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SuperPyroManiac

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Everything posted by SuperPyroManiac

  1. If you send your RagePluginHook.log after this happens I can look into it.
  2. Callouts in this pack do not automatically to end to prevent things from despawning. When you are done with a scene you can press "END" on the keyboard, or Y to open the callout menu to end it.
  3. Yeah your issues are very unique, especially the calling 2 ambulances and whatnot. You can ask for more support on my Discord and they can take a look at your logs but honestly I don't know how to help. I have to assume this is unrelated to SC as me and my friend cannot reproduce this at all with only SC and STP/UB.
  4. That's very odd, I don't personally have this issue and no one has mentioned it to me before you. I clean up my events and callouts just like every other pack. I think the only peds in my entire pack that get a task at the end are the EMS peds for the ambulance escort call but they really shouldnt be arrested lol
  5. I love it! Never realized how bad my plugin description looks with the light theme though haha
  6. Sadly I cannot change the ped's accuracy from their vanilla values with this plugin. You can alter it with actual mods, but it does not seem to work from scripts.
  7. If it is deadly weapons, you can disable it in the ini file I included with it.
  8. You would be a terrible cop. The whole point is for you to figure out how to respond to issues you find in the wild.
  9. This picture is not a blip from any of my plugins I can't help with this as I don't know what it is. This one is a little more confusing, I just tested all of my car accident calls and they all end and cleanup for me just fine. When you get the issue send a log:
  10. That's odd, I just tested it and it is working fine on my end, there was an issue where the "Call EMS" button was disabled which I'll include a fix for in the next version, but the callout itself works fine including the end call. If you could send your RagePluginHook.log when this happens I can look into it more.
  11. Callouts like that you handle the way you want to. I do make any objectives or rules as part of the job is getting to a weird situation and handling it. My callouts do not automatically end to prevent things from de spawning early. That's why the blips are still there. Hit END on the keyboard, or Y to open the menu and end the callouts.
  12. Unless it's a bullet, it's not tracked. if (damageInfo.WeaponInfo.Group != DamageGroup.Bullet) return;
  13. @Echooo This is false. Deadly Weapons does not modify or change AI accuracy at all.
  14. Now where in the world do you get that idea? DeadlyWeapons does not touch any of the games files. Please don't spread false information about it.
  15. Looks like an edge case right there, regardless I've fixed it for the next update as it could have happened to any of the calls. Thanks for letting me know.
  16. I already answered him with how it works, no need to speculate how it works when the answer is one comment over yours. And there is no need to bother opus on how SuperCallouts handles the API.
  17. Callout interface is not required, the API dll needs to be in the main folder, but it does not actually do anything on it's own.
  18. Currently nothing ignores armor except headshots if that is enabled. In the future im adding an alternate mode which is just the vanilla damage + whatever % people choose if they want something easier. As for the long range super pistols, that's GTA being rude. I've tried everything to change a peds accuracy in the code but it never seems to work without editing the metas.
  19. Oh wow that's not good, thank you for bringing that to my attention I'll get that fixed in the major overhaul update that's coming. Figure if I just even make 1 of the peds shoot it'll agro everyone
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