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CowNation

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Everything posted by CowNation

  1. The plugin is working normally! You are clearly doing something wrong.
  2. I urge you to post a review if you enjoyed CommonCallouts!
  3. Sure thing! That shouldn't be too hard to implement! Edit: What kind of crashes would you specifically like to see?
  4. Interesting, haven't had this happen to me. Could there be a problem with your radio sound files?
  5. Why wouldn't they include that in the API though?!
  6. I have been searching for some function to frisk/search a ped, or a class that can store information regarding what is in a ped's inventory. Mainly I am searching for a function that will return what is in a ped's pockets, it would return the same info as when you frisk a ped. The only one that I think may relate to this is the WantedInformation class. The only place this appears in is it is returned in a function in the persona class. public WantedInformation WantedInformation { get; } Here is the WantedInformation class (I assume this class only relates to whenever you lose someone in a pursuit but I don't know) public class WantedInformation { public WantedInformation(); public bool CanBeSearchedInManhunt { get; set; } public bool CarriesEvidence { get; set; } // Maybe this pertains if the ped is carrying any contraband? I'm looking for something that returns all of their items. public bool EscapedInVehicle { get; set; } public VehicleInformation GetawayCar { get; set; } public bool IsWantedInManhunt { get; set; } public DateTime LastSeenUtc { get; set; } public Vector3 LastSeenPosition { get; set; } public void Update(Persona persona); }
  7. if (Game.LocalPlayer.Character.DistanceTo(suspect) < 25f) { Game.DisplayHelp("Press T to call firetruck"); if (Game.IsKeyDown(Keys.T)) { Game.DisplayHelp(""); } }
  8. Is that how ya figure albo does it??
  9. How do you force a cop that you spawned to pull over another ped that I spawned's car? I'm trying to make a callout and when you arrive on scene, a cop has pulled over a ped. Just like Albo's callout.
  10. *new Random(0, 2) Random(0, 1) will only return 0
  11. You can distinguish with 3 ways: 1. Having the player select their division using a menu (EUP Compatible) 2. Automatically detecting their model using lots of if statements (Not EUP Compatible) 3. You can do both (If player is using EUP they'll have to select their division themselves)
  12. No clue but you could try teleporting a ped inside the store and then delete all nearby peds
  13. Thanks, that's the one! Is there an easy way too look at a list of all of the animations and PlayAmbientSpeech speech names?
  14. The character moves his body. Is there any way to only to have his face/mouth move? https://imgur.com/tuJtoaU
  15. Also, how do I get them to move their mouth? What animation is that?
  16. TurnToFaceEntity is not a member of Ped or Entity EDIT: FIXED public static void TurnToFaceEntity(this Ped ped, Entity entity, int duration = -1/*-1 = forever...*/) { NativeFunction.Natives.TASK_TURN_PED_TO_FACE_ENTITY(ped, entity, duration); }
  17. How would I make a ped say something, am trying to get 1 to yell at another. Also, is there a task to make a ped turn towards another ped? Also, Also, how do I get them to move their mouth? EDIT1: I tried PlayAnimation("facials@gestures@", "talk_additive_spoken", 1, AnimationFlags.Loop); to get the ped to talk, didn't work so well https://imgur.com/xgc1aET
  18. Persona pedPersona = Functions.GetPersonaForPed(Jumper); Persona wantedPedPersona = new Persona(Jumper, pedPersona.Gender, pedPersona.BirthDay, pedPersona.Citations, pedPersona.Forename, pedPersona.Surname, pedPersona.LicenseState, pedPersona.TimesStopped, true, pedPersona.IsAgent, pedPersona.IsCop); Functions.SetPersonaForPed(Jumper, wantedPedPersona); Just replace 'Jumper' with the name of your witness variable.
  19. Witness.Tasks.PlayAnimation() You just gotta find the name of the writing on paper's name and fill out the parameters.
  20. https://imgur.com/a/1I0d5g7 As far as I can tell, this bug only happens if the ped jumps from more than 50m away. When you walk into the animated body, the cause of death becomes a fist fight. I want them to be able to die from fall damage from far away like normal without going into that animation. public override bool OnCalloutAccepted() { //other codes Victim = new Ped(new Model("s_m_y_construct_01"), SpawnPoint, 0); Victim.IsPersistent = true; Victim.BlockPermanentEvents = true; Victim.CanBeDamaged = true; Victim.Heading = 0; GameFiber.Sleep(1000); Victim.Tasks.Jump(); if (!Victim.Exists()) return false; return base.OnCalloutAccepted(); } Thanks in advance EDIT: While in that animation, to BetterEMS, the peds are considered 'dead' and the cause of death is in fact falling. But, if anything comes into contact with that ped in the animation, they'll 're-die' and the cause of death will change EDIT2: Victim.BlockPermanentEvents = true; Victim.CanBeDamaged = true; ARE NOT THE CAUSE EDIT3: Victim.IsPersistent = true; IS ALSO NOT THE CAUSE HALP EDIT4: It seems doing Victim.Kill(); does the same animation
  21. Dunno then, you gotta find a way to cancel only the attack task. Maybe try out these functions. Suspect.Tasks.ClearImmediately(); Suspect.Tasks.ClearSecondary();

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