Reputation Activity
-
w35 reacted to Sam in LSPDFR 0.4 - Pursuits & InterventionThis is the fourth part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated. LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult. Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
Pursuit Interaction Menu
Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop. While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force. With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.
The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews. So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase. If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable. With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
Pursuit Intervention Techniques
As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits. Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit. Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too.
So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option. If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
Air Support
Throughout the history of our two mods, air support has always been a touchy subject. For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines. In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters. Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area. They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly. When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
This, though, definitely is a helicopter. It's also not flying at street level!
As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
-
w35 reacted to Sam in LSPDFR 0.4 - The TechnologyThis is the third part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
So, this article is a little bit different than most. Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code. While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
The Crime System
To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System. The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
This is back in LSPDFR 0.4, but with a big twist. The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over. Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it. This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear!
Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect. This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle. Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
Scenarios
Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios. In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world. In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops. This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop. Perhaps they exit their vehicle while you're approaching? Do they have a weapon, or are they just angry and complaining?
From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios. Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
The scene after an escaped pursuit suspect's burned out vehicle was located.
Artificial Intelligence
Finally, in 0.4, we've re-worked a lot of our artificial intelligence. We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
Stay tuned for more news about 0.4, coming soon.
-
w35 reacted to Sam in LSPDFR 0.4 - Announcement + First PreviewBeen a while, huh?
You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes: there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well. And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself. But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it. While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them. Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
Aside from the cool little additions like this, though, the major theme of 0.4 is Character. Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR. There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too. And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant. With 0.4, this separation is gone.
No, these shots aren't taken from GTA Online. This is our own, fully-featured, LSPDFR Character Creator.
Of course, we'll talk more about the new Character features in LSPDFR 0.4 later. The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to. Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
Officer Ronson and his clones obviously couldn't make it to the flashlight party.
Stay tuned! We'll be sharing more about 0.4 soon.
-
w35 reacted to Sam in LSPDFR 0.4 - Epic CustomizationThis is the second part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now. Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies. As such, we wanted to find a way to bring these in to LSPDFR.
So, forget just rolling the ball. With 0.4, we're hoping to hit it clean out of the park...
LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas.
Custom Agencies
One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game. LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking. Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
Patrol Areas
Of course, what good are a bunch of custom agencies if you don't actually see them? 0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas. With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup. Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too. You'll now see your agencies actually patrolling in their designated areas.
Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat. And not just any cops... your cops!
Police Stations
In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR. Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency. Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
The Davis Sheriff's Station, all grown up... It looks a lot better now with the right people outside!
Outfits & Inventories
For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters. With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
Putting it all together
We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire.
To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
No smart captions here - we just thought this looked cool ;]
Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
-
w35 got a reaction from fireboy6117 in [WIP][REL] Arrest Warrant CalloutJust to let you guys know I've added to development road map features like adding compatibility with LSPDFRComputer+ and LSPDFR+. In first case this will be adding callout to callout list, adding ability to view/query suspect persona details, also suspects vehicle details, in second case this will be integration with LSPDFR+'s court system.
In further development this will also be integration with arrest warrant feature of LSPSFRComputer +. Details about this feature will be published later.
-
w35 reacted to alexguirre in [WIP] Police Station ArmoryPolice Station Armory
This is a simple plugin which will allow you to take weapons from Los Santos Downtown Police Station armory for all your killing neutralizing needs.
Preview video:
Download:
Suggestions and ideas are welcome.
-
w35 reacted to LMS in Difference between IsKeyDown/IsKeyDownRightNow and IsControllerButtonDown/IsControllerButtonDownRightNowIsKeyDown basically reports the status since the last check, i.e. when the key is being held down and you call this function in a loop, it will only enter the conditional branch once (the first time). IsKeyDownRightNow however, reports the actual key state, that is whether the key is being held down right now.
-
w35 got a reaction from officerAMR in [WIP][REL] Yet Another Partner ModPlugin details are as follows :
selectable partner among policemen, partner will attack, when shots are fired, closest attacker - if he was in following mode, You can order partner to attack closest attacking/fleeing/covering Ped, if ped is fleeing he will chase him, and kill him If Ped who attacked is under arrest or is arrested partner will hold aim, but will stop shooting, until suspect arrest is done, then he will go back to car - if previously was in follow mode, You can order partner to follow You (he will get into Your vehicle when You get in, or get out, when You get out), You can order partner to halt, he will stop all actions, and wait for further orders, You can order partner to arrest closest suspect, partner will equip weapon, hold aim, and force suspect to knee, and put hands on neck, When player has been revived in hospital, partner will get last car and drive to hospital (it can take some time) - NEEDS TESTING, When Partner is dead or was accidentally despawned You can get a new one, To select a partner after going on-duty, walk close to any police officer and press select key (default NumPad0), partner will follow You, and will be under Your command. Until he dies, he is in the same group as You, under Your command. When he dies go to nearest police station or any policeman on street and select him to repeat process.
To select a partner after going on-duty, walk close to any police officer and press select key (default NumPad5), partner will follow You, and will be under Your command. Until he dies, he is in the same group as You, under Your command. When he dies go to nearest police station or any policeman on street and select him to repeat process.
Fixes / updates :
- investigate rare despawning of partner on larger distances and fix it (investigating, in progress),
- when player enters his car, partner following him, should enter instead get close to vehicle's doors and warp inside seat (done, fixed),
- sometimes partner just doesn't stop when he's close to player, when following him, instead he's spinning around (fix done),
- sometimes stop command does not stop partner, instead, clears his tasks (fix done),
- increase partner's health (done)
- add arrest action (in progress, partly done)
- add ability to set SWAT units as partner (done)
- add weapons to partner if he has no weapons in inventory when selected (done)
- add more audio for partner (planned),
Future development :
add ability to set partner waypoints (if possible) add more complicated orders to partner (is possible) add vehicle service stations for lspd and lssd, so player can repair vehicle in more RP-way (in progress) add ability to heal in clinic, if player is injured (for better RP) (in progress)
Requires :
- Rage Plugin Hook 0.36
- LSPDFR 0.3 or 0.3.1
Installation :
- unpack archive file with plugin (7-zip),
- copy "YetAnotherPartnerMod.dll" and "YetAnotherPartnerMod.ini" file to Your GTA5/Plugins/LSPDFR directory
- LSPDFR will load plugin
Please do not re-upload this plugin to other sites as You do not have My permission to do so.
Link to "nightly" build *.dll - http://gta5.36.waw.pl/dls/YetAnotherPartnerMod.dll
Link to "nightly" build *. ini - http://gta5.36.waw.pl/dls/YetAnotherPartnerMod.ini
-
w35 reacted to Albo1125 in Using Albo1125's APIsHey all,
As you may have noticed, my latest plugins come with an 'API Reference- Developers Only' folder. This means you can change the behaviour of my plugins depending on your wishes! For example, you could use Traffic Policer's API to set a vehicle as uninsured, Arrest Manager's API to request a tow truck for a vehicle and the upcoming British Policing Script's API to set vehicle/person flags in the PNC computer. Lots more fun functions are available for you to discover!
A quick guide on how to do this properly and safely can be downloaded here. Enjoy!
Using Albo1125's APIs.pdf
Changelog:
-
w35 reacted to AlconH in [CALLING ALL DEVS] Standardisation of API Plugin ColorsOkay, so following onto my previous thread, I, along with the other devs on LSPDFR are going to create a standardised list of colors for use on blips and routes in LSPDFR API development.
Devs, if you have a scenario that isn't covered by the list, please post below and I'll add it in. If you have any suggestions or ideas, please also post.
GPS BLIPS AND RADAR COLOURS
BLIP SIZES
Blips sizing should be as follows:
Vehicles: 1.0 Peds: 0.75 PEDS + VEHICLE BLIPS
ZONES
Primary search areas (prior to accepting a callout) (Drawing.Color.Yellow)
ROUTES
All routes should be Yellow (Drawing.Color.Yellow)
NOTIFICATIONS, HELP PROMPTS AND SUBTITLES
Ensure that all blips are the same colour as they are when highlighted in any on screen text. For example, suspects are red, and should be highlighted in text as red too. Minimal colour should be used within on-screen text. Color should only be used to highlight key information or to highlight the colour of a particular person or object on the map. Examples: Exactly the same should apply to subtitles at the bottom of the screen. Use color to only highlight the key information. As plugins get updated to follow the above, we'll have a much more immersive plugin system that doesn't have strangely mismatched colours.
@fiskey111, @Albo1125, @Straysify, @Stealth22, @alexguirre, @goigle, @Trinyx, @Darkmyre, @TitanSloth, @Patrinus, @w35, @DemNinjas, @LukeD, @Nutt, @Livia, @Luigi4518, @TheUniT, @Athsro
@FinKone, @DCP1293
-
It looks like they are darker shades of the colors that we picked...almost as if they took the "pure" colors, and turned down the opacity. The yellow and orange that R* selected look too close, IMO.
I don't know what you guys think, but I just released my stuff with the Drawing.Color values, so I wouldn't be able to change anything until the next release.
I think we're getting too granular with this, though. As long as we decide on a set of colors and stick to them, that's enough. They don't have to precisely match with whatever R* picked. Its not like we're integrating plugins with stock R* missions or anything.
-
I agree with @LukeD. I only use native functions when I absolutely have to. They are nearly impossible to debug if an exception gets thrown. Not saying that will happen with this, but for example, take something as simple as the "GET_VEHICLE_COLORS" native, I think its called. I had a weird StackOverflowException whenever I called that native, and the game would crash completely. Even if I put it in a Try/Catch block, it would still crash to desktop. When I changed the code to call it via the Hash instead of the name, it mysteriously worked fine.
Remember that all mods for GTA V are, by definition, unauthorized.
Rockstar can change stuff around at any time, and they do not provide us with an API...whereas RPH does. Use it to your advantage whenever possible.
-
w35 reacted to LukeD in [CALLING ALL DEVS] Standardisation of API Plugin ColorsI would actually recommend developers avoid using natives where possible. The benefit of the natives only comes in the form of RPH updates wont break them (like when methods become deprecated, plugins have to be updated).
At the gain of that 1 benefit you lose compiler errors, your code becomes a spew out of hashes (that occasionally change) or large obtrusive looking strings. You also limit and somewhat hinder your error outputting should the plugin crash because natives are determined during runtime.
And as stealth said, it's much simpler to use for everyone.
If RPH has a replacement for it (eg. myBlip.Color in this case) I really would recommend using it. Someone pretty competent at coding added that functionality into RPH, there is no point in reinventing the wheel or going back to basics.
-
w35 reacted to Stealth22 in [WIP] Police Beats - Everyday PoliceworkGuys, chill out. This stuff takes a long time...some developers don't like to release code unless its absolutely perfect.
And not everyone has enough free time to devote to a project like this. Real life comes first.
-
w35 got a reaction from AlconH in [CALLING ALL DEVS] Standardisation of API Plugin ColorsAll my plugins and callouts will be updated soon if they aren't conformant now. As far as I see they conform to most of this specification.
BTW great idea :)
-
w35 reacted to Stealth22 in My API QuestionsPed.GiveNewWeapon was deprecated in RPH 34, I think.
myPed.Inventory.GiveNewWeapon(new WeaponDescriptor("WEAPON_PISTOL"), 56, false);
56 = the ammo count, and false means they don't have the weapon in their hand. (Change to true to make them hold it in their hand)
-
w35 reacted to Stealth22 in Tips for DevelopersYeah, that's why I said I prefer to use FileVersionInfo for referenced DLL's instead. Way less chance for error, lol.
And yeah, I studied Computer Science, and I'm a .NET software developer for a living.
-
w35 reacted to Albo1125 in [Bug] Unarmed arrests and the APIFunctions.GetPedArrestingOfficer()) does not return the right officer if the suspect has been arrested without a gun. If I arrest the suspect with a gun, though, it's fine.
Just to let you guys know, @LMS
-
w35 reacted to Kal74 in RPH Ver 0.36 for RGSC just releasedno problem at all :)
-
w35 got a reaction from Kal74 in RPH Ver 0.36 for RGSC just releasedThanks. I was waiting for this information.
-
w35 reacted to Kal74 in RPH Ver 0.36 for RGSC just releasedIf you are on the RGSC version of GTAV RPH Version 0.36 is up and available for download
Top link on the Page
http://ragepluginhook.net/
EDIT: It should work for both RGSC and Steam Users of GTAV
Enjoy
-
w35 reacted to alexguirre in [REL | WIP] Wilderness CalloutsReleases - Current version v0.5.0
Released Callouts
Possible illegal hunting Rocks blocking the road Aircraft crash Reckless driver Wanted felon in vehicle Suicide attempt Animal attack Missing person Public disturbance Hostage situation Arson Officer needs transport Attacked police station Demonstration
Extra Features
Air ambulance Vet Binoculars Hunting and fishing license check Helicopter camera
Ambient Events
Someone hunting Public intoxication
Future Callouts
This callouts may or may not be in a future release.
Illegal camping Person littering on park property Trespassing Drunk people on park property Possible illegal fishing Wanted felon on foot
Videos
I accept any suggestions, so you can post here any ideas you have
-
w35 reacted to Kal74 in Get the same 3 or 4 call outs.Go with Kilyin's recommendation above..
I have about 6-8 Callouts installed, never a dull moment, and when you add in ambient events, even more things to do in between waiting for Callouts... The more Callouts you have installed, the less time you'll have to sit around and drink coffee and eat donuts ...
-
w35 reacted to Kilyin in Get the same 3 or 4 call outs.To expand on this, I would recommend installing the following:
CalloutsV: http://www.lcpdfr.com/files/file/7989-calloutsv-the-successor-to-callouts/
BankCallouts: http://www.lcpdfr.com/files/file/8126-bank-callouts/
HEROCOP: http://www.lcpdfr.com/files/file/8437-herocop-beta-02-k9-partner-drag-body-injured-store-hold-ups-and-more/
Code3Callouts: http://www.lcpdfr.com/files/file/8082-code-3-callouts/
FederalCallouts: http://www.lcpdfr.com/files/file/8452-federal-callouts-alpha-updated-to-rph-026/
ArrestWarrantCallouts: http://www.lcpdfr.com/files/file/8648-arrest-warrant-callout/
SimpleCallouts: http://www.lcpdfr.com/files/file/8022-simple-callouts-pack/
High Priority Callouts: http://www.lcpdfr.com/files/file/9135-high-priority-callouts/
MoreCallouts: http://www.lcpdfr.com/files/file/8084-morecallouts/
WildernessCallouts: http://www.lcpdfr.com/files/file/8108-wilderness-callouts/
Crazy Callouts: http://www.lcpdfr.com/files/file/8197-crazy-callouts/
Install all those and mash on X a few times, and if you are seeing the same shit over and over, you did something wrong.
-
w35 reacted to LMS in Vector3 ComparisonFor a small set, a comparison as shown by Darkmyre and alexguirre is more than sufficient. If you have a very large data set (and also to reply to @Darkmyre's question whether it is efficient), a proper algorithm should be used. Just think of it as a maths problem: Let M be an euclidean space where you have a set S of points in M and a point p ∈ M. You want to find the closest point in S to p. Right now, using the naive approach, you have a runtime of O(dN) (d = dimensionality of M, N = cardinality of S) for getting the closest point. To achieve better performance, there are many different ways, such as using a kd tree (O(log N) or a voronoi diagram (best would be to use 2d then and ignore z axis to reduce space requirements or check at last) etc. You could even use Locality Sensitive Hashing if you want to (overkill for 3d most likely though).