Everything posted by Shinhwa
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Blaine County Sheriff Office Pack
Very nice. I like how the cars are just a little bit "flashy" in their paint jobs. That is just like something sheriffs departments in my state would do.
- 50 comments
- 15 reviews
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Oklahoma City Based Pack (Lore Friendly)
Loaded the pics up in an editor and.. the RGB values.. hmmm .. well.. apparently ... uhmmm.. yes.. they are a very dark shade of blue. My bad. I'm going to go to the optometrist. I beg of you many pardons.
- 10 comments
- 2 reviews
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Oklahoma City Based Pack (Lore Friendly)
- 10 comments
- 2 reviews
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Oklahoma City Based Pack (Lore Friendly)
I live in OKC. The city police have black and whites and all black cars. I've not seen any of the colors in the screenshots. From some division I haven't seen?
- 10 comments
- 2 reviews
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LSPDFR1033
I'm sure its my misunderstanding. I thought what was being changed are the "ATTENTION_ALL_UNITS_1033_TRAFFIC" voice files. The ones in the LSPDFR1033 archive I have are so different from the normal GTA voices as to be quite jarring. I only thought I was missing an update somehow that changed that.
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LSPDFR1033
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LSPDFR1033
Did the latest release use the old audio files? I copied over the last version and now the audio seems like the old ones. I tried re-downloading them, but they still don't sound like the good ones.
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Move ped out of building
I guess the documentation I saw for FollowNavigationMeshToPosition wasn't correct. I'll try upping the speed to 4.5. I'll try the GoStraightToPosition task. He starts out just inside the door and is pointed towards it, so should be easy peasy. I was just trying to do it the "right" way :). Thank you for the reply.
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Move ped out of building
I can't figure out how to get a Ped to move from inside the Blaine County Savings Bank in Paleto to the car waiting outside. The Peds I have outside the bank move to the car just fine. But the guy in the bank just stays there. I decided maybe he can't open the door on his own (despite being a cold blooded killer), so I tried to open both doors, but that doesn't seem to work. The doors don't actually open. Can someone point out my glaring mistake so I can move on with my life? Callout Initialization: private Vector3 InsideMan3SpawnPoint = new Vector3(-109.9275f, 6464.298f, 31.62672f); private Ped InsideMan3; InsideMan3 = new Ped(InsideMan3SpawnPoint); InsideMan3.Heading = 129f; InsideMan3.IsPersistent = true; InsideMan3.BlockPermanentEvents = true; InsideMan3.Inventory.GiveNewWeapon("WEAPON_ASSAULTSHOTGUN", 120, true); InsideMan3Blip = InsideMan1.AttachBlip(); InsideMan3Blip.IsFriendly = false; public override void Process(): NativeFunction.CallByName<uint>("SET_STATE_OF_CLOSEST_DOOR_OF_TYPE", 0xa9f8b6b, -111.0f, 6464.0f, 32.0f, false, 1f, false); NativeFunction.CallByName<uint>("SET_STATE_OF_CLOSEST_DOOR_OF_TYPE", 0x6e67d2fa, -110.0f, 6462.0f, 32.0f, false, 1f, false); InsideMan3.Tasks.FollowNavigationMeshToPosition(GetawayCar.Position, 129f, 2.0f); InsideMan3.Tasks.EnterVehicle(GetawayCar, 0); Bonus question: All 3 murderous Peds use the same "FollowNavigationMeshToPostion" call, and the two that actually do it take their sweet time walking there. I thought the "2.0f" in the call was for "run". How do I get them to the car fast?
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EUP Menu
I wanted to design some callouts for the strip club, but it seems like in my EUP character, all the strippers disappear. Strip club without strippers makes me sad. Is this fixable?
- 631 comments
- 71 reviews
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[ELS] BCSO Vehicle Pack
- 89 comments
- 63 reviews