Everything posted by AnIdioticMonkey
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Getting the closest set location? [SOLVED]
Great, thanks! That's much easier!
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Getting the closest set location? [SOLVED]
Thanks @ainesophaur, that works! And @Albo1125 - i wasn't using DistanceTo as that didn't work (spawning this thread). Anyway, thanks for all your help guys!
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Getting the closest set location? [SOLVED]
Still no go, it still is setting me closest to location 1. Here is my code - (sorted into 2 voids) public void firstloc() { if(Game.LocalPlayer.Character.Position.TravelDistanceTo(loc1) < Game.LocalPlayer.Character.Position.TravelDistanceTo(loc2)) { Game.LogTrivial("Closer to 1"); close21 = true; } if (Game.LocalPlayer.Character.Position.TravelDistanceTo(loc1) > Game.LocalPlayer.Character.Position.TravelDistanceTo(loc2)) { Game.LogTrivial("Closer to 2"); close22 = true; } } public void secondloc() { if (close21 == true) { if(Game.LocalPlayer.Character.Position.TravelDistanceTo(loc1) < Game.LocalPlayer.Character.TravelDistanceTo(loc3)) { Game.LogTrivial("Closest is 1 - setting"); } } if (Game.LocalPlayer.Character.Position.TravelDistanceTo(loc1) > Game.LocalPlayer.Character.Position.TravelDistanceTo(loc3)) { Game.LogTrivial("Closest is 3 - setting"); } }
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Getting the closest set location? [SOLVED]
I'm using a DistanceTo() extension for vector3 (got it off of LCPDFR - the stickied thread by LMS)
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Getting the closest set location? [SOLVED]
Hi, i only ask this after thoroughly racking my brains . I want to get the closest of 3 set Vector3 locations the Player is closest to. The way i have been doing it is checking if the player is closest to 1 or 2, and then i check that result to 3, however it always returns that i'm closest to 1, no matter what. Has anyone done anything similiar and have an easy method? Ask me if i'm not being clear enough! Thanks.
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The application domain in which the thread was running has been unloaded.
Ok, Thank you
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The application domain in which the thread was running has been unloaded.
The title is the problem! I hope this is the right forum, my problem is that i have a rage plugin which acts as a framework for my other WIP plugins. However it crahses when loading with this error : [10/04/2016 17:04:09.453] ============================== [10/04/2016 17:04:09.455] EXCEPTION DURING FRAME RENDER [10/04/2016 17:04:09.457] ------------------------------ [10/04/2016 17:04:09.457] Origin: Plugin "" (MyFW.Common.dll). [10/04/2016 17:04:09.458] ------------------------------ [10/04/2016 17:04:09.459] Exception type: System.AppDomainUnloadedException [10/04/2016 17:04:09.459] Exception message: The application domain in which the thread was running has been unloaded. [10/04/2016 17:04:09.460] ------------------------------ [10/04/2016 17:04:09.460] Inner exceptions: [10/04/2016 17:04:09.461] ------------------------------ [10/04/2016 17:04:09.462] Stack trace: [10/04/2016 17:04:09.507] at Rage.RemotePlugin.OnRender() [10/04/2016 17:04:09.508] at Rage.Plugin.OnRender(Object sender, EventArgs e) [10/04/2016 17:04:09.508] ============================== I have tried cleaning and rebuilding, does anyone know what's happening?
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Key Detection Problems
Have an internet high five! You fixed it and it now works perfectly, thank you! I'm sure i have already tried the gamefiber approach but maybe it failed because i didn't have the break; ? Anyway, thank's for all your help!
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Key Detection Problems
Unfortunately that does not work, it still waits before the timer elapses before displaying we haven't pressed the key but the Game.iskeydown never returns true Edit: Do you think it has anything to do with this? It seems to be looping throught the 'Key Not pressed' code more and more every time it's run http://s21.postimg.org/g3ubu2tyf/adding.jpg
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Key Detection Problems
Hi, i hate posting so soon after my other thread but i just can not get Game.IsKeyDown() to work. I have it detect if the key is pressed (Y) while a bool is active which is only active while a timer is on. I have tried with just the IsKeyDown method but it still will not work. I have tried in a normal process, in a while loop and in a new Game Fiber. Could anyone see if i'm doing anything wrong? Here's a pic of the relevant code (I have highlighted the area with game.iskeydown) : http://s30.postimg.org/k4x1ii6o1/jpg.png I had to upload it as LCPDFR.com would not allow me to upload pictures, and neither would imgur Edit: Do you think it has anything to do with this? It seems to be looping throught the 'Key Not pressed' code more and more every time it's run http://s21.postimg.org/g3ubu2tyf/adding.jpg
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Detect when a user has ended any callout?
Thanks, i will try this!
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Detect when a user has ended any callout?
I have figured out how to do it for my callouts (really easy) but is it possible for any callout that is running?
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Detect when a user has ended any callout?
Question is quite simple i hope! Basically, is it possible for me to have a process that starts when ever somebody starts a callout and detects when they've ended it, for any callout running in the game? Or it can just be a process that runs throughout your shift on LSPDFR but i have a feeling that might be quite intensive. Thanks in advance!
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Request of Two API Functions
Definitely. Although issues could arise over some plugins randomly setting avaliable for calls to false or starting a random callout without telling you.
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Callout Glitches The Game
Would be nice if you could share the code.....
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Make a .dll
The error appears when you build the project, as vs is trying to start it like an executable
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Make a .dll
That's not an error. It is simply saying as it is a .dll it can not be run like an .exe. It is nothing to worry about and should come up.
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wip Plugin tool
+1 This would be so helpful
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Force ending a pullover
Okay, thanks. I think I'll just tell them to cancel the traffic stop!
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Force ending a pullover
Hi, is there any way to force end a pullover? Not making them flee, but getting them to merge back into traffic, and passing them back to the game. Setting the task VEHICLE_WANDER doesn't work, i assume LSPDFR is blocking this? Thanks!
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New API Functions in LSPDFR 0.2a
Thanks! Already worked that out from trial and error, but thanks! Personally holding out for 0.3 myself.
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New API Functions in LSPDFR 0.2a
I know this thread looks dead, but just wondering if the audio played has to be in a certain order. Because there are files named the same, and wondering how it distinguishes between them.
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Spawning cops at beginning of pursuit
Hi! Basically as my title suggests, i just want to know if there is any way to spawn cops along with the criminal and add them to the pursuit. I know you can use the Function.RequestBackup() but sometimes they don't arrive until later, or at all. I see no outright addCopToPursuit and was wondering if there was a way yet. NINJA EDIT : Remembered the addPedToPursuit! Does this work on cops and instead of adding them as a criminal, does it add them as a cop with LSPDFR's AI?