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Yosus

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Everything posted by Yosus

  1. Yeah, storing the information is not a problem. I just thought that this information would be stored and handled somewhere already. If that would have been the case, implementing a separate "store" would have interfered with the existing logic, as the drug package would still be in the inventory after selling it.
  2. Ok, thanks! That's exactly the workaround I had in mind, but I thought that maybe I missed something. I will solve it this way. Do you know the game "True Crime"? In this game you were a cop too and you could frisk suspects, collect their drugs and then either bring them to the police department and get rewarded with GoodCop-XP and money (I think) or sell it to a pawn shop and get rewarded with BadCop-XP and (more) money. I want to create something like that.
  3. What do you mean by create a pickup with that model? The packages dropped by suspects can already be picked up, but I just don't know what happens to them after they have been picked up. I just need to keep track of them, but they don't seem to exist before they are dropped and after they have been picked up.
  4. No, when I spawn it manually, i can't collect it. There must be some separate logic handling this behavior.
  5. Hello there. Sometimes when you frisk a ped, a drug package spawns in front of him. I try to add a feature to my mod, which lets the player decide if he wants to register it or just take and sell it later (as it was possible in True Crime). Here my problem: The player seems to be able to collect those packages (which use the model PROP_DRUG_PACKAGE_02), but until now I'm unable to find any further information about it anywhere. Where is the information about drug packages stored? It doesn't seem to be accessible in a managed way. I could neither find information about it in the ped object of the ped who dropped it, nor in the ped object of the player who collected it. It also doesn't seem related to the contraband collection, even though it can contain drugs too. But they won't cause a drug package to spawn when frisking their owner. A workaround would be to monitor all nearby objects and if there is a drug package, the player crosses it's position and it disappears, to register it as a collected package on my own. But this would be a hack and I'm sure there must be a better way. Any ideas? Thanks in advance!
  6. Hello there. Actually I'm about to build quite the same stuff and this is one of the problems I already managed to solve. Try the following methods on a cop: Functions.SetPedCantBeArrestedByPlayer Functions.SetPedCanBePulledOver They should do the trick.
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