Everything posted by alexguirre
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Police Station Armory
That noise is due to other mod also using the same location and displaying a different help text, mine should display "Press E to exit the armory". Currently to have attachments you have to create your own loadout.
- 127 comments
- 33 reviews
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Police Station Armory
- 127 comments
- 33 reviews
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[DEV TOOL | REL] RAGENativeUI
It is, but maybe it isn't compatible if you were using UIMenu.IsUsingController in your code because of the changed syntax, I haven't tested this
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[WIP] Police Station Armory
Version 1.0 has been released! Get it here:
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Police Station Armory
- 107,444 downloads
- Version 1.4
Police Station Armory v1.4 This plugin allows you to take any weapon you need from the Downtown Police Station. You can even create your own custom loadouts to quickly get all the weapons you want at once. Read the README.txt file for installation instructions, how to use this plugin and how to create the loadouts. Source Code- 127 comments
- 33 reviews
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[DEV TOOL | REL] RAGENativeUI
RAGENativeUI has been updated to version 1.3.1 Small update for some bugfixing. Changelog Fixed UIMenu.SetMenuWidthOffset() throwing NullReferenceException. Fixed UIMenu.IsUsingController using wrong syntax.
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[WIP] Police Station Armory
I have a new update, it changes the UI and adds a loadouts system. The loadouts are saved as XML files and you will be able to easily edit or create the loadouts through a program that will be included in the download: Release should be soon.
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[WIP] Police Station Armory
Yes, it is. I just haven't had much time lately but it should be out soon.
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Emergency Strobes - Now with Wig-Wag Lights!
Not really sure about the brightness limit, while testing the mod I increased the brightness to a ridiculous value, so bright that all the screen was white when I had the strobes on. When did I say that I was injured? I have been working on my unreleased mods. And like I stated before, most likely those crashes are due to some anti-modding protection and its beyond me, hopefully it will be fixed soon by the RPH devs.
- 246 comments
- 45 reviews
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GameFiber.Hibernate
Once you hibernate a fiber it can only wake if the Wake method gets called from other fiber. E.g: GameFiber myFiber = GameFiber.StartNew(delegate { //your code GameFiber.Hibernate(); //it will wait until the Wake method gets called }); // in other fiber you will have to do this when you need the code above to continue myFiber.Wake(); That might be too complex and unnecessary for what you want, just create a loop and when your condition is reached break it. E.g: while(true) { GameFiber.Yield(); if(yourCondition) // once your condition is reached it will exit the loop break; } // your code after the condition
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Wilderness Callouts
- 302 comments
- 66 reviews
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Problem With Vehicle Spawn
Start a new Gamefiber, like this: Gamefiber.StartNew(delegate { spawnPoint = (Game.LocalPlayer.Character.GetOffsetPositionFront(5F)); new Vehicle(selectedItem.Text, spawnPoint); }); The reason is that the ItemSelected event gets called from the FrameRender, but in the frame render you can't sleep its fiber/thread because it will crash, so you start a new one. The Vehicle constructor calls Model.LoadAndWait() internally, there is when your mod sleeps the frame render fiber/thread. There's some similar code in the RAGENativeUI examples: https://github.com/alexguirre/RAGENativeUI/blob/master/Example/MenuExample.cs#L140
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[REL | WIP] Wilderness Callouts
Wilderness Callouts 0.5.2 Wilderness Callouts has been updated to version 0.5.2. Requires RAGEPluginHook 0.34+, LSPDFR 0.3 and RAGENativeUI 1.3: Changelog: Compiled against RAGEPluginHook 0.37 Bugfixes
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Peds stealing my car!!
You shouldn't make persistent vehicles that you don't have total control on them, what if the player change his vehicle after the callout? His old vehicle will stay there forever and the game won't deleted it. This usually happens when the game needs to free memory, if it only happens in your disturbance callout, it might be using more memory than what it should. I saw your video and you're using audios, maybe you have too many SoundPlayers loaded at once? Instead of having multiple SoundPlayer variables loaded all the time, try using: using(SoundPlayer player = new SoundPlayer("yourSound.wav")) player.Play(); This will load the wav file, play it and dispose it so you won't be wasting memory when you don't need it. This is only my assumption so if it doesn't work, I recommend the user to have one of the mods that have a make your personal vehicle persistent feature so he will know which mod make his vehicle persistent.
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[WIP] Police Station Armory
I have already planned to add the weapon upgrades, but I haven't thought of the quick loadouts. These shouldn't be difficcult to implement, probably they will be in the first release. About the icons, I might include both versions, grey and colored. I used the colored ones because they were the only that have individual textures with good resolution(256x256 and 256x128) and the grey ones I only found one texture that is 1024x1024 and I will have cut it in the different icons, probably I don't need the a 256x256 texture because I scale them down to fit in the screen so the grey ones will work too. Anyways, maybe some more experienced person on textures might be able to improve them because all the .pngs will be included in the download.
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[WIP] Police Station Armory
For now I just limited the weapons there for the ones that have a colored icon in the game files because I started to work on this today and didn't have time to make more icons. I will add flares.
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[WIP] Police Station Armory
Police Station Armory This is a simple plugin which will allow you to take weapons from Los Santos Downtown Police Station armory for all your killing neutralizing needs. Preview video: Download: Suggestions and ideas are welcome.
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Emergency Strobes - Now with Wig-Wag Lights!
I don't know a fix for it. The crashes even happened to me before while developing some features of my other mods but then when my testers tried them they didn't have the crashes, and after some time I stop having those crashes, no idea how.
- 246 comments
- 45 reviews
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Emergency Strobes - Now with Wig-Wag Lights!
I saw this happen before, in some modded vehicles(I don't remember if they were all by BxBugs) and some default vehicles(but these only when they are very damaged). I don't know anything about vehicle modeling so I don't know what differences can have the vehicles to make the headlights disappear. The way this mod works is breaking and repairing the headlights, until I found a way to turn on/off each headlights separately that bug will keep happening.
- 246 comments
- 45 reviews
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[DEV] Tiller and Cab
If someone decides to continue this project and finds the way to add lights to the tiller I'm willing to make a little script that makes the tiller lights turn on when the player turn on the cab lights(I suppose the game isn't made to also turn on the siren lights of a trailer when the cab has them on). I hope to see this project finished
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Emergency Strobes - Now with Wig-Wag Lights!
That's a crash due to some protection added in one of latest updates of GTA V that the developers of RPH weren't aware of when they released the RPH update, this should be fixed in the next version of RPH.
- 246 comments
- 45 reviews
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Traffic Policer (Breathalyzer, Traffic Offences, Speed Detection & more)
I don't think it's related to RAGENativeUI, there hasn't been any important changes to what Albo uses in Traffic Policer. Also @Dippa said "It really lags bad when I pull over a vehicle or during a callout.", RAGENativeUI does nothing with pullovers or callouts. It may be an issue in Traffic Policer, if you downgrade to RAGENativeUI 1.2 you also have to downgrade Traffic Policer, right? This issue might have been introduced in one of the latest versions of Traffic Policer. Unless you are experiencing these same issues with other mods that use RAGENativeUI I won't consider it the cause of the problems.
- 3,646 comments
- 306 reviews
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Exception during frame render?
Most likely your Main() method is getting finished, when it finishes the whole plugin ends, add a while loop at the end of it so it never finishes: static void Main() { //your code while(true) GameFiber.Yield(); }
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San Andreas TrashMaster
- 35 comments
- 14 reviews
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San Andreas TrashMaster
- 35 comments
- 14 reviews