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AchilleX

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Everything posted by AchilleX

  1. The name of the callouts pack is FIB Hostage Rescue Team 😉
  2. The only Native that actually worked is SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE(false).
  3. Seems to be working, thanks! Also, for prevent ped spawning I'm trying SET_SCENARIO_PEDS_SPAWN_IN_SPHERE_AREA with the last parameter as 0, but I'm not sure if it is actually doing something 🤔
  4. The vehicles that I want to stop spawning are parked, so I don't this would work 😞
  5. I need to prevent the spawning of vehicles/peds in certain areas, such as in front of the Paleto Bay bank or in an LSIA hangar, but without completely disable the street traffic.
  6. Tried the native ADD_POP_MULTIPLIER_SPHERE with values 0f but nothing happens and if I call DOES_POP_MULTIPLIER_SPHERE_EXIST with the returned id it returns false. I called it in this manner NativeFunction.CallByHash<int>( 0x32C7A7E8C43A1F80, // ADD_POP_MULTIPLIER_SPHERE pos.X, pos.Y, pos.Z, 200f, 0f, 0f, false, false ); Also, I tried every combinations for the last two boolean parameters but still nothing changes. Same thing for ADD_POP_MULTIPLIER_AREA 😞
  7. I’m working on a new callout right now 😉. It takes a lot of time to think, develop and debug a callout and with school it’s hard for me.
  8. Hi guys, I have never managed to disable the spawn of ambient vehicles (or pets) in a specific zone. I manage to disable the traffic with SET_VEHICLE_POPULATION_BUDGET(0), but it is not the result I want. Any suggestions?
  9. Have you even played this callout pack? 😁
  10. Something like if (!keyJustPressed && Game.IsKeyDows(Keys.D2)) { Game.LocalPlayer.Character.Inventory.GiveNewWeapon(WeaponHash.StunGun, 1, true); keyJustPressed = true; } else if (!keyJustPressed) keyJustPressed = false; should work. keyJustPressed is a class attribute that prevents executing the if-branch each tick the key is being pressed.
  11. I’ll probably add more costumization in the future. You can just do a driveby on them, but I don’t think you would last very long 😁. You can stop the convoy parking in front of the main vehicle.
  12. My solution for now is something like this public static void SetOutfit(Ped ped, Outfit outfit) { for (int i = 0; i < 12; i++) { Component? component = outfit.Components[i]; if (component is Component value) { // Set the head back to default if (i == 1 && value.DrawableID != 0) SetHeadBlendData(ped, 0, 0, 0f); ... // Set the component } } ... // Set props } Does not work well for women though 😞
  13. Masks are not object nor props. They are a component variation that can be put on calling SET_PED_COMPONENT_VARIATION with componentId=1. I cannot find any native regarding adapting the mask to the face. Similar thing happens with hair (if it's long enough) and mask/hat. I have no idea what Rockstar do in GTAO...
  14. Faces are ok 😆, the code for setting them up is something like this int mother = ...; // random female face int father = ...; // random male face float mixing; if (ped.IsMale) mixing = 0.9f - randomFloatBetween0and0.1; else mixing = 0.1f + randomFloatBetween0and0.1; So that women are really women and men are men. I think I have seen worse faces in GTAO 😂. Maybe when you put a mask on in GTAO it calls SET_PED_HEAD_BLEND_DATA to reset the face back to the default?
  15. Hi guys. I have a simple function that generates a random face for every ped. It uses SET_PED_HEAD_BLEND_DATA with random mother, father and float for mixing and then calls FINALIZE_HEAD_BLEND. The problem is that if I apply a face mask to this ped (calling Rage.Ped.SetVariation), 80% of the time it compenetrates with his face, obtaining a very bad result. I have never seen something like that happen in GTAO so I think there is something wrong with my approach. Can someone help me? Example:
  16. Hi @LMS, sorry to bother you. It has been more than a year since RPH is no longer updated on the website (latest version 1.87) and the most recent version (1.95) only comes with LSPDFR. As this is a non-open source project, it is not possible to collaborate or request certain features, such as the implementation of the hashes of the new weapons or an updated natives.h. So I would like to ask why it has not been made public given the abandonment of the original development team.
  17. You should install the whole pack.
  18. Yes, if you can spawn it with a trainer with that name, the callout should work also.
  19. Exactly. To be precise, you just need any pack that contains a sheriffscout vehicle. Maybe in the next update I’ll remove this dependency 🤔
  20. Now the "Bank Robbery" callout should work, I forgot to specify a mod depencency 😑 Regarding "Reposession", is OAI working fine? I have installed my mod (with its dependencies) in a clean GTA 5 folder and everything is working fine.
  21. It can happen when you update EUP. What version are you using right now?
  22. There is only a single garage that opens automatically when you are near it.
  23. Yes, you cannot dodge the stun gun. That’s because you have first to find the van, which is in the yellow area but well hidden; or start the fight with the LostMC. If you try the “stealth way”, you will just fail. You said you found the van but while you were escaping a mission failed screen occurred. That’s why I said “an exception could have been thrown”, but now you’re telling me that you can’t find the van. Don’t you see a yellow area in the minimap when you are in the LostMC Club? That’s a blip.
  24. Yes, it is specified by a subtitle and a blip. Seems like an exception occurred or you managed to enter the van when you were not supposed to.
  25. Callout manager does not work with Bank Robbery and I do not know why. When is the failed message displayed?

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