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KALIL

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Everything posted by KALIL

  1. open iv is the reason my gta v is crashing any help?
  2. I had the same problem, I re-installed the whole game and ran everything one by one and figured out that its a open iv problem. when I uninstalled all open iv loaders in my main gta v folder everything worked fine.
  3. Yeah that's where I have it, but I check the console and it says could not load cause of invalid CLR assembly
  4. Should I not put it there?
  5. I have it in my plugins folder.
  6. Sorry its been awhile since I responded, here's my script. using System; using LSPD_First_Response.Engine.Scripting.Entities; using LSPD_First_Response.Mod.API; using LSPD_First_Response.Mod.Callouts; using Rage; Functions.RegisterCallout(typeof(Callouts.ExampleCallout)); namespace APIExample.Callouts { [CalloutInfo("ExampleCallout", CalloutProbability.Medium)] public class ExampleCallout : Callout { private Vehicle myVehicle; // a rage vehicle private Ped myPed; // a rage ped private Vector3 SpawnPoint; // a Vector3 private Blip myBlip; // a rage blip private LHandle pursuit; // an API pursuit handle /// <summary> /// OnBeforeCalloutDisplayed is where we create a blip for the user to see where the pursuit is happening, we initiliaize any variables above and set /// the callout message and position for the API to display /// </summary> /// <returns></returns> public override bool OnBeforeCalloutDisplayed() { //Set our spawn point to be on a street around 300f (distance) away from the player. SpawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(300f)); //Create our ped in the world myPed = new Ped("a_m_y_mexthug_01", SpawnPoint, 0f); //Create the vehicle for our ped myVehicle = new Vehicle("DUKES2", SpawnPoint); //Now we have spawned them, check they actually exist and if not return false (preventing the callout from being accepted and aborting it) if (!myPed.Exists()) return false; if (!myVehicle.Exists()) return false; //If we made it this far both exist so let's warp the ped into the driver seat myPed.WarpIntoVehicle(myVehicle, -1); // Show the user where the pursuit is about to happen and block very close peds. this.ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 15f); this.AddMinimumDistanceCheck(5f, myPed.Position); // Set up our callout message and location this.CalloutMessage = "Example Callout Message"; this.CalloutPosition = SpawnPoint; //Play the police scanner audio for this callout (available as of the 0.2a API) Functions.PlayScannerAudioUsingPosition("CITIZENS_REPORT CRIME_RESIST_ARREST IN_OR_ON_POSITION", SpawnPoint); return base.OnBeforeCalloutDisplayed(); }   /// <summary> /// OnCalloutAccepted is where we begin our callout's logic. In this instance we create our pursuit and add our ped from eariler to the pursuit as well /// </summary> /// <returns></returns> public override bool OnCalloutAccepted() { //We accepted the callout, so lets initilize our blip from before and attach it to our ped so we know where he is. myBlip = myPed.AttachBlip(); this.pursuit = Functions.CreatePursuit(); Functions.AddPedToPursuit(this.pursuit, this.myPed); return base.OnCalloutAccepted(); } /// <summary> /// If you don't accept the callout this will be called, we clear anything we spawned here to prevent it staying in the game /// </summary> public override void OnCalloutNotAccepted() { base.OnCalloutNotAccepted(); if (myPed.Exists()) myPed.Delete(); if (myVehicle.Exists()) myVehicle.Delete(); if (myBlip.Exists()) myBlip.Delete(); } //This is where it all happens, run all of your callouts logic here public override void Process() { base.Process(); //A simple check, if our pursuit has ended we end the callout if (!Functions.IsPursuitStillRunning(pursuit)) { this.End(); } } /// <summary> /// More cleanup, when we call end you clean away anything left over /// This is also important as this will be called if a callout gets aborted (for example if you force a new callout) /// </summary> public override void End() { base.End(); if (myBlip.Exists()) myBlip.Delete(); if (myPed.Exists()) myPed.Delete(); if (myVehicle.Exists()) myVehicle.Delete(); } } }
  7. Sadly I still get the same errors
  8. I'm having issues with a non valid CLR assembly when trying to load my call out plugin, any suggestions?
  9. when ever I try to load my callout I get " The specified file is not a valid CLR assembly ", Anyone know what's going on? Suggestions?

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