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Everything posted by PawelSad12
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Since the last update I have a half-allien, half-normal NOOSE officers who have no hands... I do have an EUP but beside that I didn't change anything when it comes to new skins. Help, please
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[ELS] Los Santos County Sheriffs Office Pack
PawelSad12 commented on OfficerFive0's file in GTA5 Mods Vehicle Models
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I haven't found anything particular when it comes to this issue... Does anyone know how to set custom ped's resistance to STP and vanilla arrests? Do we have any control over one's attributes beside the PedPursuitAttributes?
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Hey guys, I have a performance issue with the STP. Since I've installed few heavy mods, I've expierenced a performance loss during multiple armed suspect pursuit. The moment I removed the STP, the problem disappeared. The plugin is one of my favorites and it works perfect outside of the pursuit and honestly I don't need it for a chase, so is there any way to limit its impact on pursuit peds? Thanks for your time
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Hello guys, I was wondering how the author of this plugin.... .... managed to force the pursuit peds to "surrender". It seems like they play the "cower" animation which is just endlessly looped... however I haven't figured out how to achieve similar effect in my little, "made-for-fun" plugins. Applying these two... NativeFunction.Natives.TASK_HANDS_UP(Shooter); Shooter.Tasks.PutHandsUp(20000, Game.LocalPlayer.Character); ... scratched the surface of the problem, since the pursuit ped paused for a second to play the animation but then the pursuit script took over again... I would appreciate any word of an advice. Thanks!
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Those "GTA-style" pursuits started to rub me wrong recently. I'm looking for something more realistic and I was wondering if any of you guys know any mods for maybe a little bit more realistic car damage? Like if I decide to rear-end the suspect it would disable one's car or make it much harder for him to continue. BTW. I do have LSPDFR+, so the cops act accordingly. I only have a problem with the other party
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I'm sorry but I guess I still suffer from a newbie virus here. Could you give me a hint how exactly should I put them in a line of code? I can't see them among function's or character's properties
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Could you tell me how to use one of these, exactly? Does anybody know how it works and whats the exact outcome if you, for example, set Ped's AverageFightTime to 0?
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Where can I find people who'd like to play cops vs robbers online and make it look like LSPDFR?
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We have ten armed suspects on the scene. Tons of backup on the way. It gets intense. Then the performance quality drops, by a lot, unfortunately. And yes, I know it’s a lot to process and I supposed to learn to live with it but here’s the thing… if I provoke a shootout in the hood I can get you twice as much suspects and every cop in the area and the game manages or suffers, but significantly less. What could be the reason of such situation? Where is the difference between my guys and random bad guys? I was thinking that maybe, just maybe, the problem is in some sort of a character script. I’m sure you have noticed that random gangsters show up on your radar as those little red blips that remain active for as long as they attack you. Such option doesn’t work for spawned peds… Could this be it?
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Stop The Ped and The Ultimate Backup have been updated recently and I dunno if it's just me or there is something seriously wrong with these two. Weird things happen... - Game crashes with no reason, - Game freezes if I open console, - FPS drops, - Plugins are doubled, - I get wanted stars on duty, Is there a way to use the old version? It was perfect to me, I don't need that update anyways. The issue is that my game crashes when on duty if the old ones are loaded.
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The scenario seemed pretty simple to me: you respond to suspicious activity in a certain location. As you come close, you get an update about terrorist activity and you’re being given a task to secure the area. If you get them all killed you complete the task. I came up with multiple solutions that seemed logical to me but obviously the code has very little with (my?) logic and I can't make it without your help. The callout has been accepted. „myBlip” takes you to the location. Then… public override void Process() { base.Process(); { if (Game.LocalPlayer.Character.DistanceTo(Soldier1.Position) < 200f) { CallTheCops = true; Game.DisplaySubtitle("~r~SECURE THE AREA~w~", 7500); myBlip.DisableRoute(); myBlip.Delete(); myBlip2 = new Blip(Guard1.Position, 100f); myBlip2.Color = Color.Red; myBlip2.Alpha = 0.5f; } GameFiber.StartNew(delegate { while (true) { GameFiber.Yield(); if (CallTheCops == true && Guard1.IsDead && Guard2.IsDead && Guard3.IsDead && Soldier1.IsDead && Soldier2.IsDead) { Game.DisplaySubtitle("~g~AREA SECURED~w~", 7500); myBlip2.Delete(); if (Guard1.Exists()) Guard1.Dismiss(); if (Guard2.Exists()) Guard2.Dismiss(); if (Soldier1.Exists()) Soldier1.Dismiss(); if (Soldier2.Exists()) Soldier2.Dismiss(); if (Sniper.Exists()) Sniper.Dismiss(); } } }); //end of the code } } The first condition works fine. The other one's outcome is being looped and crashes the games no matter whether it's meet or not. public override void Process() { base.Process(); { if (Game.LocalPlayer.Character.DistanceTo(Soldier1.Position) < 200f) { CallTheCops = true; Game.DisplaySubtitle("~r~SECURE THE AREA~w~", 7500); myBlip.DisableRoute(); myBlip.Delete(); myBlip2 = new Blip(Guard1.Position, 100f); myBlip2.Color = Color.Red; myBlip2.Alpha = 0.5f; } if (CallTheCops == true && Guard1.IsDead && Guard2.IsDead && Guard3.IsDead && Soldier1.IsDead && Soldier2.IsDead) { Game.DisplaySubtitle("~g~AREA SECURED~w~", 7500); myBlip2.Delete(); if (Guard1.Exists()) Guard1.Dismiss(); if (Guard2.Exists()) Guard2.Dismiss(); if (Soldier1.Exists()) Soldier1.Dismiss(); if (Soldier2.Exists()) Soldier2.Dismiss(); if (Sniper.Exists()) Sniper.Dismiss(); } } } //end of the code } } The first condition works fine. The other one is being totally ignored. public override void Process() { base.Process(); { jestemblisko(); } } public override void End() { myBlip2.Delete(); if (Guard1.Exists()) Guard1.Dismiss(); if (Guard2.Exists()) Guard2.Dismiss(); if (Soldier1.Exists()) Soldier1.Dismiss(); if (Soldier2.Exists()) Soldier2.Dismiss(); if (Sniper.Exists()) Sniper.Dismiss(); base.End(); } public void jestemblisko() { GameFiber.StartNew(delegate { while (true) { GameFiber.Yield(); if (Game.LocalPlayer.Character.DistanceTo(Soldier1.Position) < 200f) { break; } CallTheCops = true; Game.DisplaySubtitle("~r~SECURE THE AREA~w~", 7500); myBlip.DisableRoute(); myBlip.Delete(); myBlip2 = new Blip(Guard1.Position, 100f); myBlip2.Color = Color.Red; myBlip2.Alpha = 0.5f; } while (true) { GameFiber.Yield(); if (CallTheCops == true && Guard1.IsDead && Guard2.IsDead && Guard3.IsDead && Soldier1.IsDead && Soldier2.IsDead) { break; } Game.DisplaySubtitle("~g~AREA SECURED~w~", 7500); this.End(); } }); } } } Everything goes to hell. However, once it's just one condition everything works perfect but I do have a little problem with that, since I've already created a plugin outside of a "callout sheet" where there are three different conditions doing their job just fine... Could you tell me (again) what do I do wrong and how can I keep going with all of this without having a stroke or a massive heart attack? EDIT 1: I've tried to remove {} after the base.Process(); but still nothing.
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Yeah, it was the "Rage.Vehicle is invalid" part that made my think of missing reference or some deep-seated issue with the code. What could be wrong with the vehicle on this point, I thought. You were right and I'm very grateful. For the record I must admit that safety checks are really useful. For instance, when I tested the code again I learnt that If player somehow gets to your ped and kills him before he reaches the car the plugin will also crash unless check is in place.
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Hey guys, I hate to bug you again but I’m on the edge here. I have no idea whether I got super stupid in last several years or is there something seriously wrong here and it’s not on me. I’ve encountered so many problems with the code thus far that you wouldn’t believe it. Yesterday I gave a shot to the „Assasination Plugin” tutorial by Albo1125. (https://www.youtube.com/watch?v=lZUAXBYRaE4&t=185s) Despite of using literally the same code my plugin crashes. It’s not the first time things go down that road. What the f… is going on here? Did I miss something? I'm totally helpless. 1) I added the following references: LSPD First Response RAGENativeUI RagePluginHookSDK System.Windows.Forms (for pressing the key) 2) The code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Rage; [assembly: Rage.Attributes.Plugin("wtf", Description = "B", Author = "Pawel")] namespace wtf { public static class EntryPoint { public static void Main() { GameFiber.StartNew(delegate { Game.DisplayNotification("To ostatnia wtyczka"); while (true) { GameFiber.Yield(); if (Game.IsKeyDown(System.Windows.Forms.Keys.Enter)) { break; } } Ped RogueOfficer = new Ped(Game.LocalPlayer.Character.GetOffsetPositionFront(10f)); Vehicle RogueOfficerCar = new Vehicle("POLICE4", Game.LocalPlayer.Character.GetOffsetPositionFront(15f)); RogueOfficer.BlockPermanentEvents = true; RogueOfficer.IsPersistent = true; RogueOfficerCar.IsPersistent = true; RogueOfficer.Tasks.EnterVehicle(RogueOfficerCar, 10000, -1).WaitForCompletion(3000); RogueOfficer.Tasks.DriveToPosition(Game.LocalPlayer.Character.Position, 15f, VehicleDrivingFlags.Emergency).WaitForCompletion(6000); RogueOfficer.Tasks.LeaveVehicle(LeaveVehicleFlags.None); RogueOfficer.Inventory.GiveNewWeapon("WEAPON_SHOTGUN", -1, true); RogueOfficer.Tasks.FightAgainst(Game.LocalPlayer.Character); while(true) { GameFiber.Yield(); if (Game.LocalPlayer.Character.IsDead || RogueOfficer.IsDead) { break; } } if (RogueOfficer.Exists()) { RogueOfficer.Dismiss(); } GameFiber.Hibernate(); }); } } } 3) The log: [4/26/2020 10:48:20 AM.632] wtf: UNHANDLED EXCEPTION DURING GAME FIBER TICK [4/26/2020 10:48:20 AM.632] wtf: ------------------------------ [4/26/2020 10:48:20 AM.632] wtf: Origin: Game fiber "<UNNAMED THREAD>". [4/26/2020 10:48:20 AM.632] wtf: ------------------------------ [4/26/2020 10:48:20 AM.632] wtf: Exception type: Rage.Exceptions.InvalidHandleableException [4/26/2020 10:48:20 AM.632] wtf: Exception message: Operation is not valid because the specified Rage.Vehicle is invalid. [4/26/2020 10:48:20 AM.632] wtf: ------------------------------ [4/26/2020 10:48:20 AM.632] wtf: Inner exceptions: [4/26/2020 10:48:20 AM.632] wtf: ------------------------------ [4/26/2020 10:48:20 AM.632] wtf: Stack trace: [4/26/2020 10:48:20 AM.632] wtf: at Rage.TaskInvoker.DriveToPosition(Vehicle vehicle, Vector3 position, Single speed, VehicleDrivingFlags flags, Single acceptedDistance) [4/26/2020 10:48:20 AM.632] at Rage.TaskInvoker.DriveToPosition(Vector3 position, Single speed, VehicleDrivingFlags flags) [4/26/2020 10:48:20 AM.632] at wtf.EntryPoint.<>c.<Main>b__0_0() in D:\Program Files\GTA V MODY\AssasinationPlugin\AssasinationPlugin\Class1.cs:line 46 [4/26/2020 10:48:20 AM.632] at Rage.GameFiber.Main() Could you please just point out where to look? Thank you for your time.
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Thank you so much! Problem solved.
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Thank you. They're not in the pursuit. I've followed your other advise but the game has crashed and I can't really say why. Could you have a quick look? GameFiber.StartNew(delegate { //meansnothing is set to true by now Guard1.Tasks.TakeCoverAt(Spawn1, Spawn2, 200000, MEANSNOTHING); Guard2.Tasks.TakeCoverAt(Spawn1, Spawn2, 200000, MEANSNOTHING); GameFiber.Sleep(9000); //time for finding cover Game.SetRelationshipBetweenRelationshipGroups("MYENEMY", "COP", Relationship.Hate); while (true) { GameFiber.Yield(); if (Guard1.IsAlive) { break; } } NativeFunction.Natives.TASK.STAY.IN.COVER(Guard1); NativeFunction.Natives.TASK.STAY.IN.COVER(Guard2); }); [4/25/2020 1:28:20 AM.145] LSPD First Response: Exception type: Microsoft.CSharp.RuntimeBinder.RuntimeBinderException [4/25/2020 1:28:20 AM.145] LSPD First Response: Exception message: 'object' does not contain a definition for 'TASK' [4/25/2020 1:28:20 AM.145] LSPD First Response: ------------------------------ [4/25/2020 1:28:20 AM.145] LSPD First Response: Inner exceptions: [4/25/2020 1:28:20 AM.145] LSPD First Response: ------------------------------ [4/25/2020 1:28:20 AM.145] LSPD First Response: Stack trace: [4/25/2020 1:28:20 AM.145] LSPD First Response: at CallSite.Target(Closure , CallSite , Object ) [4/25/2020 1:28:20 AM.145] at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0) [4/25/2020 1:28:20 AM.145] at CopKillers.CopKillers.Tryout.<Process>b__8_0() [4/25/2020 1:28:20 AM.145] at Rage.GameFiber.Main() [4/25/2020 1:28:20 AM.145] LSPD First Response: ============================== [4/25/2020 1:28:20 AM.145] LSPD First Response: [4/25/2020 1:28:20 AM.147] LSPD First Response: [FATAL] Forced termination [4/25/2020 1:28:20 AM.149] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager [4/25/2020 1:28:21 AM.708] LSPD First Response: [INFO] LSPDFR has shut down The moment I get rid of the loop the code works but without it its kinda useless. I'm thinking missing reference? Do you happen to know if I need one for "GameFiber.StartNew(delegate);" ?
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Basically the goal is to make the suspects stay in the area filled with potential covers to make it more difficult for police forces to put them down. The problem is that once in combat they run all over the place and end up out in the open, easy to kill... Is it possible to limit their actions in combat? I tried to force them to "TakeCoverAt" the specific positions every time they find themselves more than 100 feet from their spawn points but I came up short.
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Hey MisterPaul! Here's a simple example of how to loop the condition: 1) This is part of the beginning where you have to define PlayTheActionOnlyOnce(): public class TerrorHouse : Callout { private bool PlayTheActionOnlyOnce = false; 2) And as we cut to action... public override void Process() { base.Process(); if (Game.LocalPlayer.Character.DistanceTo(Suspect.Position) < 100f) //if (the condition) { // YOUR ACTION PlayTheActionOnlyOnce = true; } if (PlayTheActionOnlyOnce) { End(); } } } } Seems simple but it took me a day to figure it out, so may be useful for newbies
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Hey everybody, Just getting started here, so please show me some mercy My goal is to spawn multiple suspects the moment player goes near the callout location. My first question is is it possible to set a group spawnpoint instead of separate positions for each ped? public override bool OnBeforeCalloutDisplayed() { SpawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(150f)); Spawn2 = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(147f)); Spawn3 = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(144f)); } Secondly, how do you loop checking if the condition was met. If (Game.LocalPlayer.Character.DistanceTo(Suspect.Position) < 100f) I wanted to start the fireworks the moment player comes closer than 100 feet but nothing happens (because the code verifies if the condition is met only once). Is there a way to loop it? Thank you for your time and patience Cheers.
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Hey there, So I've been trying to put together a little scenario - an Active Shooter’s style. Since the plugin crashed the moment I deleted the pursuit part from the pursuit-based code example I assume that every callout has a certain “code system” with very specific criteria. Do we have a list of those? I apologize if I got something wrong, it's my first day with the API Thanks in advance! EDIT #2: You're right. My problem was that I had no idea what is required for each callout script and how to find it. It was a newbie mistake. Everything you need is here:
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Fellow officers can't call for prisoner transport
PawelSad12 replied to PawelSad12's topic in LSPDFR 0.4 Support
Point a gun at the suspect and hit "E" twice. The STP will kick in. However, if you hold "E" you'll perform vanilla arrest with very limited options to proceed with. -
Fellow officers can't call for prisoner transport
PawelSad12 replied to PawelSad12's topic in LSPDFR 0.4 Support
unitedOrange66 I've found the solution Look for this line in the .ini file: // You can control all peds arrested using vanilla LSPDFR arrest function with this plugin including disarming vanilla stop/interaction menu (yes/no) TakeOverAllArrests=yes Set it to "no". As a result you'll see police officers taking care of the suspects they arrested on their own (as they used to). Also it'll give you more options when it comes to dealing with suspects. From this very moment if you hold "E" (by default) you'll proceed with vanilla invastigation process (default menu and default arrest) and if you double hit "E" you'll be able to use the STP menu and perform the STP's arrest Also suspects arrested by the fellow officers will not respond to you in any way. The arresting officers will take it from there -
Fellow officers can't call for prisoner transport
PawelSad12 replied to PawelSad12's topic in LSPDFR 0.4 Support
Well, thanks anyway. -
Since I've installed the following plugins: StopThePed, UltimateBackup, HighPriority and SuperCallouts fellow officers can't take care of the arrested suspects by themselves. Yeah, I can do it myself but once in a while vanilla backup cops freeze after making an arrest. They would just stand there forever. Is there any way to get the default settings for them to call for transport on their own as they used to without removing the plugins?

