Everything posted by Gamingvt03
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Riskier Traffic Stops
Hi, thanks for creating the plugin! I just found a bug in it, it occured right after I went off duty then I went on duty again and it crashed. Could you check for it, please? Many thanks!
- 229 comments
- 31 reviews
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Los Santos RED
Really nice plugin. But because it still on alpha version, so fatal errors cannot be avoid. Some of fatal errors (which causes the plugin crashed) I got: - Error while open Player Information in F10. - Error on go to Contact page of Player Information section. - Crashed while in pursuit.
- 655 comments
- 28 reviews
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GMCallouts (No longer active...until now)
Nice idea, maybe I can consider to add it in to-do list. Radio chatter in background while responding to callout.
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GMCallouts (No longer active...until now)
Plugin updated to version 1.1.0.0 Added Possible Explosive. - Department has receiced new citizen report on a bag which may contains explosive device. - On callout accepted, you will go to specified location (LS Metro station or LifeInvader HQ at Rockford hills currently) and find for the bag. - After found the bag, you must cut all wires of the bomb inside the bag to complete this mission. + At here, you can choose to receive advice from bomb disposal expert or do at your own risk. More locations for this callout will be added soon.
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GMCallouts (No longer active...until now)
- 12,818 downloads
- Version 1.2.0.0
Notice Since I'm having some problems in the present, this plugin is no longer active. This thing may change in the future. Sorry everyone. GMCallouts is a LSPDFR plugin which contains 7 callouts with multiple location. (1 callout specialized at Vespucci Beach) How to install 1. Extract GMCallouts_*version*.zip 2. Go to GMCallouts > Grand Thief Auto V and copy all things 3. Paste them to your Grand Thief Auto V root folder. Requirement 1. A legal copy of Grand Thief Auto V (From Steam, Epic or Retail) 2. LSPD First Response 0.4.9 (Download) 3. RagePluginHook (Already included in LSPDFR) List of all callouts in GMCallouts Changelog -
[SOLVED] Suspect in car not shoot at me while on pursuit
Thanks! I have included GetPedPursuitAttributes as you said and the solution below worked as expect. if (!PursuitCreated) { Game.LocalPlayer.Character.RelationshipGroup = "COP"; Game.SetRelationshipBetweenRelationshipGroups("ARMEDSUSPECTS", "COP", Relationship.Hate); Game.SetRelationshipBetweenRelationshipGroups("COP", "ARMEDSUSPECTS", Relationship.Hate); Pursuit = Functions.CreatePursuit(); for (int i = 0; i < Suspects.Count; i++) { Functions.AddPedToPursuit(Pursuit, Suspects[i]); Functions.GetPedPursuitAttributes(Suspects[i]).AverageFightTime = 0; NativeFunction.CallByName<uint>("SET_PED_COMBAT_ATTRIBUTES", Suspects[i], 1, true); Suspects[i].Tasks.FightAgainst(Game.LocalPlayer.Character); } Functions.SetPursuitIsActiveForPlayer(Pursuit, true); PursuitCreated = true; }
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[SOLVED] Suspect in car not shoot at me while on pursuit
Solution found, the reason is once you set a ped as pursuit target, it will override your settings and flee. So, I have set driver is pursuit target only, and it worked as expect. Code: if (!PursuitCreated) { Game.LocalPlayer.Character.RelationshipGroup = "COP"; Game.SetRelationshipBetweenRelationshipGroups("ARMEDSUSPECTS", "COP", Relationship.Hate); Game.SetRelationshipBetweenRelationshipGroups("COP", "ARMEDSUSPECTS", Relationship.Hate); Pursuit = Functions.CreatePursuit(); Functions.AddPedToPursuit(Pursuit, Suspects[0]); for (int i = 0; i < Suspects.Count; i++) { NativeFunction.CallByName<uint>("SET_PED_COMBAT_ATTRIBUTES", Suspects[i], 1, true); Suspects[i].Tasks.FightAgainst(Game.LocalPlayer.Character); } Functions.SetPursuitIsActiveForPlayer(Pursuit, true); PursuitCreated = true; } I'm still looking for better another solution, because I think mine is not the best one
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[SOLVED] Suspect in car not shoot at me while on pursuit
I'm making new callout plugin, callout on 2 suspects in vehicle, armed passenger, but the passenger not shooting in can against me as expect. It shoot at me only after exit the vehicle. These are my code (in Process()😞 if (!PursuitCreated) { Pursuit = Functions.CreatePursuit(); foreach (Ped suspect in Suspects) Functions.AddPedToPursuit(Pursuit, suspect); Functions.SetPursuitIsActiveForPlayer(Pursuit, true); PursuitCreated = true; Game.LocalPlayer.Character.RelationshipGroup = "COP"; Game.SetRelationshipBetweenRelationshipGroups("ARMEDSUSPECTS", "COP", Relationship.Hate); Game.SetRelationshipBetweenRelationshipGroups("COP", "ARMEDSUSPECTS", Relationship.Hate); NativeFunction.CallByName<uint>("SET_PED_COMBAT_ATTRIBUTES", Suspects[1], 1 ,true); Suspects[1].Tasks.FightAgainst(Game.LocalPlayer.Character); } Suspects[1] is passenger, armed with this command: Suspects[1].Inventory.GiveNewWeapon("weapon_appistol", 100, true); Do you have any solution for this? Thanks.