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alexguirre

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Everything posted by alexguirre

  1. Everything is in the General.ini file. Anyways I updated the description.
  2. Can you send your RagePluginHook.log?
  3. Yes, that can be implemented. Though, not really sure about how the dart object can be done, maybe some prop model similar already exists in the game files, or a custom add-on prop is needed, or it could be part of the vehicle model, I will have to think about it.
  4. It works, download the latest version that added support the latest game version, v1103
  5. This is a new plugin I'm working on. It aims to expand the functionality of new vehicles, in a centralized manner, so, hopefully, you won't end up needing a different plugin/script for each function vehicle models authors want to implement in their models. Currently, the vehicles are configured via XML files, alongside the changes needed in the model itself. So, no, it doesn't support already released models. Current Gadgets Ladder Outriggers Radar TODO: Implement collisions, so, for example, you can climb up the ladder. Add more gadgets. Firetruck shown in the videos: MTL Botlle Nose Ladder 15EX Truck by @GlitchGamer Any vehicle developer interested on implementing this plugin, with the current gadgets or with an idea for a new gadget, can contact me to discuss the implementation details, or if the gadget idea is possible.
  6. Game version, it only supports v1011, v1032 and v1103, so RPH 0.51 or higher.
  7. RAGENativeUI 1.6.1 Changelog Fixed PauseMenu.TabView not receiving input. Download: https://github.com/alexguirre/RAGENativeUI/releases/tag/1.6.1
  8. It says it's invalid because the ped isn't in the vehicle when the CruiseWithVehicle task is invoked. You either need to wait for the EnterVehicle task to finish, or since you are just creating the ped and vehicle, I guess you want the ped to be inside the vehicle right after creating it, in that case use Ped.WarpIntoVehicle instead of the task.
  9. RAGENativeUI 1.6 Changelog Added MIT license. Added TabInteractiveListItem. Added BaseCollection class. Added DisplayItemsCollection class, IDisplayItem interface and DisplayItem class. Added UIMenuListItem.Collection. Marked UIMenuListItem.Items as obsolete. Added new constructors to UIMenuListItem. Marked old constructors as obsolete. Add InstructionalButtons. Add UIMenu.AddItem overload that accepts an index. Added static Draw methods to the Rectangle, ResRectangle, Text, ResText and Sprite classes. Added MissionPassedScreen, based off Guad's code: https://github.com/Guad/NOOSE/blob/master/MissionPassedScreen.cs MenuPool and TimerBarPool now inherit BaseCollection. Renamed UIMenuItem.Position method to SetVerticalPosition. Marked Position method as obsolete. Added color properties to UIMenuItem(BackColor, HighlightedBackColor, ForeColor and HighlightedForeColor). Marked UIMenuColoredItem as obsolete. Download: https://github.com/alexguirre/RAGENativeUI/releases/tag/1.6
  10. Coming up next update... No idea about the release date, first I need to finish the rewrite to fix the mess that noob alexguirre made
  11. Alright, so after quite a bit of reverse engineering I have been able to make the light corona visible. No idea when the next update will be released though.
  12. You can use the "WeaponDescriptorCollection.Remove" method too, you can pass a WeaponHash or a WeaponDescriptor. playerPed.Inventory.Weapons.Remove(WeaponHash.AdvancedRifle); // in your case, given that "weaponsList" is a list/array of uint foreach (uint hash in weaponsList) { playerPed.Inventory.Weapons.Remove((WeaponHash)hash); }
  13. Huh, I guess something changed in the latest GTA V version(v1032), I guess that's the one you're using. For me it works, but until I turn it on for the first time it makes that clicking sound, is that the same that's happening to you?
  14. The problem is that the function that existed in GTA IV doesn't seem to exist in GTA V, and I've been trying to find a way to achieve that effect since I started developing my spotlight plugin, it either is very simple and I am overlooking it or very complex that will require reverse engineering skills that I don't have.
    • 70,058 downloads
    • Version 1.5
    This plugin makes the flashlight on your weapon stay on when you're not aiming and when you're in a vehicle. To toggle the flashlight you use the same controls as in the normal game, E on the keyboard and DPad Right on the controller, by default. OPEN SOURCE -The source code is hosted on GitHub under the MIT license.
  15. Oops, I forgot to change the .dll file version. I'll change the download with a fixed file. EDIT: Fixed
  16. You need to use PedInventory.GiveNewWeapon(). For example: Game.LocalPlayer.Character.Inventory.GiveNewWeapon(WeaponHash.AssaultRifle, -1, true); // GiveNewWeapon(weapon, ammoCount, equipNow) // weapon: the WeaponHash/WeaponAsset/WeaponDescriptor that indicates which weapon give to the player, e.g. WeaponHash.AssaultRifle // ammoCount: the value that indicates the amount of ammo that the player will receive, if "-1" it gives infinite ammo // equipNow: indicates whether the player will equip the weapon right after he receives the weapon
  17. No idea, I haven't tried it with ELS. I guess that as long as you don't use an ELS pattern with wig-wags, the wig-wags from Emergency Strobes should work fine.
  18. @NoNameSet regarding your review "Don't like being able to open the menu from outside now with F7 to unrealistic. ". You can disable this in the configuration file("Police Station Armory.ini"). Just change the line On The Fly Mode Enabled = true to On The Fly Mode Enabled = false I added the possibility to open the menu anywhere because some people requested it.
  19. Which modded vehicles do you have in those slots? And do they use custom siren settings or the game's default siren settings?
  20. @Narobic @Quakex64 No new DLC weapons have been added in the latest update
  21. Middle brake light? I guess it's from a modded vehicle because I don't remember any vanilla vehicle with it, I suppose the author of the model used a left or right brake light or tail light. If you remove all the tail ight and brake light instructions it shouldn't flash... unless the game considers it a headlight which would be weird.

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