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alexguirre

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Everything posted by alexguirre

  1. Wilderness Callouts 0.5.0 Wilderness Callouts has been updated to version 0.5.0. Requires RAGEPluginHook 0.34+, LSPDFR 0.3 and RAGENativeUI 1.2: Changelog: Added a new callout: Attacked police station. Added a new callout: Demonstration. Completely re-done suicide attempt callout. Now you can decide what to say and depending on that the suicide wil commit suicide or not. Added helicopter camera. Check README.txt file for how to use it. Added settings to change air ambulance and vet models and other things. Check .ini file. Now binoculars movement works with the mouse and the zoom with the mouse wheel. Added option to disable Ambient Events. In the Ambient Event Intoxicated Person, added compatibility with Breathalyzer by Qwerasdzxc. Added AI Responding audio for when you don't accept a callout. Minor improvents/bugfixes. *New Suicide Attempt, Attacked police station and Demonstration callouts spawn lots of entities and this can cause some lag.
  2. It should work, I'm not able to test it because RPH 0.35 isn't working for me.
  3. If all goes as planned this update should be released this weekend. In the mean time you can check this video by @Kilyin where he shows the demonstration callout in action:
  4. You can use FollowNavigationMeshToPosition: ped.Tasks.FollowNavigationMeshToPosition(position, heading, speed, distanceThreshold); position: the position to go(Vector3) heading: the heading the ped should achieve when the position is reached(float) speed: if set to 1.0f the ped will walk, if set to 2.0f the ped will run(float) distanceThreshold: the distance from the position where the ped can stop(float) You could use GoStraightToPosition too, but if the ped have some wall/vehicle/object in front of it he will get stuck. In GoStraightToPosition the heading is the same as FollowNavigationMeshToPosition and distanceToSlideAt is the distance the ped moves without doing an animation like if he were sliding, you can leave it at 0f
  5. Being honest I haven't started to work on the deploy from car, I have been more focused on other projects. And there wasn't any update, the last update is from the 17 of December, it was already compatible with RPH 0.34 and LSPDFR 0.3 so it didn't need any update
  6. Those errors are from the Arrest Manager by albo that tries to use a blip that was deleted by this plugin, so yes the only thing you can do, Kilyin, is unload LSPDFR first and then use the command. EDIT: @PNWParksFan yep, we posted at the same time...
  7. Do you check if the entity/blip exists? If not add checks: if (myBlip.Exists()) myBlip.Delete(); if (myPed.Exists()) myPed.Dismiss(); //or Delete(), whatever you need if (myVehicle.Exists()) myVehicle.Dismiss(); //or Delete(), whatever you need Also if you have crashes on OnBeforeCalloutDisplayed() or OnCalloutAccepted() you should check if the entities were created correctly, if not abort the callout: Ped myPed = new Ped(position); //create the ped if (!myPed.Exists()) //check if the ped was correctly created and now exists return false; //if the ped doesn't exists, abort the callout //continue preparing ped, myPed.BlockPermanentEvents, myPed.Inventory.GiveNewWeapon()...
  8. I suppose you didn't know about the CleanWorld console command from RPH(CleanWorld true true true true true true), all the trues all options(remove living peds, remove dead peds, remove living vehicles, remove dead vehicles. remove persistant entities and reload world). The command doesn't remove blips though.
  9. Check out this: Unfortunately the attack in the downtown police station isn't possible for now due to the LSPDFR 0.3 new ambient events and scenarios(the screenshots in the topic with the downtown police station are from LSPDFR 0.2b).
  10. You can check if your UIMenu is null, if it is create it. if(myMenu == null) { //your code here... }
  11. The simplest way is using System.Media.SoundPlayer: public static void PlaySound(string wavFileLocation) { using (SoundPlayer s = new SoundPlayer(wavFileLocation)) s.Play(); } For what I needed, it was enough.
  12. Sometimes the prison bus, other times the police transport van.
  13. I don't really think they are out of place, they look like riot control police. And yes, the VIP escort will have Inmate Transport escort variant, but the escort callouts won't be in the next version(v0.5.0) because I want to have a compatible version with LSPDFR 0.3 asap
  14. Yeah, I know it doesn't work very well with some modded vehicles, e.g in a BxBugs cvpi the whole dash will flash, probably the reason is the way a vehicle is modeled, I can't do much about it.
  15. The next update of Wilderness Callouts will add a helicopter camera: It will have zoom, night and thermal vision, speed radar for the vehicles and pedestrian/vehicle scan that will give you details about them, e.g if the pedestrian is wanted or not
  16. It only works on helis, if you want I can make it work with planes but it's already really difficult to aim with it in the helicopter.
  17. Yes, it is possible, I haven't thought of it, I'm going to implement it.
  18. Use the propertie IsSirenOn: vehicle.IsSirenOn = true; And if you want the siren to be silent too, use IsSirenSilent : vehicle.IsSirenSilent = true;
  19. I don't really know if the flare is possible, probably is because it was in GTA IV and GTA V has the same engine, there still are lots of functions without name or known use so we will have to wait until someone discovers it(or maybe even me).
  20. I have planned to add the flare from origin and the light cone(like the one you see in the police helis in a pursuit), but I still don't know how to do it.
  21. It seems like they are keeping the WorldZone class since they added Functions.GetZoneAtPosition() that returns a WorldZone. You can use it this way I didn't do it that way because I thought they were going to make it private.
  22. I don't know if it depends in the carvariations.meta, I tried it with the default car and few modded cars and it worked. If you send me the link of the ford explorer I can try it myself and maybe find where the error is. If you downloaded v2.0, it should turn on automatically.

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