Everything posted by LtFlash
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Unload/Reload Callback [Solved]
You might simplify the code this way: private static StaticFinalizer sf; public override void Initialize() { sf = new StaticFinalizer(CleanYourScript); } public static void CleanYourScript() { //Do your stuff here Game.LogTrivial("Be A Prison Guard has been cleaned"); }
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Unload/Reload Callback [Solved]
What kind of operation do you want to perform on unloading? With non-static class you might use a destructor: http://www.dotnetperls.com/destructor StaticFinalizer is useful with static classes and it does work when used properly.
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Help! I have MANY problems with my LCPD:FR (with logfile!)
Install LCPDFR properly or make sure LCPDFR plugins audio files are where they should be.
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Guide to Creating a Callouts Plugin [LSPDFR+RPH]
You can use a relative path so wherever GTA V is installed it'll be the same. You got to know that despite of the fact plugins are located in \Plugins they all work from the level of GTA root folder (RPH is there and load those libraries) = to save a file called "picture.jpg" you got to use this path: string path = @".\Plugins\picture.jpg"; "@" sign is there to prevent interpreting >escape sequences< (google that) inside the string.
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Guide to Creating a Callouts Plugin [LSPDFR+RPH]
@Fenix2525WOT I'm not Toastin but it doesn't change your question xD 1) Tick - you might use 2 kind of events from RPH: a) Game.FrameRender - let you call native functions inside but might cause textures flickering, b) Game.RawFrameRender - doesn't let to call natives inside but does not produce rendering issues. 2) Detecting keys - there's no event like KeyPressed that you might know from ScriptHookDotNet or Community ScriptHook .NET, you need to use those functions to get status of given keys: - Game.IsKeyDown() - Game.IsKeyDownRightNow() - Game.GetKeyboardState() there are also useful properties to get state of modifier keys, you'll find them here: http://docs.ragepluginhook.net/?topic=html/3F4C794D.htm
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Beat Cop - 80's Retro Pixel Game
Latest trailer: gameplay: finally, some fuggin proper game about NYCPD... Geez, I thought it never gonna happen...
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Jeff said that GTA 4 is stable on Windows 10?
No way... You guys can't be serious. Now I have to upgrade to Win 10 Like right now.
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Not so fast, but very furious
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Not so fast, but very furious
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CoordSaverV
I uploaded a pack with full source so you can modify it and use ESP class in your plugins.
- 2 comments
- 4 reviews
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CoordSaverV
- 353 downloads
- Version 2.1
CoordSaverV 2.1 Developer's tool which helps to manually collect spawn points. Now with new features to simplify and speed up the process. Basic commands: - SetFileName defines where to save your spawns. - AddSpawn adds your current position as a new spawn point to the current ExtendedSpawnPoint. - AddTag adds tag to the current ESP. - SetZone set street and zone name of current position to the ESP. - SaveSpawn saves your ESP to file. Additional commands: - SetAutoSave will save the ESP after adding the first spawn point. - SetBlipsCreation defines if a blip is created for every spawn point. - SetBlipsColor set color for blips. - LoadBlipsFromFile loads ESPs from file and creates blips for all of them. - RemoveAllBlips removes all blips created by the plugin. - SetAutoTag adds a predefined tag to every new ESP. - RemoveAutoTag a predefined tag will no longer be added to every new ESP. - SetZoneNameTranslation if set to true zone name will be saved as a full name ("Rockford Hills") instead of an abbreviation ("ROCKF"). - TranslateZonesInFile loads all ESPs from file, translates names (two-way) and saves the result to another file. - SetOutputFormat allow to choose the output format. You can pick xml or txt. - TranslateXmlToTxt loads all spawn points from an xml file and saves data in a txt file with proper format. Source code: https://github.com/LtFlash/CoordSaverV- 2 comments
- 4 reviews
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Mafia III Announced
They exaggerated a bit with shoulder mics (hello?! that was supposed to be in '68) but gosh, that looks like a great game. A police mod would be even better xD RMP can be seen here:
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Follow
I proposed it many times and repeat once more: there's nothing wrong in asking multiple questions but why not to do it in a SINGLE THREAD? When I was starting with IV I created a topic where all my question was, the API subforum wasn't spammed with 1-2 answer threads with meaningless titles.
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object id
You need to set IsPersistent to true: http://docs.ragepluginhook.net/html/31D4AC42.htm
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object id
What do you mean by that? Save like in a garage but outside of it?
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object id
1. Can't help with anims as I did not use them in V. 2. It should be OK - try to run that in-game. You can use a console cmd - "execute yourcommand". You got to remember that disabling generators won't stop vehicles spawned somewhere further away from entering that area.
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Guide to Creating a Callouts Plugin [LSPDFR+RPH]
There are no 32-bit players. GTA V needs 64-bit.
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[WIP] LSPDFR+, British Policing Script's International Sister Modification
Looks fantastic! I'd increased the distance between units a little bit if possible but even without it that looks much more real. GJ!
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object id
Coords with 1 and 2 define two apexes of a square area, let's assume 1 is the top left one and 2 - bottom right. x1, y1, z1 would be D and x2, y2, z2 - B.
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object id
This native looks tasty: http://www.dev-c.com/nativedb/func/info/c12321827687fe4d I'd play with it myself but got no time. One of the last 2 bools prolly set the generators ON/OFF
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[SOLVED] Rage Native UI ProcessMenus() crash with new RPH
It is known what needs to be fixed, check the RNUI GitHub: https://github.com/alexguirre/RAGENativeUI/pull/6 You can download the source, make changes and compile on your computer as I did.
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[SOLVED] Changing CalloutProbabilty
remove
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[SOLVED] Rage Native UI Refresh Menu Item List
In "Transportation" I remove the MenuListItem, add a new one at the end and move it up the menu to it's initial position. Here's the code: public static class ListExtensions { public static void Move<T>(this IList<T> list, int iIndexToMove, MoveDirection direction) { if (direction == MoveDirection.Up) { var old = list[iIndexToMove - 1]; list[iIndexToMove - 1] = list[iIndexToMove]; list[iIndexToMove] = old; } else { var old = list[iIndexToMove + 1]; list[iIndexToMove + 1] = list[iIndexToMove]; list[iIndexToMove] = old; } } } public enum MoveDirection { Up, Down } while (MenuItems.IndexOf(_menuListSources) > MenuItems.IndexOf(_menuListLoads) + 1) { MenuItems.Move(MenuItems.IndexOf(_menuListSources), MoveDirection.Up); } while (MenuItems.IndexOf(_menuListDestinations) > MenuItems.IndexOf(_menuListLoads) + 2) { MenuItems.Move(MenuItems.IndexOf(_menuListDestinations), MoveDirection.Up); } _menuListLoads is the 1st item on the list and it's position doesn't change. Here's how the menu looks like:
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diffrent ways
Another way would be to create a struct with fields you need, eg.: struct CalloutData { Vector3 suspect1Pos; string suspect1Model; Vector3 suspect2Pos; string suspect2Model; (...) } and create an array of structs. Why so? You could keep adding new Callout data without modifying anything in your code (I mean you'd need to add 20. case in switch). The usage would be: CalloutData[] calloutDataArray; CalloutData data = calloutDataArray[randomNumber]; Ped suspect1 = new Ped(data.suspect1Position, data.suspect1Model);
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Updating Plugins for new Rage Version [SOLVED]
A little tip from me: I always reference the *.dll from the main GTA V folder so anytime I update RAGE VS uses the proper version of the hook and I don't need to do anything