Everything posted by LtFlash
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PIT Maneuver script idea
IMO it could be working this way: 1. Check if a ped is in pursuit and in a vehicle. 2. Check if ped's vehicle has been damaged by yours. 3. Check if speed >= x [m/s]. 4. Check if vehicle.Heading changed more than eg. 100 deg in <= y [miliseconds] + his speed was below 0 (relatively to the center of mass). Eg.: a ped is driving 33 m/s, you hit it and it turns around by 180 deg and roll backwards -> his engine is turned off/vehicle.health set to some low value. Note it's just a concept.
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'80s LTD Crown Vic
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2 NYPD Cops Shot and Killed Eating Lunch
http://nypost.com/2014/12/21/man-aimed-gun-in-cops-face-pulled-trigger-officials/ I'm wordless...
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2 NYPD Cops Shot and Killed Eating Lunch
Requiescat in pace
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unmarked 1985 chevrolet impala
Fabulous! It motivates me to think more about a detective mod. Great job!
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Small programming questions - API
Great, it'll save me many lines of code and make it more readable. Thanks!
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unmarked 1985 chevrolet impala
- unmarked 1985 chevrolet impala
Dash light-only version would be perfect. I've been waiting for this car since '11, hopefully you'll release it soon (it'd be a great gift for Christmas ). Anyway, GREAT job officerluka130!- Small programming questions - API
I've been thinking about existence check of resources we create. Do you think is it sufficient check it only once in the beginning of Process() or it's safer to check Exists() on every call of a ped/veh? If the first option is OK - what about RegisterState()? Let me use examples: 1) public override void Process() { if (!CheckExistance(ref ped)) { FailureEnd(); } //code ped.Task.WanderAround(); //code ped.Task.Wait(-1); } 2) public override void Process() { //code if (CheckExistence(ref ped)) { ped.Task.WanderAround(); } else FailureEnd(); //code if (CheckExistence(ref ped)) { ped.Task.Wait(-1); } else FailureEnd(); }- unmarked 1985 chevrolet impala (W.I.P)
- NYPD BLUE
- The Movie Car Chase Thread
- 91 Caprice with FS Aerodynic.
- Small programming questions - API
I'm more than happy, thanks a lot!- Small programming questions - API
I've been thinking lately about recurrence and lack of unpredictability while only using callouts as a core-element of gameplay. I've got some nice ideas for world events and I'd love to use 'em but the technical details (eg. ownership of objects; when to create, when to dispose) discourage me to touch it, especially when I've got so little free time. It would be great if you could add one example of a world event to the "API Example", eg hand-to-hand drug trade to 1.0d version.- The Mind-Boggling Classic Cop Car Thread
The Taking of Pelham One Two Three ('74), I highly recommend to watch it!- [WIP] [beta] WoutersCallouts - More callouts for LCPDFR
- Illusionary Modifications
- The Wasteland - callouts for Bohan
- Alpha tests of a new callout
From the album: The Wasteland
- "Delivery? At 1AM? You gotta be kiddin'..."- The Wasteland - callouts for Bohan
- The Wasteland - callouts for Bohan
- The Wasteland - callouts for Bohan
I'd rather not to reveal anything specific because my time is limited = I don't want to keep you in suspense. Only thing I can say that one of 'em would be more dynamic, another - slow and routine but sometimes tricky and dangerous. Both are based on reality of SoBx and specific locations to increase the immersion.- The Wasteland - callouts for Bohan
- The Wasteland - callouts for Bohan
Developer diary #4 The main branch is being polished, tweaked etc. I revised the code, did some tests and found a couple of potential bugs which will be fixed. I'm considering to create 1-2 new calls for the next update. The more interesting info is that I managed to create a working "machinery" to expand my calls to (at least) Algonquin. I also started to collect spawn points for them, for example "EMS requesting assistance" has 480 spawns all over Algonquin. I was able to create a configurable location-based spawn selector. A player will have an option to decide how big his work area is, lemme give you an example: the island can be divided into 2, 3, 4, 5 districts or not divided at all. Let's say it's divided into 5 districts. When a player is located in the 1st district which consists of 3 areas (Northwood, N. Holland, E. Holland) he will receive calls only from these areas. When he moves to the 2nd district - his calls will come from Varsity Heights, Middle Park West, Middle Park, Lancaster, M. Park East. - unmarked 1985 chevrolet impala