference between SECURITY_GUARD and PRIVATE_SECURITY is?
  21. Ah I see, thank you! :~)
  22. Thank you, more are on the way (not in the next update) soon enough :~)
  23. The location the robbers drive to is update constantly, it sounds like something else happened. The overlying issue is that the default function for spawning things only accounts for how far they are in a straight line, not how far it is in drive time (so it can accidentally spawn them on the freeway when target is deep in the city). I've created a new spawning system that adjusts for driving time which will help both the armored car robbery and the drug deal callout. It will be available in the next update which is almost ready, I just have to iron out a few bugs with the security guards. Update will be out before the weekend, it would have been out tonight I but I have a test tomorrow and some math homework to finish.

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