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Jesyx

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Posts posted by Jesyx

  1. 7 hours ago, WildJam said:

    i posted, nobody reply to me. 

     

    and, i understand it like that, i can make only codes respecting only one ped, beacuse when i make other code respecting other ped, then its does not works.

    and when i delete earlier code, then other works. im making callout with searching area.

     

    my code:

    
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using Rage;
    using Rage.Native;
    using Rage.Attributes;
    using LSPD_First_Response.Mod.API;
    using LSPD_First_Response.Mod.Callouts;
    using LSPD_First_Response.Engine.Scripting;
    using LSPD_First_Response.Engine;
    using System.Drawing;
    using System.Windows.Forms;
    using LSPD_First_Response.Engine.Scripting.Entities;
    
    namespace CALLOUTPACKNAME.Callouts
    {
        [CalloutInfo("CalloutName", CalloutProbability.VeryLow)]
        public class CalloutNameSpace : Callout
        {
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Ped myPed;
            private Vector3 AreaBlip;
            private Vector3 SearchAreaLocation;
            private Vector3 Route;
            private Vector3 SpawnPoint0;
            private Vector3 SpawnPoint1;
            private Vector3 SpawnPoint2;
            private Vector3 SpawnPoint3;
            private Vector3 SpawnPoint4;
            private Vector3 SpawnPoint5;
            private Vector3 SpawnPoint6;
            private Vector3 SpawnPoint7;
            private Vector3 SpawnPoint8;
            private Vector3 SpawnPoint9;
            private Vector3 SpawnPoint10;
            private Vector3 SpawnPoint11;
            private Vector3 SpawnPoint12;
            private Vector3 SpawnPoint13;
            private Vector3 SpawnPoint14;
            private Vector3 SpawnPoint15;
            private Blip SearchAreaBlip;
            private Blip Waypoint;
            private Blip SuspectBlip;
    
            public override bool OnBeforeCalloutDisplayed()
            {
    
                AreaBlip = new Vector3(-427.577f, 1116.049f, 326.783f);
                Route = new Vector3(-427.577f, 1116.049f, 326.783f);
                SearchAreaLocation = new Vector3(-427.577f, 1116.049f, 326.783f);
                SpawnPoint0 = new Vector3(-427.577f, 1116.049f, 326.783f);
                SpawnPoint1 = new Vector3(-397.247f, 1127.590f, 322.724f);
                SpawnPoint2 = new Vector3(-428.174f, 1122.083f, 325.854f);
                SpawnPoint3 = new Vector3(454.413f, -740.819f, 27.358f);
                SpawnPoint4 = new Vector3(459.643f, -759.451f, 27.358f);
                SpawnPoint5 = new Vector3(452.857f, -779.992f, 27.358f);
                SpawnPoint6 = new Vector3(460.017f, -809.125f, 27.322f);
                SpawnPoint7 = new Vector3(478.739f, -700.984f, 32.051f);
                SpawnPoint8 = new Vector3(480.516f, -747.916f, 37.396f);
                SpawnPoint9 = new Vector3(476.067f, -804.597f, 42.672f);
                SpawnPoint10 = new Vector3(466.171f, -779.360f, 32.459f);
                SpawnPoint11 = new Vector3(430.765f, -711.007f, 35.727f);
                SpawnPoint12 = new Vector3(449.468f, -725.472f, 35.987f);
                SpawnPoint13 = new Vector3(447.883f, -755.353f, 38.004f);
                SpawnPoint14 = new Vector3(449.329f, -780.423f, 44.531f);
                SpawnPoint15 = new Vector3(433.665f, -806.423f, 38.013f);
                ShowCalloutAreaBlipBeforeAccepting(AreaBlip, 50f); AddMinimumDistanceCheck(40f, AreaBlip);
                CalloutMessage = "Callout Name"; CalloutPosition = AreaBlip;
              
                return base.OnBeforeCalloutDisplayed();
            }
    
    
            public override bool OnCalloutAccepted()
            {
                Functions.PlayScannerAudio("RESPOND_CODE_3");
    
                myPed = new Ped("a_m_m_og_boss_01", SpawnPoint0, 0f);
                myPed.IsPersistent = true;
                myPed.BlockPermanentEvents = true;
    
                Suspect = new Ped("a_m_m_og_boss_01", SpawnPoint1, 0f);
                Suspect.IsPersistent = true;
                Suspect.BlockPermanentEvents = true;
    
                Waypoint = new Blip(Route);
                Waypoint.Color = (Color.Yellow);
                Waypoint.EnableRoute(Color.Yellow);
    
                return base.OnCalloutAccepted();
            }
    
            public override void Process()
            {
                base.Process();
    
                    if (Game.LocalPlayer.Character.DistanceTo(Suspect.Position) < 5f)
                    {
                        SuspectBlip = Suspect.AttachBlip();
                        SuspectBlip.IsFriendly = false;
                        SuspectBlip.Scale = 0.75f;
                    }
    
                    if (Game.LocalPlayer.Character.DistanceTo(myPed.Position) < 80f)
                    {
                        SearchAreaBlip = new Blip(SearchAreaLocation, 80f);
                        SearchAreaBlip.Color = Color.Yellow;
                        SearchAreaBlip.Alpha = 0.5f;
                    }
    
                    if (Game.LocalPlayer.Character.DistanceTo(myPed.Position) < 80f)
                    {
                        Waypoint.Delete();
                        Waypoint.DisableRoute();
                    }
    
            }
    
            public override void End()
            {
                base.End();
            }
        }
    }

    maybe now u know what is bad.

    when the blips delete do the peds walk away, if yes you need to press f4 and check if the callout ended

  2. On 2/20/2019 at 5:03 PM, WildJam said:

    I need help, please reply to me. I have problem. I have multiple peds and blips, when i kill does not metter which ped, his blip is deleted, but why when i want to kill second ped, blip does not want to delete? i told, does not matter which ped i kill.(this is not pursuit)

     

    My code:

    
                // my blips codes:
                myBlip = myPed.AttachBlip();
                myBlip.IsFriendly = false;
                myBlip.Scale = 1f;
    
                myBlip = myPed.AttachBlip();
                myBlip.IsFriendly = false;
                myBlip.Scale = 1f;
                // and more...
    
    // this code deleting blips
                if (myPed.IsCuffed || myPed.IsDead)
                {
                    { myBlip.Delete(); }
                }
    
                if (myPed.IsCuffed || myPed.IsDead)
                {
                    { myBlip.Delete(); }
                }
                // and more...

    Im waiting.

    Mabey it ends the callout for some reason, if you want help from more experienced people than me you should post it in the API forum

  3. On 2/18/2019 at 2:06 PM, WildJam said:

    Do u know how to check is the player is in given location?

     

    On 2/18/2019 at 6:32 PM, NoNameSet said:

    you can always check the zone/area of the entities current location.

    You can try 

    if (Game.LocalPlayer.Character.DistanceTo(PlayerPosition) < 10)
    {
    	do shit
    }

     this is highly recommended to do in a while loop

    			while (true)
                {
                    GameFiber.Yield();
                    
    				this will repeat until you do
    				break;
                }

    the GameFiber.Yield(); insures your game doesnt crash

     

  4. 23 hours ago, WildJam said:

    K i tried does not works, there is error:

    
    Non-invocable member 'Entity.IsDead' cannot be used like a method.

    but, how to give u reputation?

     

    and how i can make callout spawning when only near the spawnpoint

    try

    if (Suspect.IsDead) {Blip.Delete();}

     

  5. 8 hours ago, WildJam said:

    K, then do u know how to check the ped is dead? i want to make blip deleted when ped is dead, beacuse blip is deleting when callout ended

     

    i tried

    
    if (Suspect.IsDead)() { Suspect.Dismiss(); }
    
    // or
    
    if (Suspect.IsDead)() { SuspectBlip.Delete(); }

     

    if (Suspect.IsDead()) {Blip.Delete();}

     

  6. 3 hours ago, Beren said:

     

    More of a reason why I'm excited for 0.4, as a lot of the features present in Albo's plugins are included.

     

    Speaking of 0.4, I'm very  excited with the ability to personalize my own departments around San Andreas. I've painstakingly had to figure that out for myself with the departments I've skinned for the game, and, while I've achieved it (more or less), I end up relying on old plugins that undoubtedly add to the drop in framerate. Having it all combined into one plugin will hopefully make a huge difference.

    Mee too man

  7. 1 minute ago, Rems19 said:

     

    Actually, there's a mod for that, but I don't recall its name. For instance it will specify "on joshua road" instead of just "in señora desert" which is pretty vague.

    but that doesnt work for all plugins...

    There is a method called Play Dispatch Audio and another one called Play Dispatch Audio With Location. It only works for the latter

  8.  

    On 1/17/2019 at 5:19 PM, OfficerJacobCode4 said:

    IS THIS GOING TO FIX THE FRAMES AS WELL PLEASEEE I have to set my graphics so low and it’s annoying I want the frames to be like how the vanilla is 

    It depends on what computer you have, if you play on i.e. a laptop the frame rate will definitely be worse.

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