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techgamer15

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Everything posted by techgamer15

  1. Try this mate: public Rage.Object cone; Then have a look in OpenIV for the model name for a cone. I might have a look later and if I find anything I'll reply saying what the name is. Once you have the name, try this when all your other peds/vehicles spawn: object = new Rage.Object(Model model, Vector3 position, float heading); Have a look here for other methods you can use on the object class: https://docs.ragepluginhook.net/
  2. I'll have a look at that when GTA actually works again. Thanks.
  3. Yeah ,it must be with GTA randomising the ped before spawning, so Ill have to add a list or something with common peds that everyone should have installed.
  4. I believe thats becuase you don't have Search Warrant installed. I will try to add a check system to the plugin so that people without search warrant installed wont experience crashes. Sorry about that. Suspect.Inventory.GiveNewWeapon("WEAPON_KNIFE", 1, true); Suspect.Metadata.searchPed = "~r~A knife~w~"; These lines are what is causing your crash.
  5. So basically I have a callout in development where all the clothes stores in the whole map have a certain "shoplifting" incident. All these locations have vector 3's and are all logged in my plugin, however I noticed that for a simple call like that, they seem to spawn on the other side of the map, instead of nearby. I need an efficient way to check the distance to the locations, maybe a for-each loop looking inside an array of the x,y,z coordinates, and returning the distances to each callout in another array, then checking which one is the closest and spawning that one. I dont know how efficient that would be, plus coding it would be rather tedious and annoying. Anyone else have any ideas, maybe from your own callout packs?
  6. I will do that hopefully for the next update, Ill add it to the to-do list. That is an ongoing issue that I have, mainly due to me not wanting to reduce performance of the callout pack by checking each possible spawn location, and comparing which one is the closest to the player's current position. I am thinking of other ways to do it, so no it's not intentional, its a "bug" if you like. There are more locations coming for most of the callouts, especially the 911 call abuse one, however currently there still are callouts both in the city and the country for each type of incident.
  7. Im getting texture loss not even when any cars are spawned, so one of the plugins im using is starting to do it, and it never happened before:
  8. Am I right in saying you have ended the OnBeforeCalloutDisplayed() part with a closed bracket } as it's not visible on there?
  9. I'll try to add that callout, as I'm trying hard to avoid doing any that other people have done and I reckon thats one that no one has done yet. Motor vehicle accident is being implemented soon I'm still working on it. 🙂
  10. I think the "im new to C# and I dont know what I'm doing" bugs have been resolved, if you know what I mean, but I am always trying to make new things happen in my plugin. I probably will keep this plugin active if people show an interest in it, but then leave it in its state and work on something else.
  11. Alright yep thanks got it. What is the colour of the default blip that is used for the ShowCalloutAreaBlipBeforeAccepting one? As there are literally tonnes of colours.
  12. Basically : ShowCalloutAreaBlipBeforeAccepting(vector3 position, float size); provides a circle so that the player knows roughly where the callout is before accepting. However, I want to make it so that happens, but it stays on there and only goes away when the player is near to the ped(s) (this is for a suspicious person callout, and the player doesn't know where the suspect is until they are near to them). I cannot seem to find any code that will actually do this. Any help is much appreciated.
  13. Brilliant callout pack. May I ask why some of the callouts aren't registered yet and must be activated through Callout Manager? I personally don't use callout manager but I would love to be able to spawn all the callouts with the normal LSPDFR system.
    Absolutely excellent mod, a must have for literally all developers in this game. Well done.
  14. Brilliant list, I think the Bus Accident hasn't been covered by anyone yet, however the Manhunt was covered in OJ's Manhunt callout I believe. Woman with a knife would be excellent, and a shoplifter at a shop other than the convenience stores would also be great. You are right there; this callout pack is meant to be based off more common and low-end callouts like these, however I threw in Assault with a firearm just for some fun. With regards to your list, tresspassing and abandoned vehicle calls are already implemented, however I like the sound of adding depth into them such as the stolen aspect of the vehicle call. Hit and run has been covered by other callout packs, as has noise complaint and welfare check, however objects on the road would be a good one to add, as would a motor vehicle accident call thats different to how other people have done it.
  15. Basically I am trying to add a screenshot to my callout plugin, however I can never achieve it because it either gets stuck, like the picture shows, or completes but then returns an error saying It cannot be uploaded. Anyone else getting this issue? Also it can sometimes happen when uploading a new version of a mod, as it says failed to upload file. No idea why this is happening.
  16. Thats fine dude, no worries I think its a great pack.
  17. I would say add support for people using sheriff 3 4 and 5 maybe, however you do have a good point.
  18. Absolutely true, but I just think its a hassle when the files could be already set up for people using the sheriff slots, especially for anyone new to this.
  19. I think this is a good pack, model wise, but what is a shame is that all the cars are set up for police,1,2,3 etc slots instead of sheriff 1 and 2 which they are meant to go in anyway.
  20. It seems it hasnt installed any .xml files into the ELS pack default file? This probably is why my ram bar and spotlight flash on and off when the ELS lights are on.

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