Everything posted by AdirB
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How do You mod Cars Now?
Hi, now that OpenIV is not an option anymore, how do you install vehicle mods?
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Check If Callouts Not Accepted
Thanks a lot!
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Check If Callouts Not Accepted
Hello, I noticed in some other callout scripts that they detect whether or the player accepted the callout or not and play scanner audio according to the result. So my question is, how can I check if the player accepted a callout or not? Thanks!
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Custom Visuals - Wig Wags Not Working
Hello! I am using the Custom Visuals mod. I am using custom vehicles which they use carcols.meta. Everything works awesome, except the Wig Wags, they won't "blink". They do blink when I don't have the mod on. My guess is that it has to do something with the "carcols.ymt" file, but I have absolutely no idea on fixing it. I tried replacing them, I tried changing the values of the Custom Visuals carcols.ymt to the ones in the carcols.meta of the custom vehicles pack. It just doesn't work. Can anyone with the knowledge help me please?
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I'm locked inside my police car.. GREAT!
I LOVE DONUTS! I know this Youtuber :3 fuzzy.
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I'm locked inside my police car.. GREAT!
- 2 Questions - Code problem and INI
Hi, thanks for your answer. Can you please explain how this works? "COPY_THAT13XRAY13", do I need to do that on every code, like COPY_THAT1ADAM15?- 2 Questions - Code problem and INI
Anyone?- 2 Questions - Code problem and INI
I another problem with the INI. The PlayScannerAudio() function won't read the division number, unit and beat number from the INI file. For example, when I do Functions.PlayScannerAudio("COPY_THAT" + Settings.Division + Settings.Unit + Settings.Beat); It will only play the COPY_THAT file. This is how I set the numbers in the INI file: internal static string Division = "13"; internal static string Unit = "XRAY"; internal static string Beat = "13"; ---- Division = ini.ReadString("Player Settings", "Division", "13"); Unit = ini.ReadString("Player Settings", "Unit", "XRAY"); Beat = ini.ReadString("Player Settings", "Beat", "13");- 2 Questions - Code problem and INI
It works, thanks a lot! Sorry, I forgot to add the pastebin link. https://pastebin.com/JFm9TpgD- 2 Questions - Code problem and INI
Hello, I'm pretty new to C#, LSPSFR and RPH APIs. I have 2 different problems with my codes. The first one is that for some reason in the process method, the if statement that checks weaponPickedUp == true is not considering the distance check, so it executes the End() method without me being within 3 meters to NotesCoroner. The other weird part of it is, it executes the End() method, but I don't have "[Homicide Crime Scene] The coroner took the knife!" in the console, so it's like the if statement is not even passed. So I don't know what's wrong with this. Pastebin: https://pastebin.com/JFm9TpgD The second problem is with my INI code. I found PNWParksFan's reply in the forum about making an INI file: I did exactly the same as he said, I created a new class, I called it "Settings", and I added this code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Rage; using LSPD_First_Response.Mod.API; namespace Crime_Scene_Callouts { internal static class Settings { internal static string officerName = "SetYourOfficerNameHere"; internal static void LoadSettings() { Game.LogTrivialDebug("Loading Crime Scene Callouts settings..."); string path = "Plugins/LSPDFR/CrimeSceneCallouts.ini"; InitializationFile ini = new InitializationFile(path); ini.Create(); officerName = ini.ReadString("Player_Settings", "Officer_Name", "SetYourOfficerNameHere"); } } } I also have Settings.LoadSettings(); in the Initialize() Method. The problem is that I can't use the "officerName" variable in other methods/files. It simply says that it does not exist in the current context. Game.DisplaySubtitle("~o~Coroner: ~w~Hello, Officer " + officerName + "."); Then I tried: Game.DisplaySubtitle("~o~Coroner: ~w~Hello, Officer " + Settings.officerName + "."); But now it shows "SetYourOfficerNameHere" no matter what I type in the .INI file. This is how my INI file looks like: [Player Settings] //Change "SetYourOfficerNameHere" to set your name. OfficerName=Adir What should I do to make officerName accessible? Thanks in advance.- Real California Architecture
- 71 comments
- 27 reviews
- Real California Architecture
- 71 comments
- 27 reviews
- Emergency Lighting System
- 2,671 comments
- 234 reviews
- Real Time Sync Reborn (Weather included)
Hi, I'm getting a crash report while loading the game. I sent you the crash report in a private message.- 125 comments
- 11 reviews
- Emergency Lighting Revolution - Best Emergency Lighting Modification [ELR] - GTA V
Thank you!!! It's awesome!. But I get the pinky-purple color more often than the blue and red, is there a way to change it?- 81 comments
- 16 reviews
- PoliceLifeS - ALPHA | Vehicle Gas System, Hunger System, Rank System
- 120 comments
- 13 reviews
- PoliceLifeS - ALPHA | Vehicle Gas System, Hunger System, Rank System
I know that. I go first on duty obviously, but it's not loaded. I copied the files exactly how you told in the page. I found this in the logs Error while creating plugin: PoliceLifeS.Main: System.Data.SQLite.SQLiteException (0x80004005): SQL logic error or missing database- 120 comments
- 13 reviews
- PoliceLifeS - ALPHA | Vehicle Gas System, Hunger System, Rank System
- 120 comments
- 13 reviews
- PoliceLifeS - ALPHA | Vehicle Gas System, Hunger System, Rank System
For some reason when I go on duty, the your plugin's not loading. I have no erros and in the console it seems like it is loaded.- 120 comments
- 13 reviews
- When ped is arrested by another cop ped
It does in End(). public override void End() { Game.LogTrivial("callout is ended and entities removed."); base.End(); if (MaleBanker.Exists()) { MaleBanker.Dismiss(); } if (FemaleBanker.Exists()) { FemaleBanker.Dismiss(); } if (SuspectA.Exists()) { SuspectA.Dismiss(); } if (SuspectBlipA.Exists()) { SuspectBlipA.Delete(); } if (SuspectB.Exists()) { SuspectB.Dismiss(); } if (SuspectBlipB.Exists()) { SuspectBlipB.Delete(); } if (SceneIndicator.Exists()) { SceneIndicator.Delete(); } Game.LogTrivial("callout entities are removed."); }- When ped is arrested by another cop ped
Hello, I have created a callout and every end method I gave it works fine, except the method when another cop arrests the suspects and than comes the transport. The method is actually working great, the callout ends but I don't get a notification says that the suspects are in custody. I do get a notification when I make the arrest. if (Functions.IsPedArrested(SuspectA) && Functions.IsPedArrested(SuspectB) && !Functions.IsPursuitStillRunning(Pursuit)) { Game.DisplayNotification("Distpach, suspects are in custody. Resuming Patrol."); Functions.PlayScannerAudio("10_15_SUSPECT_IN_CUSTODY 10-4_COPY"); End(); } So I assume that IsCuffed is only when the player is making the arrest. What can I do to end the callout properly when others arrests the suspect? EDIT: Fixed above by changing SuspectA.IsCuffed to Functions.IsPedArrested(SuspectA) I also have another problem with callouts. When in a pursuit after a suspect and when I press X the callout ends but the entities are not being removed, even the blips. It happens only when I'm in a pursuit with my callouts, I know because I tried to press X when not in a pursuit and it does delete everything. So it's only happens when in pursuit. Do I need to add somethign additional to make the callout terminate itself when pressing X in a pursuit? Thanks :)- variable name to all objects
As far as I unnderstand I need to make an array called VehicleArray to use this method. so it will be like this? string[] VehicleArray = { private Rage.Object cone1, private Rage.Object cone2, private Rage.Object cone3, private Rage.Object cone4, private Rage.Object cone5, private Rage.Object cone6, private Rage.Object cone7, private Rage.Object cone8, private Rage.Object cone9, private Rage.Object cone10, private Rage.Object cone11, private Rage.Object cone12, private Rage.Object cone13, private Rage.Object cone14, private Rage.Object cone15, private Rage.Object cone16, private Rage.Object cone17, private Rage.Object cone18, private Rage.Object cone19, private Rage.Object cone20 }; And then in the delete ( End() ) section of the LSPDFR API I can add the for(int i=0; i < VehicleArray.length; i++) { if(vehicleArray[i] != null) vehicleArray[i].delete; } Did I get it?- variable name to all objects
Vehicles for example. Vehicle PoliceVeh1 = new Vehicle("POLICE", new Vector3(-3001.16f, 111.4664f, 14.24027f), -67.54518f); Vehicle PoliceVeh2 = new Vehicle("POLICE3", new Vector3(-3009.934f, 124.5363f, 14.70165f), -135.2327f); Vehicle PoliceVeh3 = new Vehicle("POLICE3", new Vector3(-2994.135f, 110.3635f, 14.10404f), -116.5795f); Instead of typing the three to delete I can make an array that contains these 3 and I can call this array PoliceVehs so I can type this instaed of typing these 3. something like: PoliceVehs={ Vehicle PoliceVeh1 = new Vehicle("POLICE", new Vector3(-3001.16f, 111.4664f, 14.24027f), -67.54518f), Vehicle PoliceVeh2 = new Vehicle("POLICE3", new Vector3(-3009.934f, 124.5363f, 14.70165f), -135.2327f), Vehicle PoliceVeh3 = new Vehicle("POLICE3", new Vector3(-2994.135f, 110.3635f, 14.10404f), -116.5795f) }; It's obviously not right but maybe it will help me to explain myself.- variable name to all objects
That means if when I want to delete them when the callout ends I have to call each one of them seperately? I have 20 objects. - 2 Questions - Code problem and INI