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Everything posted by SyeDog
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Update 1.0.6.0 released, adding a few changes but mainly massive improvements on already released callouts. Next update will hopefully be adding a few more callouts and possibly a few fixes to existing ones. Thank you for over 5000 downloads! keep it coming and hopefully i can get a few reviews on its current state of development.
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Hey, just wanted to say thank you. Adding the check to see if the Suspect was valid and not set to null has solved the issue, must have been trying to run that check before the Suspect was created which was throwing the error. Not only has it solved my issue but also taught me a lesson on errors and also how LSPDFR runs through a callout. Thanks again.
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Yeah i have a way to end with the end key later on, i added the game fiber to try and fix the issue but it persisted. The game still gives me the object reference error with just if (Suspect.IsDead || Suspect.IsCuffed) { End(); } The Suspect is created in a sub method of a callout handler which picks from 4 situations if thats any use to the solution oncalloutaccepted() { callouthandler() } callouthandler() { create random int if(roll = 1) { situation1() } } situation1() { suspect = new Ped() } Hopefully use can understand the flow of things without me having to copy all the code, as i am away from my computer now.
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Hello, following a suggestion from another member on the forums for my callout i have been trying to add more ways to end my callouts for example, when a ped dies or is cuffed ect. My issue is that when i impliment the code, it keeps crashing my callout or LSPDFR itself. Below i have listed the common errors i get and the code where the error is taking place. Hopefully someone can help or guide me to a solution as looking a few pages back, someone else had a similar issue but is using the same code as me to end the call, just mine isnt working. Thanks in advance. [4/9/2019 3:26:21 PM.450] LSPD First Response: OTB - Police Radio audio should have been played sucessfully [4/9/2019 3:26:23 PM.630] LSPD First Response: Roll: 1 [4/9/2019 3:26:23 PM.631] LSPD First Response: [TRACE] Cleaning UI [4/9/2019 3:26:23 PM.633] LSPD First Response: [TRACE] User accepted callout [4/9/2019 3:26:23 PM.651] LSPD First Response: Error while processing callout: GraffitiCall: Object reference not set to an instance of an object. at OTBCallouts.Callouts.GraffitiCall.Process() in On The Beat Callouts\Callouts\GraffitiCall.cs:line 466 [4/9/2019 3:26:23 PM.651] at .() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 186 [4/9/2019 3:26:23 PM.652] LSPD First Response: EndCurrentCallout: Finishing... [4/9/2019 3:26:23 PM.653] LSPD First Response: OTB - Call ending, computerPlus Updated [4/9/2019 3:26:23 PM.653] LSPD First Response: OTB - Cleanup initiated, removing callout assests [4/9/2019 3:26:23 PM.654] LSPD First Response: [TRACE] Cleaning UI [4/9/2019 3:26:23 PM.656] LSPD First Response: [TRACE] Released 0 entities from #1 Content Manager [4/9/2019 3:26:23 PM.656] LSPD First Response: [TRACE] Instance cleaned ( #1) [4/9/2019 3:26:23 PM.661] LSPD First Response: OTB - Search area init complete successfully public override void Process() { GameFiber.StartNew(delegate { while (hasArrived) GameFiber.Yield(); if (Suspect.IsCuffed || Suspect.IsDead || !Suspect.Exists()) { End(); } }); base.Process(); } If people need more information i can provide more logs or information about the callout process if needed. Thanks!
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Thanks for the feedback, i shall try to implement those things but just for some information, you may know or you may not. Graffiti callout does only have one location but it also has 4 options for the callout, depending on a dice roll it could be a different callout each time. Suspicious vehicle callout i had not noticed it was cancelling the call, i have always responded to it without issue i will have a look and see, i am sure the vehicle has a 300f spawn range and a 20-30f distance check off the top of my head. Drunken disorderly feedback is defiantly an oversight and will be addressed in the next update.
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0.4.1 Stable List (with links, authors & video demos)
SyeDog replied to sssneaky's topic in Discussion & Suggestions
@sssneaky Just wanted to say thank you for the shout out on here, OTB Callouts is going to be getting a reasonable upgrade soon. Adding more to the callouts it already has and hopefully can start on getting some new callout soon. Did start work on a menu system for the callouts but had to go back to square one, which means it will not be in the new update when released. Glad you like the pack and glad its stable! -
glad i helped, hopefully someone with abit more knowledge and experience can help both of us further. I just need to sort rotation now i suppose! as my cans stuck through my hand haha
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fixed it myself, it was an error with my animation code as it was waitingforcompletion forever and never getting to the point where i spawn the can public void attachSprayCan() { Vector3 sprayCanOffset = new Vector3(0, 0, 0); Rotator spraycanRotation = new Rotator(0, 0, 0); int boneIndex = Suspect.GetBoneIndex("BONETAG_R_HAND"); SprayCan = new Rage.Object("ng_proc_spraycan01b", SpawnPoint, 0f); SprayCan.AttachTo(Suspect, boneIndex, sprayCanOffset, spraycanRotation); Game.LogTrivial("OTB - SprayCan added to ped's right hand" + boneIndex.ToString()); } There is probably a much cleaner and better way of doing this but this is my working code for spawning in a spraycan and attaching it to the spawned peds right hand. Best way i found to find prop names was to use openIV and search for the name or object you want which will return a object file with the correct name to use. Hopefully some of this information helps! You can also find the bone list in the ragehook documentation
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Cant even get mine to spawn with the code above
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I was going to post this exact question but with alittle bit more detail, i also need to attatch the prop to the spawns peds hand. I have this code currently, doesnt throw an error but does seem to kill my callout without spawning anything. public void attachSprayCan() { Vector3 sprayCanOffset = new Vector3(0, 0, 0); Rotator spraycanRotation = new Rotator(0, 0, 0); int boneIndex = Suspect.GetBoneIndex("SKEL_R_Hand"); SprayCan = new Rage.Object("ng_proc_spraycan01b", SpawnPoint, 0f); SprayCan.AttachTo(Suspect, boneIndex, sprayCanOffset, spraycanRotation); Game.LogTrivial("OTB - SprayCan added to ped's right hand" + boneIndex.ToString()); } Hopefully someone out there could help both of us at the same time plus hopefully the additonal information should be useful for you Bleddyn
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hmm, not sure about that one, i havent done any integration of interactions+ so i am unsure why it would be conflicting. The callouts use the Y key unless its changed in the ini file for the convasations so possible it could be that. I am busy making a interaction menu to talk with suspects and inspect vehicles but i will have a look and see if i can release a patch if i find out the issue. Any chance you could find some logs for me to look through to see if its flagging anything up?
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If you have PeterUCallouts you can take a statement using it. If not you can RP the situation currently as i have been struggling with animations currently which will be added later in development. Also a speech menu is planned to replace the scripted text so will be adding a statement collection into that.
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Manual Security Checks, Executable code need advice
SyeDog replied to SyeDog's topic in API Development
Thank you for the information, that would defiantly be a improvement, because as i take it the mod it totally hidden from being viewed by anyone while the security check is being made so just using my mod for an example as its what i know. No one could see my callout pack for 18ish hours. Even if they could see the page for it but have the downloads blocked for the new version until checked, people could have a message on there saying the new version is up for review. I like that idea alot. Anyways thanks for the clarification, i understand why and i would want to be thorough with the checks too, its peoples computers and data that could be at risk. While on the subject, is there a way to delete an old version without having to use the upload a new version system as i made a mistake with naming my rar files yesterday and then had to wait through another security check because i deleted the old rar and hadn't changed the new version at all. Again i understand why and it could be me making a silly mistake but it was the only way i could find to do it.

