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Darkmyre

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Everything posted by Darkmyre

  1. Is there a way to actually give an object to a ped? I've been trying to figure this out for a few days now, have gone through the list of Native functions pretty thoroughly to no avail. I'm trying to achieve two things: 1. Give a ped a spray can for a graffiti callout. I can spawn in the can (prop_cs_spray_can) fine, but it spawns on the ground as litter. I've tried to use object.AttachTo() to attach it to the ped, but this just warps the ped off into the ocean. 2. Have peds playing the cellphone animations actually have a phone in their hands. I cant seem to find a generic cellphone in the objects list I've got though, so this might actually be a different problem. I tried messing around with having the ped play different parts of the cellphone animation to see if there was one for them to pull it out of their pocket - there is, but this still doesn't generate the actual cellphone itself. Has anyone had any luck doing something like this? I'm still learning my way around RPH so I'm aware that I'm possibly just not looking in the right place - more than happy to do the legwork myself if someone can point me in the right direction, as learning this stuff is quite enjoyable.
  2. The Rage Plugin Hook docs have a list of all the animations in-game, it was just a matter of trying different search terms on the doc till I found something that sounded right. From the names of the animation, I think they're from a cutscene or something. One problem I'm having though is getting a spray can into the perp's hand. I can spawn one in fine but it just drops on the ground, and the perp waves his hand around as if he had a spray can, which looks pretty silly.
  3. I don't have a list of what I've got, but I've gathered a bunch of locations so far for my callouts. Residential's the largest with around 600ish from memory across the map. Generating 600 blips does some..... interesting... things to the game lol
  4. Agency Callouts:
  5. Should definitely be able to whip something up. I'll work on adding a graffiti callout to my plugin, though it might not make the next version.
  6. There are a handful of graffiti-related animations that I've been able to find. When I get home tonight I'll throw something together to test them out and see if they'll work or not.
  7. Hmm, if I didn't already have a few callouts involving questioning people, I'd have a crack at this
  8. For the XML stuff, you'll need an XML file with your spawn points saved. I use this method as I have a range of different spawn points in different xml files (one for hospitals, another for fire, a big one with a bunch of residential places I've saved the coords of). This may actually be overkill for what you're after, especially since you have to go around manually saving the coords (the same thread has another excellent tool by LtFlash to do this), so I've rewritten my GetNearest function to use the vector3's you had: This should return the vector3 of the hospital thats closest to your target v3, for example: Vector3 hospitalSpawn = GetNearestHospital(Game.LocalPlayer.Character.Position); would get the nearest hospital to the player. (I know there's an inline way to build the list of vectors on one line, instead of needing to call Add() for each entry, but im not 100% on the formatting so went with the longer way I know)
  9. What I do for my EMS spawning, is put them in a list and cycle through them checking each ones distance. I basically set the "min distance" to 100000, and for each item check if its distance is less than the min distance flag. Here's the code I'm using: I'm not sure if this is the best way or even remotely efficient, though I haven't noticed any significant lag so far. The ExtendedSpawnPoint and XML loading code is from LtFlash's great examples here:
  10. Whoops, thanks for the heads up! I better fix that in my callout plugin too I guess lol
  11. My first attempt at an LSPDFR video. Constructive criticism / feedback welcomed.
  12. What happens to the vehicles at the end of their shift?
  13. Aha, thanks! Couldn't find it as Persona doesnt exist within the api itself, I had to reference LSPD_First_Response.Engine.Scripting.Entities. I've read elsewhere that this is frowned upon and will be removed in future versions, hopefully they'll move Persona to Mod.API at the same time.
  14. I'm sure I've seen this in other callouts, but cant for the life of me figure it out. Is there a way somehow to get the particulars of a ped you've spawned, such as name/gender/etc?
  15. Do you have a lot of car mods? Before I totally broke my game and had to reinstall, I found after a certain number of car mods, the most recently added cars seem to spawn crazy often.
  16. For vehicle and skin mods, I guess its to get the mod exposure - these are visual based mods, so it makes total sense releasing them early for visual marketing. There were images and videos of GTA V out well before the game was out - did they ruin the game for you? For callouts I can see your point if its a simple callout with no variation. Then again, as a callout plugin author, I can see myself approaching certain Youtubers I follow at some point for testing and showcasing. What makes them different to a random community member like you? The fact that they're not random. By watching even just a couple of vids from someones channel you can get a good idea of their play style (there are many, even when it comes to a mod like LSPDFR). There are about half a dozen YTers I follow for their LSPDFR vids, but only one or two I'd consider asking to beta test my mod, because their play style seems to be the most compatible with the ideas I have in mind for my mod. The marketing angle also comes into play here too - its likely that a decent proportion of their other followers have a similar play style, because like attracts like.
  17. This is an amazing tool! I've made a couple of minor tweaks just to add blips as locations are saved since after an hour of mapping out locations the buildings can kinda start to blend into one another lol
    Great mod, works flawlessly and has saved me on many hostile callouts.
  18. Oddly, that just makes the callout basically do nothing - theres no ped or vehicle spawned when I get to the callout. My plugin is so messed up at the moment from trying random things, I think I'm going to just start over with a totally fresh VS solution... and probably ditch this particular callout because of all the frustration its caused me. I think some of my problems are probably coming from the fact I was just building on top of the inheritance api example, and some of the code in there I don't quite fully understand. Thanks again for all your help Albo :)
  19. If you do have script hook though, you can simply use the ASI Manager in OpenIV (under the tools menu) to uninstall the ASI loader. This stops the other hooks from loading, which in turn means your other mods aren't loaded, so you can play online just fine. I've been doing this daily for about a month now with no issues. The exception is if you've modified any RPF files (custom cars, texture mods, probably other stuff), and have NOT used the mods folder. In this case you cant play online unless you restore the unmodified RPF files. You might be able to move the modded files to the mods folder, replace them with the originals, and then not have to replace files in the future (OpenIV's ASI will load things from the mods folder, which is disabled by uninstalling the ASI loader). I haven't tried this personally though so cant confirm it'll work and be safe.
  20. Set this up myself the other day, it works amazingly well and really adds to the immersion if you set it up right. Main thing I needed to do to get it to work with GTA was run VoiceAttack as admin, other than that it worked straight "out of the box". It sure does... it has a pretty powerful macro system. Only issue with multi-button actions like calling for backup is you need to add pauses between each command to allow GTA time to process the command. I found a 0.5 second pause works, though is quite noticable. need more time to experiment with how quick the pause can be (0.1 seconds is too fast, for example). My primary harddrive died over the weekend so I'm currently setting everything back up, but I was able to get working voice commands for: - calling backup - triggering the Panic Button plugin - calling in air support - accepting a callout - arresting a perp (still had to aim at them as I hadn't figured out controller buttons yet) - using police radio to run plates, call coroner, call tow truck And a couple of other minor things that I cant remember now.
  21. The ECheck.Wait enum is whats stopping it being checked. The next pass, your switch wont execute any code as there is no case for ECheck.Wait. You could try adding a Case ECheck.Wait identical to your Case ECheck.Checkconditions, or just leave the enum at .Checkconditions till it finalizes.
  22. It's amazing what one can find on Google. I was interested by the concept so did a quick google search for "voice attack gta". Second non-YT link was this: http://www.lcpdfr.com/forums/topic/55520-voice-attack-speech-commands/
  23. Hmm, that didn't seem to help either. I've even tried changing it to use the default Ped class which didnt change anything. Debating between starting over and just plain giving up at this point as I've clearly screwed something up at a pretty fundamental level lol.... thanks heaps for trying to help out

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