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Fenix2525WOT

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Everything posted by Fenix2525WOT

  1. They might be already available on other websites
  2. I can do this, but there is a more perfomance-efficient way as GTA has it's own AI, just wondering if anyone knows...
  3. It's separate. I know there is a fuction in LSPDFR API, I need to recreate that. @ToastinYou, don't you know how?
  4. I spawned a car, warped peds and set thier decision maker. That's all. @ToastinYou, how should I call them?
  5. Helo everybody. I'm developing a plugin about Firefighters. I need help with calling Firefighters Backup. I need the ped to extinguish fires nearby him. I tried setting DecisionMaker to "FIREMAN" and RelationshipGroup to "FIREMAN" both didn't work. Maybe you know? Asking for help. Please.
  6. When I set camera.Active to true or false I get Null Reference exeption. What's wrong? Camera CharacterDesignerCam = new Camera(false); CharacterDesignerCam.Position = Game.LocalPlayer.Character.GetOffsetPositionFront(3.0f) + new Vector3(0.0f, 0.0f, 0.5f); CharacterDesignerCam.Rotation = Game.LocalPlayer.Character.Rotation + new Rotator(0.0f, 0.0f, 180.0f); CharacterDesignerCam.FOV = 60.0f; CharacterDesignerCam.Active = true;
  7. Okay, one more thing. I need to display a help with custom Keybinding, for example, E. Like this As for now I do Game.DisplayHelp("Press ~INPUT_CONTEXT~ to start duty"); But If I do not have E binded to Context in setting, another key will show up. How can I place custom Keys in there? @Fiskey111 , should I use Cam GET_RENDERING_CAM() // 0x5234F9F10919EABA 0x0FCF4DF1 ? Because I do not find GET_GAMEPLAY_CAM. There are only GET_GAMEPLAY_CAM_POSITION, ROTATION, FOV etc.
  8. Hello everybody! I have a problem making a plugin. Well, I need a camera which position is, lets say, Vector3.Zero; So, Rage.Camera MyCam = new Camera("DEFAULT_SCRIPTED_CAMERA", false); //Strig is CAMERA TYPE and Bool is ACTIVATED Then I modify Position, Rotation and FOV: MyCam.Position = Vector3.Zero; MyCam.Rotation = new Rotator(180.0f, -90.0f, 0.0f); MyCam.FOV = 75.0f; But when I need to activate It, I don't know how to do it. I tried MyCam.Active = true; After this, ingame camera is not active, I can not move it, but it's the same as it was before. I think, I need to deactivate the previous camera to activate the new one. How to do it? And, can you please, give an example of switching camera to a new one and back to the default. Thank you.
  9. Sorry, but I figured out myself. What you sent is NOT the case
  10. Will try, but what abiut this? Didn't work. Still lighting up the back of the car
  11. but why do they illuminate back of the car while they are supposed to illuminate sides? Edit: How do you make your scene light have 2 roots and light in 2 directions?
  12. My scene lights look horrible When you said "center to axis", you meant 0,0,0 coordinates or just sticked to Z axis or what?
  13. Thanks. One more question. What if I create more than one dummy for one extra?
  14. It's strange, but it works :D Thank you, and can you tell, please, approximate positioning of Scene Lights Dummy? I have troubles with this one too
  15. @OfficerFive0 , now it is like this. What should I do?
  16. @OfficerFive0 , OMFG! I figured out how it works. Every ligh part should inherit from a dummy. The environmental lighting is facing NEGATIVE Y axis of DUMMY and not the extra
  17. @OfficerFive0 , also, should dimmy inherit from mesh or mesh should be inherited from dummy
  18. Can you explain, how to create those dummys properly? I think I'm doing something wrong. Edit: All the lghts except Takedowns and Scene work as the should. Take a look:
  19. @OfficerFive0 , the only mesh that has dummies is EXTRA_1
  20. How did you organize your takedowns? Cause I don't have any dummys for them, but I bet you do I mean how should I set them up to work like yours?
  21. I have a problem when takedown environmental light is facing negative Z instead of positive X. Can you help me with that?

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