Reputation Activity
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LtFlash reacted to alexguirre in [DEV TOOL | REL] RAGENativeUIRAGENativeUI 1.8 has been released.
Changelog and Download
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LtFlash reacted to Sam in LSPDFR 0.4.8 - Now available!We're back with another minor update for LSPDFR 0.4, which introduces a couple of hotly requested features, including 1893 Grapeseed Ave - an all new, modest home in a rural setting for your characters to live in.
This new pad has a different 'low-end' interior with all of the usual amenities like a shower and bed. This brings the total number of apartments in LSPDFR to 3, and means that we now have 'high', 'medium' and 'low end' styles to choose from in a variety of locations, both urban and rural.
The new property available for your residential convenience at 1893 Grapeseed Ave
LSPDFR 0.4.8 adds a few new features, and introduces many fixes and ongoing improvements to increase the quality, stability and performance of the modification, including:
1893 Grapeseed Ave - a new, modest and rural accommodation option for your LSPDFR player characters to live in. A remastered 'hand-on-holster' (Intimidate) action that fluidly animates, doesn't block movement, and allows for you to quickly draw sidearms. Evidence Markers to mark crime scenes which can be seamlessly placed down, picked up again and customized per agency. Improvements were made to the way in which NPC officers respond 'Code 3' to backup calls and navigate through traffic. A number of new, useful API functions requested by developers were added.
Using the remastered 'Intimidate' option to quickly draw a sidearm with animations.
LSPDFR 0.4.8:
Download and release notes: https://www.lcpdfr.com/files/file/7792-lspd-first-response Release Highlights: https://www.lcpdfr.com/lspdfr/04/highlights/
We hope that you enjoy this small update for LSPDFR and wish you all the best as we continue to endure the global pandemic.
Sam.
If you are having problems with LSPDFR 0.4.8, please do not post about them in this topic, but use the support forums instead.
Before you do, though, read through this topic: https://www.lcpdfr.com/forums/topic/89691-read-will-save-your-time-common-issues-fixes-and-bugs/
There are a lot of fixes for common problems in there.
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LtFlash reacted to gnair227 in The Mind-Boggling Classic Cop Car ThreadThe Berkeley County Sheriff's Office in West Virginia had these girls in service up until a few months ago
1994 Ford Crown Victoria Police Interceptor
1992 Ford Crown Victoria Police Interceptor
1992 Ford Taurus
...and in true West Virginia fashion, the Sheriff's Office is built into an abandoned grocery store.
Photos taken June 2016.
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LtFlash reacted to alexguirre in [DEV TOOL | REL] RAGENativeUIRAGENativeUI 1.7 has been released.
Changelog and Download
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LtFlash got a reaction from HDGrandTheftauto in 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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LtFlash got a reaction from PawelSad12 in Two conditions for one callout?Pawel,
one of the most troublesome and important aspect of scripting for GTA/LCPD:FR is to create chunks of code that will work in sequence. There were many techniques: switch...case + enum, bool flags, while loops but I managed to create probably the best solution which is to use a list of functions that might be switched on and off. Here are some resources:
https://github.com/LtFlash/LtFlash.Common/blob/master/LtFlash.Common/Processes/ProcessHost.cs
https://github.com/LtFlash/LtFlash.Common/blob/master/Examples/Processes/ProcessHost.cs
In your code it could be used like this:
public override void OnCalloutBegin() { proc.ActivateProcess(IsPlayerClose); } public override void Process() { proc.Process() } public void IsPlayerClose() { if(DistanceToPlayer < 200f) { //createblips proc.SwapStages(IsPlayerClose, HasPlayerClearTheArea); proc.ActivateStage(DisplayPlayerTaskOnScreen); } } private void DisplayPlayerTaskOnScreen() { //print msg "Eliminate enemies } private void HasPlayerClearTheArea() { if(AreEnemiesDead()) { //print msg End(); } } private bool AreEnemiesDead() { return (!Enemy1.Valid() || Enemy1.IsDead) && (!Enemy2.Valid() || Enemy2.IsDead); }
Here's some information on Action delegate behind that technique:
https://www.dotnetperls.com/action
Using that, I believe you can solve your problem quickly.
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LtFlash reacted to LukeD in [Solved] References or what?Exception message: Operation is not valid because the specified Rage.Vehicle is invalid.
at Rage.TaskInvoker.DriveToPosition(Vehicle vehicle, Vector3 position, Single speed, VehicleDrivingFlags flags, Single acceptedDistance)
In this particular case you tell a ped to enter a vehicle you spawned, but then also immediately afterwards tell the same ped to drive that vehicle to a position.
You didn't pass a vehicle to this method, which means it's defaulted to looking for the vehicle the ped is currently sitting in, which is null because the ped hasn't made it inside the vehicle yet. You added .WaitForCompletion() but then set the timeout to 3,000ms (3 seconds). So after 3 seconds it will stop waiting for the task to be completed and move onto the next line of code anyway.
Try setting the waitforcompletion to -1 (infinite)
Also, perform safety checks before executing tasks.
eg.
if(myVehicle.Exists()) { myPed.Tasks.EnterVehicle(myVehicle); } This way if the vehicle doesn't exist for whatever reason you won't instant crash your plugin.
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LtFlash reacted to LukeD in [WIP/REL] CalloutsV - The Successor to Callouts+Hello all! I posted the following large message on my download page!
I've also posted the following on my profile!
CalloutsV Update Progress for 0.4.6
Updated roadblock, ped check and end callout menus to use RageNativeUI instead of old internal code Added new interaction menu system for player observations and notes Altered native calls and various backend functions to make the plugin more stable and scalable Breakdown callout no longer is a simple "repair the car and leave" scenario (cops don't repair cars lol) Added towtruck functionality to new asisstance menu Oh yeah...Added an assistance menu for different agencies (I will look to making this an API for other plugin authors to add their assistance types) Probably lots more, I forget... -
LtFlash reacted to Donut97 in Your best LSPDFR 0.4 screenshots?Dirty Harry's Style ( 70's Undercover Cop)
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LtFlash reacted to LMS in Get a Vector3 position in a zone by nameI don't think something like this exists, but there are a few things you could try. You could generate random positions until you find one that is in the zone you want (could be slow). You could also get the coordinates of zones of interest, this could be their center or anywhere really. Then using that position you could generate a few random positions and most will be in your target zone.
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LtFlash reacted to LMS in Lenny's Mod Loader - Coming SoonIt's been a while since our last major update, and as you might've guessed from the title, there's a good reason for this... It has taken us a lot of work to get to this point but we can finally proudly announce our latest project: Lenny's Mod Loader.
Modding. Reinvented.
Most people on this forums will have had their fair share of issues when it comes to installing mods, be it that you replaced the file in the wrong place, forgot to reinstall mods after an update or just found yourself in a situation without any installation instructions at all. We aim to make this a thing of the past and focus on what modding should be: fun! With Lenny's Mod Loader you can replace files and load new mods with just a few clicks - without ever touching an RPF. Many mods, such as addon vehicles, can even be loaded directly from the website into your running game, allowing you to quickly test our new vehicles in a matter of seconds.
Many mods can be loaded directly into your running game - just one click away!
Release Information
Lenny's Mod Loader will be released later this year as a beta test. We are currently looking at a public release around December, but might release a little earlier if testing goes well. Being a completely new project, we would like to get in as much test coverage as possible to ensure a smooth public release. This is why we will make LML available as early access software for our Community Insiders.
Future Development
We are only at the beginning of our journey and there are still many things that we would like to add to Lenny's Mod Loader. Ultimately we hope to provide you with a fully-fledged user interface to easily manage your mods, all integrated into our website to make sharing and discovering new mods as easy as possible. We hope you will join and support us on our way and are looking forward to your suggestions on how we can make modding more fun for everyone!
For a much more in-depth look at LML, check the:
LML Homepage: www.lcpdfr.com/lml LML Wiki: www.lcpdfr.com/wiki/lml Early Access: https://www.patreon.com/lcpdfr -
LtFlash reacted to Sam in LSPDFR 0.4.2 - Coming Soon!Hot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested.
Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4. Necessary changes, but not really cool enough, right? So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas. Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right.
If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off. (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M)
Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like. That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2.
With one quick glance at the shimmering shield, her problems are suddenly your problems. (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis)
Now, not only does this look exceedingly awesome, but it serves a practical purpose too. Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example!
Of course, that's not all. Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time. Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it?
We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt.
As if being Frank Tenpenny isn't cool enough...
Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous. There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support.
Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?!
Keep your eyes open for LSPDFR 0.4.2, coming soon.
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LtFlash reacted to PeterU in 0.4.2 API Update - Chase attributesI would welcome the ability to set chances on whether or not a suspect fleeing on foot will attempt to hijack a vehicle (or perform other actions that "raise the stakes" of the crimes they have thus far committed) -- it seems to me that not all fleeing suspects would want to escalate things as they do sometimes in 0.4.
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LtFlash reacted to ScotchGaming96 in LSPDFR - Cops Intro & Other LSPDFR VideosPut a cops intro together 😀 (Added more, Newest at the top)
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LtFlash reacted to LMS in LSPDFR 0.4 - Activity Feed & Companion AppIt is certainly something we are thinking about, however, we will need to figure out a few things first, such as limiting abuse (which will require some backend engineering), before we will make a decision on how (or whether) we make the sync services available via API.
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LtFlash reacted to PNWParksFan in LSPDFR 0.4 - Activity Feed & Companion AppWill LSPDFR sync related features be added to the API at some point in the future? It would be cool for callouts/plugins to be able to add their own stats and activities to the activity feed. E.g. "Bob Vance just freed 5 hostages at the Pacific Standard Bank", "EMS just saved 2 people on Vespucci Boulevard... sadly, 3 people did not make it", etc.
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LtFlash got a reaction from PNWParksFan in How can I draw a 3d circle/marker as how LSPDFR does it?https://gist.github.com/LtFlash/e99e91039ff47f18a9894af733824e58
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LtFlash reacted to EightBall in 1995 Chevy Caprice AlbumHi everyone, a few pics of the 95 caprice, can't get enough of this gorgeous model 🙂
EDIT: I realised I might have posted this in the wrong place, I apologize if it's the case
LAPD
Sheriff 1
Sheriff 2
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LtFlash reacted to LMS in Is there a way to turn on vehicle's hazard lights?I'm not sure where you got that information, but it is not true. The fastest way to call a native is calling it by hash, as that removes the overhead from converting from a string to a hash first. CallByName will also still be faster than using Natives as there is no runtime binding. I am not saying that the differences are big (they are in fact almost non-existent), but dynamic invocation will always be the slowest just due to the nature of how it works. It's the same as having a static call or a VTable call, of course there is no big difference, but ultimately the indirection will cost you a few cycles.
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LtFlash reacted to Sam in LSPDFR 0.4 - Information for developersAs LSPDFR 0.4 nears completion, we hope this topic will help in providing some clarification for developers who make use of our API about what the changes in 0.4 mean for them and their work.
Firstly, the significance of the changes to LSPDFR that 0.4 brings can't be overstated. LSPDFR 0.4 introduces changes to almost every aspect of the mod and will take a little getting used to. We think that the overall experience is much improved from 0.3, and a lot of the features that we introduced in 0.3, or earlier versions, have been dramatically changed, expanded upon or entirely re-worked. It's important to keep this in mind as such drastic changes will unavoidably have the potential to cause issues across the board.
In regards to our current approach, our main priority at this time is to release a public version of LSPDFR 0.4 as soon as is possible. In short, this means that our focus is and has been very much on the core experience of the mod. As a result, while we will still ship the first public release of LSPDFR 0.4 with a functioning API, it will not be substantially different from the current LSPDFR 0.3 API. Additionally, we are committed to ensuring that custom callout plugins remain compatible with LSPDFR 0.4.
We understand that this approach might cause some initial disappointment, but we think it is the most sustainable way of doing things both in terms of people being able to play 0.4 as soon as possible (which obviously is very important), but also from an API and development perspective. As said above, a lot has changed in 0.4 and we want developers to have the opportunity to properly familiarise themselves with the new version and get a feel for what sort of content they'd like to create and what sort of things they'd like to change.
Just like with previous versions of LSPDFR, we are committed to pushing post-release updates and hotfixes for 0.4, with a view to following up with a minor 0.4.1 version, which will focus primarily on extended API functionality. During this process, we will work with developers to incorporate their suggestions and requests for the 0.4.1 API, and will also provide development builds of 0.4.1 to developers for testing.
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LtFlash got a reaction from Albo1125 in Stealth - Jumping on Albo's Open Source Train...It's sad to see you leaving. Thanks for your great input into the modding scene, Stealth!
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LtFlash reacted to Stealth22 in Stealth - Jumping on Albo's Open Source Train...Due to a lack of time and inclination on my part, I have decided to make all of my LSPDFR projects open source under the GPL, effective immediately. Most of them probably don't work that well anymore, and I simply don't have the time to develop or maintain them any longer.
This will also serve as my defacto "retirement" from LSPDFR development. I may decide to pick things up again in the future, who knows. But for now, this is my way of giving back to the community, and possibly inspiring or helping other people who are trying to learn software development.
The code is old, and was written when I was still new to LSPDFR/GTA programming. It could probably use some refactoring, but again, I have no time to do any of that. Feel free to submit a pull request with any suggested improvements, and I will look at the PR's as time allows.
If there is enough activity on trying to move the project forward, I can explore doing releases in the future, and crediting any contributors. Feel free to use this repo as a resource to learn from and improve your programming skills.
This goes without saying, but this code is provided with no warranty, and I accept no liability for anything. 😛
Lastly, I would just like to say...there are a lot of people to thank for my time in the LSPDFR community, and I apologize if I miss any names, but you all know who you are.
- @Sam @LMS @Cyan @MulleDK19 You guys laid the foundation for all GTA and RPH development, and for that, the community owes you a debt of gratitude!
- @Jeff Favignano @FinKone You two are the ones who got me interested in GTA development to begin with! (Yes Jeff, I blame you for the countless hours I've spent debugging my code! 😛)
- @Jeff Favignano @Polecat324 @Bayareabuggs @Zachary Houseknecht Thanks for all the inspiration, and for all the times you guys graciously tested my plugins for me!
- @Albo1125 What can I say about Albo? NOTHING! Just kidding, Albo...you came to me when you first started learning the ropes, and you grew into a fantastic dev (*sniff* They grow up so fast...)
- @PNWParksFan You know why...keeps giving me work to do on my code... *grumble* #InsideJoke
- @LukeD @alexguirre @Fiskey111 @PNWParksFan For the countless times you bailed me out of difficult coding situations (and Luke, for showing me that C# is better than VB!)
- @khorio All of the explosions and other shenanigans you pulled for our countless entertainment
- @PeterU For all the work you did in trying to help me maintain my plugins!
- @ToastinYou Eh, you didn't do anything. I just wanted to find a reason to give you a shout-out. *snicker*
Thanks all, and enjoy the code! Or what's left of the working parts of it...?
https://github.com/Stealth22PD/code-3-callouts
https://github.com/Stealth22PD/alpr-plus
https://github.com/Stealth22PD/keep-calm
https://github.com/Stealth22PD/traffic-control
https://github.com/Stealth22PD/stealth-common
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LtFlash got a reaction from Stealth22 in Stealth - Jumping on Albo's Open Source Train...It's sad to see you leaving. Thanks for your great input into the modding scene, Stealth!
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LtFlash got a reaction from Hastings in Open-Sourcing Albo1125's Mods & 'Retirement'That's a huge loss for the community, you were delivering quality content for such a long time it's hard to imagine the FR scene without you. Thanks for your brilliant work, Albo!
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LtFlash reacted to Hastings in The Mind-Boggling Classic Cop Car ThreadSome old school from Mothеr Яussia
Letters on the back door stand for Mobile Police Squad (or Pomogi mne Gospodi aka Help Me God)
Don't know about you, but I like seeing police cars in yellow. Brings variety.
Hello buddy, can I get some pizza at my location please