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ToastinYou

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Everything posted by ToastinYou

  1. Well.. Where do I put the coordinates? I want to have like SpawnPoint1, SpawnPoint2, SpawnPoint3, etc.. each one has different x,y,z.
  2. How do I set a spawnpoint as coordinates? x & y?
  3. I use this list: https://gist.github.com/leonardosnt/53faac01a38fc94505e9
  4. Welcome to.. Toasty Callouts Toasty Callouts strives to do things with a unique style. Want to become an Official Tester for Toasty's modifications? Apply here: https://goo.gl/forms/AoljgkXrThhQr50x1! Want to become a Multimedia Producer for Toasty's modifications? Apply here: https://goo.gl/forms/d2L6ABpiSIC6Hull1! If you'd like to stay updated with Toasty Callouts Revamped and get exclusive content of Toasty Callouts be sure to join the NEW official Discord server! Latest Update: Download: Not available at this time. Stay Toasty.
  5. Is it possible to set a person drunk in a callout plugin with your breathalyzer? Like with Q's breathalyzer mod you can do Ped.Armor = 69; to set them drunk. Figured it out! :)
  6. I was asking him a question because I got another error but I fixed it.. see where the post says "Edited". So I changed it from my question to that.
  7. Nevermind I got it. Thank you for all your help!
  8. I put this in NoiseComplaint.cs: if (Settings.PlayMusic) { Functions.PlayScannerAudio("PLAY_GUITAR_SONG"); } And have this in Settings.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Rage; using Rage.Native; using LSPD_First_Response; namespace UnlimitedCallouts { internal static class Settings { internal static bool PlayMusic = true; //internal static bool DoSomeOtherThing = false; //internal static Keys SomeHotKeyOrWhatever = Keys.D8; //internal static string PlayerName = "Name Not Set"; internal static void LoadSettings() { // initialize the INI file Settings.LoadSettings(); InitializationFile ini = new InitializationFile("Plugins/LSPDFR/UnlimitedCallouts.ini"); ini.Create(); // read each setting and set it // For details on how to do all this, look at docs.ragepluginhook.net under the InitializationFile class // I don't have access to look it up myself at this moment but will update this example later. } } } Not really sure how to read each setting and set it, and I tested it with ini file below and it didn't work. I'd imagine I'm suppose to read it and set it as you said but I don't know how to do that. I probably have the ini file wrong too, I don't know lol. PlayMusic = false and it doesn't work, it still plays the music even when I set in the ini file to false.
  9. Thanks man. Working on it right now, was just compiling audio files I'll be using in future callouts for over an hour or so. I'll post here if I have anymore questions :)
  10. If in my INI File I'm trying to make an option so that you can set Play Music to true or false so if you don't want to hear the loud music it's false if you do then it's true, so you have the option.. how would I initialise that? The part where it plays the song is in NoiseComplaint.cs under folder Callouts while the ini file coding is in Main.cs under the project directory. Here's my INI coding in Main.cs: namespace UnlimitedCalloutsINI { public class EntryPoint { /// <summary> /// In this method, we load up the .ini file so other methods can use it. /// </summary> /// <returns></returns> public static InitializationFile initialiseFile() { //InitializationFile is a Rage class. InitializationFile ini = new InitializationFile("Plugins/LSPDFR/UnlimitedCallouts.ini"); ini.Create(); return ini; } /// <summary> /// In this method, we load up the ini file with the method above and we read one of the values: in this case, a keybinding. /// </summary> /// <returns></returns> public static String getTalkKey() { InitializationFile ini = initialiseFile(); //ReadString takes 3 parameters: the first is the category, the second is the name of the entry and the third is the default value should the user leave the field blank. //Take a look at the example .ini file to understand this better. string keyBinding = ini.ReadString("Keybindings", "TalkKey", "T"); return keyBinding; } /// <summary> /// In this method, we read the player's name from the .ini file. If it is too long, we let the player know in a somewhat subtle way. /// </summary> /// <returns></returns> public static String getOfficerName() { //We use the first method we created InitializationFile ini = initialiseFile(); //ReadString takes 3 parameters: the first is the category, the second is the name of the entry and the third is the default value should the user leave the field blank. //Take a look at the example .ini file to understand this better. string playerName = ini.ReadString("Settings", "OfficerName", "NoNameSet"); //If the name has more than 12 characters if (playerName.Length > 12) { playerName = "NameTooLong"; } return playerName; } public static String getPlay_Music_in_Noise_Complaint_Callout() { InitializationFile ini = initialiseFile(); string PlayMusic = ini.ReadString("Settings", "Play_Music_in_Noise_Complaint_Callout", "True"); return PlayMusic; } /// <summary> /// In the main method, we attempt to read all the information from the .ini file. To convert a string to a System.Windows.Forms.Keys, we use a KeyConverter. /// Do not forget to add a reference to System.Windows.Forms, which can be done via project> add reference> assemblies> framework. /// I also added using System.Windows.Keys; at the beginning of the project so we don't have to type that every time we use one of its methods. /// </summary> public static void Main() { //A keysconverter is used to convert a string to a key. KeysConverter kc = new KeysConverter(); //We create two variables: one is a System.Windows.Keys, the other is a string. Keys TalkKey; string OfficerName; //Use a try/catch, because reading values from files is risky: we can never be sure what we're going to get and we don't want our plugin to crash. try { //We assign myKeyBinding the value of the string read by the method getMyKeyBinding(). We then use the kc.ConvertFromString method to convert this to a key. //If the string does not represent a valid key (see .ini file for a link) an exception is thrown. That's why we need a try/catch. TalkKey = (Keys)kc.ConvertFromString(getTalkKey()); //For the playerName, we don't need to convert the value to a Key, so we can simply assign playerName to the return value of getPlayerName(). //Remember we've already made sure the name can't be longer than 12 characters. OfficerName = getOfficerName(); } //If there was an error reading the values, we set them to their defaults. We also let the user know via a notification. catch { TalkKey = Keys.T; OfficerName = "DefaultName"; Game.DisplayNotification("There was an error reading the .ini file. Setting defaults..."); } //Now you can do whatever you like with them! To finish off the example, we create a notification with our name when we press our keybinding. //We create a new GameFiber to listen for our key input. GameFiber.StartNew(delegate { //This loop runs until it's broken while (true) { //If our key has been pressed if (Game.IsKeyDown(TalkKey)) { //Create a notification displaying our name. Game.DisplayNotification("Your name is: " + OfficerName + "."); //And break out of the loop. break; } //Let other GameFibers do their job by sleeping this one for a bit. GameFiber.Yield(); } }); } } } Here's the part I want optional GameFiber.Sleep(7500); ABlip.Delete(); Suspect.Tasks.PlayAnimation(("amb@world_human_musician@guitar@male@base"), ("base"), 1, AnimationFlags.Loop); Game.LogTrivial("Created Animation."); propMethod(); propGuitar.AttachTo(Suspect, Suspect.GetBoneIndex(PedBoneId.LeftPhHand), Vector3.Zero, Rotator.Zero); Game.LogTrivial("Created propGuitar."); Functions.PlayScannerAudioUsingPosition("PLAY_GUITAR_SONG", this.spawnPoint); Game.DisplaySubtitle("~r~Suspect~w~: Runnin.. by the riverrrr, babyyyyy!", 10000); Game.LogTrivial("Displayed Song Subtitle."); GameFiber.Sleep(5000); Game.DisplaySubtitle("~b~Officer~w~: Please, stop playing this shit right now!", 5000); GameFiber.Sleep(5000); Game.DisplaySubtitle("~y~Suspect~w~: Yes, sorry sir.", 5000); GameFiber.Sleep(1500); propGuitar.Detach(); Suspect.Tasks.PlayAnimation(("move_action@p_m_zero@unarmed@idle@low_energy@a"), ("idle"), 1, AnimationFlags.Idle); GameFiber.Sleep(3000); Game.DisplayNotification("~b~Dispatch~w~: Take appropriate action, Officer."); GameFiber.Sleep(5000); Game.DisplayHelp("With a situation like this, it's recommended that you leave the suspect off with a warning, letting them know that you are serious.");
  11. Looks great, but let me ask you this: Can I do this exact same thing for a Callouts mod? As that looks like a RAGE only mod, while mine is LSPDFR. And, where does this go? Do I just create a new VS Project? Thanks! :)
  12. How do you go abouts with starting to create an INI file for a Callouts plugin? If someone could just inform me of how to start it out and where to put the code I can obviously code the inner parts of it, I just need to know where abouts to start it, if you need a new VS project for it, etc. I can't find any previous topics on how to do this so that's why I'm creating this one. Thank you for the help! Don't know if you guys will need any code to help me, but here's my Main.cs: using ToastyCallouts.Callouts; using LSPD_First_Response.Mod.API; using Rage; public class Main : Plugin { public override void Initialize() { Functions.OnOnDutyStateChanged += OnOnDutyStateChangedHandler; Game.DisplayNotification("Unlimited Callouts v1.3 successfully loaded, thank you for downloading!"); Game.LogTrivial("Plugin Unlimited Callouts " + System.Reflection.Assembly.GetExecutingAssembly().GetName().Version.ToString() + " has been initialised."); Game.LogTrivial("Go on duty to fully load Unlimited Callouts."); } public override void Finally() { Game.LogTrivial("Unlimited Callouts has been cleaned up."); } private static void OnOnDutyStateChangedHandler(bool OnDuty) { if (OnDuty) { RegisterCallouts(); Game.DisplayNotification("~r~Unlimited~w~ ~b~Callouts~w~ v1.3 has loaded successfully, thank you for downloading!"); } } private static void RegisterCallouts() { /*Functions.RegisterCallout(typeof(RecklessDriver)); Functions.RegisterCallout(typeof(GrandTheftAuto)); Functions.RegisterCallout(typeof(PossibleProstitute)); Functions.RegisterCallout(typeof(PrisonEscapee)); Functions.RegisterCallout(typeof(PursuitinProgress)); Functions.RegisterCallout(typeof(SuspiciousVehicle)); Functions.RegisterCallout(typeof(PossibleMugging));*/ Functions.RegisterCallout(typeof(NoiseComplaint)); } }
  13. Can you take screen shots of your Game directory, /Plugins and /Plugins/LSPDFR?
  14. It wouldn't matter. There is nothing in the code telling Spike Strips mod to start when you go on duty, only when the game starts so there's absolutely no point in doing it. Either it would crash, not work at all, or work, but it wouldn't load when you go on duty, it's coded to load when you first start GTA V.
  15. Thanks man, I appreciate it :)
  16. Glad to here it's fixed, good luck!
  17. The WASHINGTON and SWIFT are trying to spawn on the exact same point? Would that be interrupting them because they're both trying to spawn right at that exact spot? "Helipad, 100.9656f"
  18. I know this.. I'm asking how do you get a Ped or Suspect to play the guitar. This is the API Development forum Sellars lol. I'm just looking for if there's a line of code to make a Ped or Suspect hold an object (guitar specifically). Thank you though! :)
  19. Is there a way to have a Ped/Suspect hold an object, more specifically a guitar? I have the code below, doing the animation of playing the guitar, but there is no guitar in his hands. It must be possible to spawn in the item so he can hold it or something while doing the animation? Suspect.Tasks.PlayAnimation(("amb@world_human_musician@guitar@male@base"), ("base"), 1, AnimationFlags.Loop); Thank you for any help!
  20. How do you make a ped play an animation? I'm looking for something like a hooker/prostitute dancing or something like that. Thank you!
  21. I'll put it right above or right beside PLD, don't worry (whichever looks better). P.s. it's a Speed Limit type of thing @Delta4
  22. I have tried this: point.X = Rage.Game.Resolution.Width / 50; point.Y = Rage.Game.Resolution.Height / 50; Which puts it around the top left corner. I want it right to the right of the minimap. I have tried making it 50 and -50, thinking of it as a graph, but when you put negative it disappears. Not really sure where to go from here.
  23. Hey, so I'm making a RAGE plugin and can't seem to figure out how to put my text in a specific place on the screen. If you need more information let me know :)
  24. myPed.IsDead Is general. You could add in front if myPed.IsDead(); { } or something along those lines. If you need anymore help you can PM me :)

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