Everything posted by CQoute
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The Menu
Just make sure The Menu.dll is one of the first mods to load prior to Albo1120 mods. eg. change dll file to "AThe Menu.dll" and "AThe Menu.xml" and make sure it auto loads when the game starts :) I'm still investigating this, no logs has given me much clue as to why its crashing sometimes on repair and clean.
- The Menu
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The Menu
I believe if you look in RagePluginHook.log you will see Albo1125.Common.DependencyChecker being the reason, its his mods attempting to delete files and break other peoples mods. You will find if you disable his mods for the time being, that it would work. I have mentioned to him about this issue but have not yet heard back, I'm hoping this issue will be resolved shortly.
- Just A Plate Checker
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Just A Plate Checker
No this is not related to Police Radio, from my understanding, police radio will manipulate the results which causes inconsistent checks for multiple plugins. This plate checker doesn't manipulate the peds or vehicles in anyway and is consistent with LSPDFR and other mods who manipulate the peds via LSPDFR API.
- The Menu
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Just A Plate Checker
That was my goal and the reason I mainly constructed "The Menu". I'm not a fan of plugins putting together a bunch of things especially without optimizations as 1 thing gone wrong can crash the whole plugin. I also like flexibility and personalisation, so separating my mods to more simpler things can allow users to pick and choose what they wish to use while also making it easier to maintain. In regards to "The Menu", I see it as a hub between the mods or a lower layer as such so any future mods aren't tied down to just HotKeys or linear actions.
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Just A Plate Checker
- 5,173 downloads
- Version 1.0.1
Just A Plate Checker is simply that. This mod can be used with "The Menu" without simulating key presses. The Menu http://www.lcpdfr.com/files/file/10274-the-menu Options: Target: LSPDFR-Just A Plate Checker Options: Check (Checks Closest Vehicles Plates) Check Pulled Over (Checks The Currently Pulled Over Vehicles Plates) The Menu Example: <MenuItem Title="Closest Registration Check"> <Animation>random@arrests|radio_enter</Animation> <Plugin Target="LSPDFR-Just A Plate Checker">Check</Plugin> </MenuItem> So when you select that menu item, it will do 2 things, it will animate the player to do a radio animation. It will then tell this mod to check the plates of the closest vehicle. INSTALLATION: Place Both "Just A Plate Checker.dll" and "Just A Plate Checker.ini" Into [GTAV Root]\Plugins\LSPDFR Place "CQoute.Common.dll" into the GTA V root folder Once on duty, this plugin will become active. NOTES: The Hotkey will only do closest vehicle checks. You can disable hotkey alltogether or chang it through the ini file, If you disable the HotKey then you must rely on "The Menu". -
The Menu
Sure, in <KeyPress> just do {q down}, If you wish to hold it down for a period of time, then just do a macro like so <KeyPress>{q down}</KeyPress> <Delay>1000</Delay> (Wait 1 Second) <KeyPress>{q up}</KeyPress>
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Supporting Xbox Controller in plugin?
Game.IsControllerButtonDown() will work first time the controller button is pressed, Game.IsControllerButtonDownRightNow() will return true while its held down
- The Menu
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The Menu
I'm not sure what the problem is. Are you using a non generic XInput controller? are you mapping your controller to keys? Does the controller work when the menu is open or other mods that supports controller eg. LSPDFR?
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The Menu
@keepachris Could you post the RagePluginHook.log file? sounds like the plugin isn't even been loaded, in the console, have you tried LoadPlugin "The Menu.dll"? If so, then it should show why it wouldn't load
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The Menu
@OfficerLando @Sakeeeee Sorry that you're experiencing these issues, atm I dont use beta testers so if it works on my end, then i post the update here. An update is in the works but wont be ready for some time. From reading the log that Sakeeeee posted, you could fix the issue by editing "The Menu.xml" file and changing VersionCheck to false...
- The Menu
- The Menu
- The Menu
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The Menu
Just updated as I didn't realise there was code for a library that my PC already had, Should work now. @The Loot Templates are used to remove clutter but also to reuse for common things eg. Confirm or deny could be a template which can be a sub menu for many things. But from what I understand about what you're trying to say, then yes that is an option. Also maybe a menu at different lists might need the same thing.
- The Menu
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The Menu
- 8,611 downloads
- Version 0.7.7
The Menu This mod was designed with couch players in mind but also highly recommended for dektop use aswell. With The Menu, just about anything that can be done without a keyboard. You can customize the menu anyway you wish allowing flexibility and personalisation. The mod is very adaptive and can make actions and general tasks simpler and cleaner. Commands Each menu item is assigned commands, these commands include Vehicle Actions, Spawning, Key Presses, Execution Delay and many more to come. Macros Any Menu Item can trigger a mixture of multiple commands allowing for some creativity. Conditions Only allow specific menu's or menu items to show under certain conditions. These conditions can also be matched by All, Any or Exact. Nested Menu's within Menu's, just to add to the flexibility... Forget Hotkeys While your mod collection is expanding, so is your available hotkeys and memory. The Menu is perfect for letting loose and handle all those mods for you. ReadMe The Menu - Read Me REQUIREMENTS: RagePluginHook 0.36.877.6833 (http://ragepluginhook.net/) INSTALLATION: Copy "The Menu.xml", "The Menu.dll" and "The Menu"(Folder) To [GTA V Folder]\Plugins Copy "AutoItX3.dll", "CQoute.Common.dll" To The Root Of Your GTA V Folder NOTES: The Settings and Configurations are inside "The Menu.xml" File, The current menu is a Place-holder and will need to be changed to suit your own needs. Edit "The Menu.xml" file (preferably with notepad++) to customize your menu and change some settings. The Menu is in beta stages and will more than likely contain bugs. To load this plugin, Either enable the plugin from ragehook settings menu (launch GTA V via rage hook and click the settings icon) or by pressing F4 while in game which will bring up the RagePluginHooks Console and typing loadplugin "The Menu.dll". -
What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
More Controller Support... At the moment, there is no designated button for "interaction menu" on gamepad. So I would like to propose that pushing the thumb stick multiple times should flick through all current and future menus while still opening up with the backup menu first. Remove the backup spamming and reintroduce requests for backup like it is in LCPDFR while having the AI determine the response and how much backup is needed. The longer the duration of a pursuit or severity, then the more intense the backup gets or just make another request for more reinforcements... This is true as an officer doesn't have direct control over these things in real life and is done through dispatch while posting updates and requests. Also it would be good to use a mechanic where officers only get involved if you call the pursuit into dispatch. We really need a way to call in recent ID's or Plates without the need for keyboard. It's really hard for couch players to use keyboards, even though my mod "The Menu" has just about eliminated the need for keyboard, yet this is something that's not easy to overcome by my mod and is a huge issue. Even with a keyboard around, it sometimes feels like a chore just to enter an ID or Plate, let alone trying to remember a name or position the camera so the computer UI doesn't block the plate. Even driving behind a vehicle and wanting to do a quick check is very complicated or near impossible with or without keyboard. There is an issue with the controller when requesting for backup on a pulled over vehicle as it will cause the pull over to terminate as they're both allocated to the A button. This is also a problem with my own mod and other mods I have encounter that requires the A button to be pressed. This is very frustrating as backup for a pulled over vehicle never arrives. Have backup spawn further away. Currently one press of the backup button and they're already at the suspect, I would like to see random times and distances in where they should be spawned. But again, like above, backup should be executed as if they were locally patrolling that area to begin with and not all come running down at once. I'm also not a fan in believing that there's a patrol car on every corner. I would love to see police being a bit more involved after the callouts / pursuits have ended. As of now, they holster their guns and you see all of them just walk back to their vehicles and drive off. It would feel a lot more immersive if some would stick around and have others take their time before they just leave. Even better would be backup options for officers to come do some duties in certain areas and have lights continually flashing. Also could have officers come to dead bodies and write on their note pads, talk to nearby peds or just make it look like they're doing something. Maybe have officers take abandoned vehicles away etc. then they can all be dismissed like in LCPDFR where you report to dispatch an update or have left the area which also reminds me that I miss the feature where you can update progress or report when an officer / civilian is down etc. I would really love to see a road closure feature where police cars with officers are positioned at cut off points to stop traffic from coming into a scene, maybe even have reporters and nosey pedestrians behind the barrier. I was thinking maybe have a wide radius and every road that intersects with the outside of that radius, then spawn police vehicles there. When a vehicle is pulled over, it would be nice to see them respecting the emergency lights and limit their speed while passing by. As of 0.3, suspects that I order to the ground will not be attended to by AI. I could aim at them for an eternity but no AI will come in and cuff them, I hope this is fixed in the near future. I have also had suspects run, shoot at me and all sorts yet officers didn't react while still holding their guns aiming at said suspect. Something that would be cool is if we could mark a Vehicle or Pedestrian as wanted (via computer with either ID or Plate, or we could place a marker), then eventually an AI will randomly pull that vehicle over or apprehend the ped until we arrive and approach them. This makes it possible during pursuits to deal with those inconsiderate drivers or law breaking peds after a chase, Or maybe just want to revisit a previous scenario where the wrong call was made. It would be good if we could get an option in the INI file to turn off the progress bars / mini game as It's not really for me (I assume others as well) and sometimes I don't even watch the bar while letting go too early and just make the situation look 100x more awkward. Personally I just prefer pressing a button and have it execute instead of making sure I keep a finger down on a button till a bar fills up. A nice feature to have would be a check box listing all offences (well common ones anyways) for a ticket which automatically totals the charges depending on what they’re being charged for, so Driving Suspended and Talking on mobile would automatically calculate the charges for those offences. As of now, It’s really hard to detain multiple suspects while waiting for one to hit the floor. While a suspect is complying, the other is running away and there is nothing that can be done until the complying suspect has complied. Every on foot or vehicle chase should be different, It would be cool to see peds with random attributes as to whether they’re easy to surrender or going to be difficult. Also make a small percentage that would rather die than give themselves up. I also think this should be the same for pursuits in vehicles where if you press pull over then there’s a chance that they will comply. Possibly depending on if they’re overwhelmed and what their surrender attribute is set at, as well as how many tires they have remaining which should all play a considering factor on whether a suspect should give up and surrender or not. There is still a lot that I miss from LCPDFR like interactions, partner and frisking etc., but i won't discuss that now as it could easily make its way in a future release. All in all, I wouldn't like this to be regarded as complaints or negativity, It's really just my personal preference and what it would take to be complete for "me". I also understand that the mod is in early stages and that some features might had already been planned or are currently bugs that's going to be dealt with. But for the ones that aren't, I hope it gets considered, even if it doesn’t appeal to the masses, then I will still be hopeful that it could become a setting... The progress that I have seen so far is extraordinary, I look forward to every new release because they keep surprising me each time. Kudos! and lastly, more controller support please :)
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Access the API without being a direct Plugin
figured it would've been something like that, thanks for clearing it up though...
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Access the API without being a direct Plugin
I was under the impression that static properties shouldn't need to rely on an instance. That's why I assumed LSPD_First_Response.Duty.OnDuty would work as its called statically.
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Access the API without being a direct Plugin
That's fair enough, but that also means that our plugin is dependent on LSPDFR where some users may not wish to install LSPDFR... May have to look into getting the values by some other means. I actually have no problem referencing and accessing the LSPDFR dll from the ResolveEventHandler way. Its just that when i do LSPD_First_Response.Duty.OnDuty, it always returns false.
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Access the API without being a direct Plugin
I'm just wondering if i can detect whether the player is on duty etc. or access the API without being a LSPDFR specific plugin. This is because LSPDFR is just the icing on the cake as such, but not needed for my plugin to operate.