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AlwayzPatty

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Everything posted by AlwayzPatty

  1. Hello yes the title may say that its not for LSPDFR but yet it is. So yesterday I got the info how to debug my plugins through attaching on GTAV.exe and create breakpoints. So I tried this and I got an instant error after attaching... The error I got was a System.ExcecutionEngineException and it opened a piece of code of LSPDFR: So if anyone knows how to help please help so I can stop using debug logs xD
  2. Also is there a way to get the suspects of a callout?
  3. Severety i was basing around the code of the callout like it shows in the backup menu.
  4. Well im making a leveling system that gives you XP but I want it to be dependend on severety and the distance of the player so that the player gets more XP from certain calls.
  5. Fixed the issue it was apperantly an encoding issue that was already mentioned as a bug to RPH. Thanks to PNWParksFan
  6. Okay now I'm coming to the conclusion that I might need the location of the callout and the severity. Is this possible?
  7. The new code: internal static class Settings { private static InitializationFile iniFile; #region User Settings public static Keys OpenMenuKey = Keys.U; public static Keys ModOpenMenuKey = Keys.None; #endregion #region System Settings public static float PercentageIncrementExpNeeded = .35f; #endregion static KeysConverter kc = new KeysConverter(); public static void Load() { Common.Log("Loading config."); Common.Log(GetIniString("Keybindings", "MenuKey")); Common.Log(GetIniString("Keybindings", "MenuKeyModifier")); OpenMenuKey = (Keys)kc.ConvertFromString(GetIniString("Keybindings", "MenuKey", "U")); ModOpenMenuKey = (Keys)kc.ConvertFromString(GetIniString("Keybindings", "MenuKeyModifier", "None")); } private static InitializationFile initialiseFile() { if (iniFile != null && iniFile.Exists()) return iniFile; iniFile = new InitializationFile(@"Plugins\LSPDFR\LevelSystem.ini"); iniFile.Create(); if (iniFile.Exists()) return iniFile; else throw new Exception("Ini doesn't exist."); } private static string GetIniString(string section, string key, string defaultVal = "") { try { Common.Log($"[Requesting INI String] Section: {section}, Key: {key}, FileLocation: {initialiseFile().FileName}, IniValidation: {ValidateIni(section, key).ToString()}"); if (ValidateIni(section, key)) { return initialiseFile().ReadString(section, key, defaultVal); } else { Common.Log("Ini file doesn't exist."); Game.DisplayNotification("mprpsymbol", "rp", "~b~LSPDFR Level System", "~r~Ini file error", $"Ini File doesnt exist!"); return defaultVal; } } catch(Exception e) { Common.Log($"[ERROR] {e.Message}"); return defaultVal; } } private static bool ValidateIni(string section, string key) { return initialiseFile().DoesSectionExist(section) && initialiseFile().DoesKeyExist(section, key); } } This results to this being said in the logs: So your solution doesn't work. I will try some stuff today myself and you will hear from me if I found the solution.
  8. Thanks I'll try that but the code that I used as a reference didn't do that either so idk if thats the problem tbh. Referenced code
  9. So I am making a plugin but when I try to load my INI file it just says that the object isn't set. internal static class Settings { public static Keys OpenMenuKey = Keys.U; public static Keys ModOpenMenuKey = Keys.None; static KeysConverter kc = new KeysConverter(); public static void Load() { Common.Log("Loading config."); Common.Log(GetIniString("Keybindings", "MenuKey")); Common.Log(GetIniString("Keybindings", "MenuKeyModifier")); OpenMenuKey = (Keys)kc.ConvertFromString(GetIniString("Keybindings", "MenuKey", "U")); ModOpenMenuKey = (Keys)kc.ConvertFromString(GetIniString("Keybindings", "MenuKeyModifier", "None")); } private static InitializationFile initialiseFile() { InitializationFile ini = new InitializationFile(@"Plugins\LSPDFR\LevelSystem.ini"); ini.Create(); return ini; } private static string GetIniString(string section, string key, string defaultVal = "") { if (initialiseFile().Exists() && ValidateIni(section, key)) { return initialiseFile().ReadString(section, key, defaultVal); } else { Common.Log("Ini file doesn't exist."); Game.DisplayNotification("mprpsymbol", "rp", "~b~LSPDFR Level System", "~r~Ini file error", $"Ini File doesnt exist!"); return defaultVal; } } private static bool ValidateIni(string section, string key) { return initialiseFile().DoesSectionExist(section) && initialiseFile().DoesKeyExist(section, key); } } Also my Common Logs are empty where I request the value. Am I doing something wrong? Also the "initialiseFile().Exists()" returns true but the "ValidateIni()" returns false The INI I'm using: [Keybindings] MenuKey = U MenuKeyModifier = None
  10. Nvm i kinda was looking for the name but found out that there was a call for it my bad. Was reading old api references before.
  11. Is there a way to get a callout's info by feeding the LHandle? If not can maybe a developer make such a function?

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