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totemsteiner

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Posts posted by totemsteiner

  1. ·

    Edited by totemsteiner

    Hi guys,
    i'm currently fiddling with Game.Fibers, everything work so far ingame, the only thing is, i cannot End() the callout with the "end" key. I think its because i am "stuck" in the while loop, until the callout ends automatically within the procedure itself? i want to add "if (Game.IsKeyDown(Keys.End)) End();"

    I tried everything, but it seems not to work within the while loop


    - read comments please;)


    Here is the code, please dont hate i'm a noob

     

    public override void Process()  
      //...more code here...
      
    	else if (MainScenario > 60)
                {
    
                    CalloutRunning2 = true;
                    while (CalloutRunning2)
                    {
                        //somewhere here i want to add the possibility to End() the callout with "if (Game.IsKeyDown(Keys.End)) End();" if possible? 
                        // Wait until the player is within 30 units of the area
                        while (Game.LocalPlayer.Character.DistanceTo(area) >= 30)
                        {
                            GameFiber.Wait(0);
                        }
    
                        // Wait until the player exists and is within 10 units of the area
                        while (Game.LocalPlayer.Character.Exists() && Game.LocalPlayer.Character.DistanceTo(area) >= 10)
                        {
                            GameFiber.Yield();
    
                        }
    
                        if (Game.LocalPlayer.Character.Exists() && Game.LocalPlayer.Character.DistanceTo(area) < 10)
                        {
    
                            Game.DisplaySubtitle("~y~Search the area for the caller. (Wait a few seconds, callout ends automatically!");
    
                            // Wait a few seconds till callout ends
                            GameFiber.Wait(10000);
    
                            Game.DisplayNotification("~b~Player:~w~ Dispatch, Nothing found.");
                            GameFiber.Wait(500);
                            End(); //callout ends here automatically then (on purpose)
                            break;
                        }
      
                    }
                    CalloutRunning2 = false;
                }
                if (Functions.IsPedArrested(Suspect)) End();
                if (Suspect.IsDead) End();
                if (Game.LocalPlayer.Character.IsDead) End();
                if (Game.IsKeyDown(Keys.End)) End(); // this only works in my first Mainscenario < 60
    
                base.Process();
            }

     

    thanks,

    totem

  2. Hi,

     

    try run your RPH.exe as administrator. Seems like there is an permissions error.

     

    Also you can check the following:

    Right click the GTAV folder and go to properties > security and check if your user has the required permissions. Tick the box that says full control and hit apply + ok. That should fix the access is denied issue.

     

    best,

    totem

  3. Hi,

     

    Mit EUP kenne ich mich leider auch nicht so gut aus. Kann Dir da leider nicht helfen. Falls das mit den Uniformen nicht klappt, würde ich sie einfach aus dem Spiel lassen.

     

    Ich meine: lieber ohne Uniformen spielen können, als nicht spielen können oder?

     

    Falls du amerik. Uniformen willst (LA based), empfehle ich Dir EUP 9.3, relativ einfach zu installieren mit Open IV, da es ne OIV datei hat, die Du einfach nur ausführen musst mit OpenIV.

     

    Viel Erfolg.

    Die amerik. Uniformen sind doch eh viel cooler;)

     

     

    VG,

    totem

  4. Hi,

     

    Bitte prüf mal, ob dein EUPMenu.dll wirklich im plugins Ordner liegt, dort wo auch die LSPD First Response.dll liegt.

     

    Außerdem installier bitte mal die aktuelle RageNativePlugin Version, die RageNativeUI.dll einfach ins GTA5 Hauptverzeichnis kopieren und die alte ersetzen.

     

    https://github.com/alexguirre/RAGENativeUI/releases

     

    Manche Plugins haben eine veraltete Version drin, deshalb wird die aktuelle manchmal überschrieben, wenn man die blind reinkopiert und nicht aufs Datum achtet.

     

     

    Grüße,

    totem

     

     

  5. ·

    Edited by totemsteiner

    hi @GTAbear

    hi @Charlie686

     

    thank you very much to both of you, i have cut my teeth on this. I was aware that the process() calls this every second, but didnt know to handle this:/

    But the switch statement in my if statement makes total sense! I overlooked that! Thanks again!!!💓

     

    Its working like a charm now:)

     

    best regards,

    totem

  6. Hi Guys,

     

    i have another problem. I did a simple switch case and in the last case, the Ped is attacking me. All works fine, but when i try to arrest the ped with STP (holding E in my case), the Ped glitches between the Attack and Arrest Animation, and if i stop aiming, the Ped runs away.

     

    Here is my process code, what do i miss? Is this not possible?

     

            public override void Process()
            {
                if (Game.LocalPlayer.Character.DistanceTo(Suspect) <= 10f)
                {
                      
                    if (!convoStarted)
                    {
                        Game.DisplayHelp("Press 'Y' to advance converstation", false);
                        convoStarted = true;
                        Suspect.Tasks.AchieveHeading(Game.LocalPlayer.Character.Heading - 180);
                    }
    
                    if (Game.IsKeyDown(Keys.Y))
                        counter++;
                    switch (counter)
                    {
                        case 0:
                            Game.DisplaySubtitle("~y~ Approach the person and talk to it with y.");
                            break;
                        case 1:
                            Game.DisplaySubtitle("1/6 ~b~Player: ~w~ " + IntroAnswersCop[rnumber1]);
                            break;
                        case 2:
                            Game.DisplaySubtitle("2/6 ~r~Suspect: ~w~ " + IntroAnswersSuspect[rnumber2] + " " + ProcessAnswersSuspect[rnumberProcessSuspect]);
                            break;
                        case 3:
                            Game.DisplaySubtitle("3/6 ~b~Player: ~w~ " + ProcessAnswersCop[rnumberProcessCop]);
                            break;
                        case 4:
                            Game.DisplaySubtitle("4/6 ~r~Suspect: ~w~ " + ProcessAnswersSuspect[rnumberProcessSuspect2]);
                            break;
                        case 5:
                            Game.DisplaySubtitle("5/6 ~b~Player: ~w~ " + ProcessAnswersCop[rnumberProcessCop2]);
                            break;
                        case 6:
                            Game.DisplaySubtitle("6/6 ~y~ handle the situation as you like. Probably survive?");
                            //starts attacking Player, but cannot be arrested, as it glitches between attacking and arrest animation
                            Suspect.Tasks.FightAgainst(Game.LocalPlayer.Character);
                            hasAttacked = true;
                            break;
                    }
    
            }

    any help appreciated,

     

    thanks,

    totem

  7. ·

    Edited by totemsteiner

    Hi all,

     

    i currently face an issue, where my spawned ped, which i Suspect.Kill(); at spawning, floats in the air, like 1m above the ground. If i touch it with my Character, it falls down to the ground, as it should be.

    e.g. at this position

    new Vector3(1571.504f, 3592.323f, 35.362f)

    Is there anything i can do or is it some limitaion of the game?

     

    thanks,

    totem

    wrong forum, damn, sorry, please move it to the right forum 🙂

  8. Hi all,

     

    Quote

    Ideally, I don't want to trigger a pursuit automatically in his vicinity nor do I want him to stop and comply every time I hold down E. 

    This is where I think it could be handy to have a feature like that. I think it'd be cool if when I roll up and spot him, I could hold down B to call it it. It'd be even better if it would only trigger a crime when he runs. So my plugin can decide under what conditions he will leg it. If he's just walking or standing still, holding down B would do nothing. But if he runs, that's when it becomes a crime.

     

    I literally thought about this today as well. I had a problem, when i had a ped fight against me(Suspect.Tasks.FightAgainst(Game.LocalPlayer.Character) , and i aim at him, and then he flees, i was not able to put him into a pursuit with B.

     

    I solved it by making a bool variable and put it into the switch-case when he started fighting, but then he is always on pursuit, although he might will surrender. I find this ok, because its some kind of immersive and i can call the AI Cops if needed in pursuit mode.

     

    Maybe i'm missing something, but i didnt find another solution.

     

    best,

    totem

  9. Hi guys, just want to add another comment here. After taking many many babysteps, i finally got my plugin running. I Followed this tutorial https://docs.google.com/document/d/1wpxOp67iJNu3V0z0ZLkjgGewni_Umu80UNiaaXVjS7w/edit

     

    but unfortunately there is nothing described regarding the GameFiber function. After i understood the united callout code a bit more, i adapted mine and now it works.

    I just want to share it for any newbies like me, because it took me like 2 days to figure this out 😄

     

    thanks,

    best regards,

    totem

    namespace ConventionalCallouts
    {
        public class Main : Plugin
        {
    
            public override void Finally() 
            {
                Game.LogTrivial("ConventionalCallouts version 1.0.0 has been cleaned up.");
            }
    
            public override void Initialize()
            {
                Functions.OnOnDutyStateChanged += OnOnDutyStateChangedHandler;
                Game.LogTrivial("ConventionalCallouts version 1.0.0 has been initialized.");
            }
    
            static void OnOnDutyStateChangedHandler(bool onDuty)
            {
                if (onDuty)
                    GameFiber.StartNew(delegate
                    {
                        RegisterCallouts();
                        Game.Console.Print();
                        Game.Console.Print("=============================================== ConventionalCallouts ================================================");
                        Game.Console.Print();
                        Game.Console.Print("[LOG]: Callouts and settings were loaded successfully.");
                        Game.Console.Print("[LOG]: The config file was loaded successfully.");
                        Game.Console.Print("[VERSION]: Detected Version: " + Assembly.GetExecutingAssembly().GetName().Version);
                        Game.Console.Print("[LOG]: Checking for a new UnitedCallouts version...");
                        Game.Console.Print();
    
                        Game.DisplayNotification("ConventionalCallouts", "~y~v" + Assembly.GetExecutingAssembly().GetName().Version + "successfully loaded!");
    
                        GameFiber.Wait(300);
    
                    });
            }

     

  10. Hi there,

     

    is there any way to mute the horns of the civilian cars? The civilians go completely mental, no matter where they are, whether they are just waiting for the traffic lights to turn green, or they just standing on a stop sign. This constant honking really gets on my nerves.

    My idea would be to delete the horns from the vehicle.awc? Are they even in there? Or am I on the wrong track?

     

    Any suggestions welcome,

     

    thanks,

    totem

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