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Albo1125

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Everything posted by Albo1125

  1. I've whipped up a script that prevents cops from automatically being added to pursuits, but still allows you to call for backup manually (much like the way 0.2 worked but with better spawns). If people would like me to upload it I'd happily do so.
  2. It was not meant as an offensive comment at all mate. I'm just suggesting stuff you can do to get it working. I'm sorry if it came across this way.
  3. Possibly the programme has no administration rights to move it. Just do it yourself!
  4. That's strange. Maybe you can let the lspdfr devs know via the support forum so they can add this to their list of issues.
  5. If you think RAGE is meant to load Arrest Manager.dll, you're deeply mistaken. Please read the Readme.
  6. I think this was a bug in an older RPH version where that method didn't work as intended, can't remember too well though.
  7. List<Ped> MyCops = new List<Ped>(); MyCops.Add(cop1); MyCops.Add(cop2); //etc foreach (Ped cop in MyCops) { if Game.LocalPlayer.Character.Position.DistanceTo(((any one of my spawned cop peds).Position) <= 20.0F) { //yourcode }}
  8. What you could also try: When LSPDFR has created a pursuit, you can try getting the blip attached to the pursuit ped and deleting it: ped.GetAttachedBlip().Delete(); //or something similar, can't remember method name exactly.
  9. I agree, this is probably the best way if you're looking to play something simple
  10. What @Kal74 said is spot on. Update your mods and delete mods that haven't been updated for LSPDFR 0.3.
  11. You can check the relationship group: If(ped.RelationShipGroup == "COP") then the ped is a cop.
  12. The police radio plate check doesn't function properly on police vehicles (yet) so I've blocked it from happening - I can add support in the next release if you wish. And yes indeed, Police vehicles cannot be pulled over.
  13. Thank you! I'll provide a workaround for this in the next update. @LukeD, something you might want to look into.
  14. That means you spawned the cop yourself, so you should be able to do it this way. If not, you can use Game.LocalPlayer.Character.GetNearbyPeds(), loop over the array until ped.RelationShipGroup=="COP" and then take control over that cop.
  15. You can do it in your menu's Process event handler, which ticks at every frame render.
  16. Bribe mod has been updated, which should fix the conflict it was causing Thank you very much for the detailed report!
  17. I think this should not only apply to LSPDFR API plugins, but to all of them in general! Great idea - if vehicle mods have categories, scripts definitely should too

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