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SSStuart

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  1.    NicoBattleangel reacted to a file: Story Callouts
  2.    Norm68 reacted to a file: Story Callouts
  3.    Anthony96 reacted to a file: Story Callouts
  4. Weird, I know there was a crash with this callout, but it was fixed in version 0.1.2. I just tested the callout, and I'm not having any issues on my end. Maybe it's an incompatibility with another plugin or script, but it's hard to say without more context.
  5.    sergeant nolan reacted to a file: Story Callouts
  6. Hello, I can't do much without a log of the crash. Does this only happen with the “Pack Man” callout?
  7.    SSStuart reacted to a review on a file: Story Callouts
  8.    BB. reacted to a file: Story Callouts
  9. That's weird... it looks like the criminals no longer exist (or are dead) even before the fight starts. I'll add additional checks in any case to prevent a crash in this scenario.
  10. Hello, Could you send the entire log (or at least from the start of the callout*)? *a line containing "Creating RE_CountrysideRobbery"
  11.    Tangie2 reacted to a file: Story Callouts
  12.    BRADPlays reacted to a file: More Fire
  13.    ForgedByGrace7 reacted to a comment on a file: More Fire
  14.    BlueLine Vibes reacted to a comment on a file: More Fire
  15.    DavidLGaming reacted to a file: More Fire
  16. Hello, Thanks for reporting this. I think I'd already noticed similar behavior, but I assumed it was related to the trainer's god mode. It might actually be related to the plugin... I'll look into this more closely 👀 Fixed, player is no longer affected by the longer fire
  17. Stuart Stansfield Was killed in Strawberry, Crusade Road
  18. Stuart Stansfield Was killed in Strawberry, Crusade Road
  19. Stuart Stansfield Was killed in Rancho, Innocence Boulevard
  20.    SSStuart reacted to a comment on a file: More Callout
  21.    SSStuart reacted to a comment on a file: More Callout
  22. Stuart Stansfield Finished responding to a Paparazzo - The Meltdown in Alta, Elgin Avenue
  23. Stuart Stansfield Responded to a Paparazzo - The Meltdown in Vinewood Hills, Conker Avenue North
  24. Stuart Stansfield Performed a traffic stop on a Pueblo Beige Granger with registration 43NYT652 in Vinewood Hills, Conker Avenue North
  25. Stuart Stansfield Finished responding to a Paparazzo - The Meltdown in Vinewood Hills, Conker Avenue North
  26. Stuart Stansfield Arrested Poppy Mitchell in Vinewood Hills, Conker Avenue North
  27. Stuart Stansfield Responded to a Paparazzo - The Meltdown in Vinewood Hills, Baytree Canyon Road
  28. Stuart Stansfield Finished responding to a Pack Man in Paleto Bay, Great Ocean Highway
  29. Stuart Stansfield Responded to a Pack Man in Los Santos International, Runway1
  30. Stuart Stansfield Finished responding to a Legal Trouble in Los Santos International, Runway1
  31. Stuart Stansfield Arrested Molly Schultz in Los Santos International, Runway1
  32. Stuart Stansfield Responded to a Legal Trouble in Los Santos International, Runway1
  33. Stuart Stansfield Finished responding to a Legal Trouble in Los Santos International, Runway1
  34. Stuart Stansfield Arrested Molly Schultz in Los Santos International, Runway1
  35. Stuart Stansfield Responded to a Legal Trouble in Los Santos International, Exceptionalists Way
  36. Stuart Stansfield Finished responding to a Legal Trouble in Los Santos International, Runway1
  37. Stuart Stansfield Arrested Michael De Santa in Los Santos International, Runway1
  38. Stuart Stansfield Arrested Molly Schultz in Los Santos International, Runway1
    I received an email from lcpdfr asking if I wanted to leave a review for ELS. I guess that since I've downloaded it more than ten times, it must be a good script 😆 On a more serious note, a must have script.
  39.    SSStuart reacted to a comment on a file: Delete That Entity
  40. When I saw the "Train accident" callout, I wanted to give the pack a try... Here are my first impressions: In many callouts, the suspect(s) starts to walk away, but comes back toward the player/scene once you arrive on scene. In some callouts, the suspect falls/gets stuck under the map. Most callouts seem to conclude as soon as you arrive at the scene, or when you're close enough to one of the people involved (except for callouts where a suspect starts to flee). Some callouts seem to spawn too close and immediately stop (Code 4). Specific callouts feedback: Abandoned briefcase (2×) No briefcase. Suspicious package ... no package. Person wandering on highway "The person is walking in a dangerous area." *Walking on the sidewalk* Arson No sign of a fire, a gas can, or anything else. Just a person walking. Railroad accident *Callout is located on a beach* 🤔 (seem to be able to spawn anywhere) ... no train, or anything else 😥
  41.    SSStuart reacted to a review on a file: Story Callouts
  42. There is a link to the GitHub repository in the app's “About” window, but the repository appears to be private (404 error). The “LSPDFR.com Page” link is also incorrect (it's lcpdfr.com)
  43. Oops, that's my bad. I forgot to build the plugin with the correct assembly version 🤦. You shouldn't receive any more update notifications for now, until I fix the issue in the next version. Fixed
  44. Yes, that would be much better. It even seems like there's a native (function) that would help me, but I can't get it to work... 🫤
  45. Okay, thanks 👍. That's similar to what Yasd told me. So I'll remove that code.
  46. I'd prefer a human response, especially regarding RPH/LSPDFR code
  47. Hello, For callout packs, I use a code template with the following code in the Main.cs file: (excerpt - See entire file) # Main.cs public override void Initialize() { ... AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(LSPDFRResolveEventHandler); } ... public static Assembly LSPDFRResolveEventHandler(object sender, ResolveEventArgs args) { foreach (Assembly assembly in Functions.GetAllUserPlugins()) { if (args.Name.ToLower().Contains(assembly.GetName().Name.ToLower())) { return assembly; } } return null; }Someone (@Yasd) pointed out something to me about this code and its purpose on one of my callout pack, but I have no idea what LSPDFRResolveEventHandler is actually used for. Could someone explain to me what this does technically, and in what situations it's needed? Thank you :) I hope this fits this forum.
    A useful tool to familiarize yourself with the controls of a new plugin. It's also helpful for adjusting the controls while playing.

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