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LtFlash

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  1. Sorry, I'm not a wizard. Try to re-install the mod. Follow the included readme file. In case the error still shows up and it is caused by my mod - post here with specific info of what error text is being displayed.
  2. @officerchavez7 Paste here the error message from LCPDFR.log file, please. The path of audio files is: GTA IV\lcpdfr\Audio\PoliceScanner\TheWasteland\
  3. @officerchavez7 Just unpack the content of "TheWasteland-Installation" folder to the main directory of your GTA IV installation. The plugin and audio will be placed in proper locations.
  4. Try: Shooter = new Ped(SpawnPointShooter.Position);
  5. Let's start from the beginning as I'm a lil' bit confused. The struct SpawnPoint was implemented in LCPDFR and re-implemented by me for my own use in Transportation plugin. It stores 1) heading, 2) position. You can use it in your callout pack if you look for a method of storing different locations on the map. Example of usage: SpawnPoint sp = new SpawnPoint(0.0, new Vector3(0.0f, 0.0f, 0.0f)); Vehicle v = new Vehicle("oracle", sp.Position); v.Heading = sp.Heading;
  6. Wait... In LCPDFR... Ahh, that's my own class written for Transportation, here it is: public struct SpawnPoint { public float Heading; public Vector3 Position; public SpawnPoint(float Heading, Vector3 Position) { this.Heading = Heading; this.Position = Position; } public static SpawnPoint Zero { get { return new SpawnPoint(0.0f, Vector3.Zero); } } };
  7. SpawnPoint s = new SpawnPoint(0.0f, new Vector3(0.0f, 0.0f, 0.0f)); the 1st param is heading, then you have Vector3 which contains the position. You can store your SpawnPoints in an array or a list.
  8. SpawnPoint sp = new SpawnPoint(); float x = sp.Position.X; Do I get it right?
  9. ad.1) I suppose that's because when train spawns with direction 1 it is being placed on one track and if direction == 0 - on another by means of trains1 big loop and trains2 segment from quarry. That is my idea for switching directions from: when player enters a trigger the train got moved from trains1 to the closest point of trains2. That's only a concept though. ad.2) I only tested the junction near the quarry because trains2 actually _worked_ as a railtrack. Now, after analyzing the infrastructure, I think it would be better to check the junctions in LS where tracks split to form a loop.
  10. Here are the train tracks: http://s1166.photobucket.com/user/LtFlash/library/GTA V - Train tracks?sort=3&page=1 the title indicates which file defines the track. Later I'll try to figure out the IDs of junctions I failed to control a junction, seems like there's not such functionality. A train, when placed on a segment of rail track, will just move straight forward when reaching the last point of track. I tested it with trains2.dat segment. Trains7.dat does not let you to leave the tracks group of LS Railyard - a train starts moving in a weird direction near the junction with the trains1.dat
  11. This native is the one I need but 1) I got to know which junctions can be switched (according to scripts there are 12 of them), 2) I need to know them by ID. Got an idea how do make routes more visible and see where they interchange, I'll keep you posted.
  12. Hah, that was my 1st thought. I need to check where are the junctions are though. It's disappointing that we can't change the state of any junction on the map but what we can do about it. Shame on you, Rockstar xD Tracks positions are described in files in \common.rpf\data\levels\gta5\trains1..10.dat
  13. Fabulous work, as always! Can't wait to test it.
  14. That's it, alot of coding. Maybe load and check all in a loop and use bools to ensure all of them are in memory? BS, you don't even need bools, just use for loop and an array of hashes, it'll stay in the loop till the last model is not loaded.
  15. I think the first int param (variation) corresponds with models which needs to be loaded = we'd need the hashes or string names of all of models called: STREAMING::REQUEST_MODEL(${freight}); STREAMING::REQUEST_MODEL(${freightcar}); STREAMING::REQUEST_MODEL(${freightgrain}); STREAMING::REQUEST_MODEL(${freightcont1}); STREAMING::REQUEST_MODEL(${freightcont2}); so we could load them all and check again. here are hashes; http://www.se7ensins.com/forums/threads/gta-v-vehicle-hashes-list.988584/
  16. Bingo! Theoretically that must be it, look at this (from train_create_widget): I can test this later today, now got some other work to do. You can try it yourself khorio. I'd be more than happy to see it working.
  17. Yea, I checked it now and it crashes my game too, throws "AccessViolation" before that. No idea why. I added "SET_MISSION_FLAG", true before calling CREATE_ so the RAGE shows it's red msg of an exception first and the CTD occurs after 2-3 seconds. I wonder if the train model doesn't need to be loaded first but that's only my guess. We'd also need to make more research in native scripts.
  18. Here's an excerpt from bj.c4, I modified it a little bit to improve readability: if ((!ENTITY::DOES_ENTITY_EXIST(vTrain)) && (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS( ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1), GetTrainSpawnPos(&v_12, 0), 0) <= 200.0)) { vTrain = VEHICLE::CREATE_MISSION_TRAIN(6, GetTrainSpawnPos(&v_12, 0), 1); if (!ENTITY::IS_ENTITY_DEAD(vTrain)) { VEHICLE::SET_TRAIN_CRUISE_SPEED(vTrain, 7.5); } } ...so it checks if a player is close to the spawn location before it spawns a train. I'd 1) mark the location with a blip 2) locate myself in the immediate vicinity 3) try to spawn the train.
  19. ATM you create a new veh in OnCalloutAccepted(), right? You might try to spawn a vehicle when player is closer than x units to the spawn point. This shouldn't influence the performance at all (/much) and should solve your issue.
  20. LtFlash

    The Wasteland

    New features and development news
  21. From the album: The Wasteland

    Any similarity to actual places or events is not coincidental.
  22. LtFlash

    Colours

    Wonderful! I didn't even expected to see specifically this car in V. If someone doesn't know why it's the special one, here's a clip:
  23. It looks like a big project. Don't you guys think it would be reasonably to prepare some kind of specification? I think about 2 important things: 1) what we want to achieve, 2) what kind of data needs to be exchanged and how. For example: Functional specification: Ability to get a new incident number from CAD (int GetNewUniqueID()) //also as LAPD roleplay thingy! Ability to add a new callout data to the queue when a callout is displayed by LSPDFR (AddNewCall(int ID, CalloutData callout)) Ability to change callout status to ENR when player accepts the callout. (ChangeCallStatus(int ID, ECallStatus status)) etc. CalloutData specification: string FullName, AbbrevName, Description, string Adress, DateTime Received, Dispatched, Code4, EResponseType respType (Code 2, 3), ECallStatus status, etc.
  24. I also needed to add a dot at the beginning so the path your're lookin for would look like this: string path = @".\Plugins\YourMod\YourFile.xml";
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