Everything posted by GTAbear
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Attacking animals?
All animals are natively scared of 'humans' an i am Not sure any animal will attack except for class Puma. Have you tried with Puma? I would guess that spawning a Puma amongst Peds would make it attack nearest Ped as default behaviour, that is not the case for every else. ... b.. u.. t All creatures in GTAV are in fact derivered from the Ped-class. The implication is that any 'animal' can carry a weapon! It is possible to make even a seagull pack a 50-call sniper riffle ..! That are some really dangerous critters. I have seen it done, not done it myself, because its kind of silly : p It also possible to have a rabbit steal your car and drive away ! Here this damn pig stole my bike... In fact that is not the situation at all - Its Officer Chop one of our trusted agents in deeeeep cover, working a case of stolen farm-animals.. (sorry... : D Another fun fact is that all the cute kittens in LS has a default weapon! I suppose its charm ..
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New programmer or aspiring to be one?
New programmer or aspiring to be one? Here are my 2024 list of invaluable must have tools for LSPDFR: All GTA Objects: https://forge.plebmasters.de/ complete Native (API for all known base GTAV methods) https://nativedb.dotindustries.dev/gta5/natives complete RAGE (API for all known base RAGE methods) https://docs.ragepluginhook.net/ All GTA SP vehicles https://www.gtabase.com/grand-theft-auto-v/vehicles/#sort=attr.ct3.frontend_value&sortdir=desc&attr.ct5.value=gta5-story&page=1 Very helpful info about GTAV https://wiki.gtanet.work/index.php?title=Main_Page Database for all GTAV decals map-elements and more https://docs.fivem.net/docs/ Hashcodes for GTAV https://alloc8or.re/gta5/nativedb/ The Callout modder guide https://docs.google.com/document/d/1wpxOp67iJNu3V0z0ZLkjgGewni_Umu80UNiaaXVjS7w/edit#heading=h.b3n87s77xcfi Disclaimer I am not affiliated to any of above in any way Do add your own links in the comments
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I need help with my callout
Yes and Always only use UNI-code-letters when you write code! Never use nordic-letters (ä ö å), they will cause problems! So like 'Terrordåd' should be TerrorAct -UNI-code-letters are those used in english + numbers -Only use that in actual code! Here are some other ..pointers I write in capitals for you to better see the text. Try that If it works -great! but if it fails we need to see content of your Main file as well --- Also just made this May be useful if you not already know about them
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I need help with my callout
..just copy the C# source-text in full or if you know where the issue is; in except -of your main from your IDE and paste it here (You are using the example-plugin template -right?) -If you dont want to make your source public you can send it as PM, but ..
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I need help with my callout
🙂 You send us your dll That cant be debugged We need to see your code Your Assembly could also be an issue, so could path of the plugin
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How to create a Callout Plugin for LSPDFR
That is where you start! Rebuild that demo-plugin, preferably without looking (too much: ) at the code. Understand the code! Understand the 3 layer-hierarchi Low-level: GTA & RD : Natives General plugin-level (GTA & RD incapsulating Natives: RAGE Pure LSPDFR ( incapsulating Natives & RAGE ) Functions You find all Natives here: https://nativedb.dotindustries.dev/gta5/natives/ You find RAGE here: https://docs.ragepluginhook.net/ You find Functions in VS-IntelliSence after adding LSPDFR as a reference in VS If you have any issues, ask : )
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New Vapid Stanier cruiser in GTA Online
curiously it is possible to load and use the new unmarked police-vehicle in spawn.list this car is named POLICE4
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[question] Police vehicles
The one i saw is a major disappointment it is next to identical to POLICE1, but ofcause the real thing is its handling and if it gives a different driving experience, but that is yet to be tested 😛 It is kind of strange though, that R* adds a new SP police-vehicle.. Isent it? (( Soon'ish i have my All-cars-as-police cars ready. I like being able to use any vehicle as a police-car, meaning that it got siren, can prompt cars to pull-over and force all vehicles to yield during pursuits. I do not have red/blue lighting, and propl wont. Rear-light do however blink and can be toggled
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Can you replace the base game dispatch audio?
You mean The sound-files used in LSPDFR that is placed in the folder ..GTAV\lspdfr\audio That should be no issue at all The files are 512kbps, and so must your own wave files! -And they must ofcause be wave-files You can use the free sound-editor Audacity to resample to 512kbps in wave-format
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i accidentally deleted my fib buffalo and fbi granger files.
The default ones? You should get all default content back if you verify your game If it fails you can reinstall Both takes ABSURDLY long time 😕
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GTA 6 Trailer (Released Early Due to Leak)
Oh ya, no doubt that it is today possible to make much more impressive trailers, The current video, animation, and model-building-tools are significantly improved since GTA5 launched- NO doubt! But.. Until we see actual ingame-screen-recorded-footage, it will be impossible to say how much improvement the game actually has compared to GTA5. I am next to sure, that the game wont be that beautiful as seen in this trailer, so the reasons to get hyped should be map-size and interiors, where both afaik should be significantly upscaled -And that is enough for hype! 😛 (( Also.. The real release of GTAVI that i will enjoy, will come when LSPD5 is released! I have not found much joy in being a no good criminal stealing and destroying at random, but that just me, and my quirky ways..
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GTA 6 Trailer (Released Early Due to Leak)
Not stated seeing anywhere that this video is in-game-action. This looks like cut-scene / advertisement video-material, and to good to be game-action.
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We need a GOOD Pit mod !
Well i did and have to realize that there are differences between cars with Peds and cars with purps.. It is no hazzle to make a functional PIT method for Peds-cars, they are 'left alone' by the LSPFRF-game-engine, that is however not the case for purp-cars! If a marked car (blipped) is set to loose its grip, the LSPDFR-engine will imediately reset the grip next msecd. It can be read-out as Reapplied in the log i believe.. That means that blipped cars wont do a pirouette when touched by the chasecar, only cars with civilian-Peds will do that. Unless LSPDFR adds a method for letting the purp-car-grip be the same as it is for Civilian-cars, a PIT-method for purp-cars is not possible. Civilian-cars can however be spun several times, but beside it looking suspiciously like driving on black ice, it is not all that interesting
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We need a GOOD Pit mod !
Should be doable I made a test for traction, and it can be almost removed: But here is the thing How will the gameplay be if you can spin a car around with a push on its rear. Wont it be way to easy to stop a vehicle? There can be a set possibility for the car to respond to the push, but when pushed, it will fly from the road! I think other devs have found that to be a problem too, and felt that the method simply makes chasing a vehicle obsolete. first time you touch it, the chase is over, and the purp is in the ditch, hospital or more south.. Setting the driver into a panic-state is more ..tricky
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[REQUEST] OnPedAddedToPursuit event
Functions.AddPedToPursuit exists wont that be enough?
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police parking lot bare .. is there a way ?
May i ask why you want this at all? If it is for realism, then for all means, but if it is functionality, you do not need it. You can get any (singleplayer) vehicle at any time with console (f4) press f4 type spawn pol Console shows you all police-vehicle available, all you need is to select one, press enter and its there. (In my plugin i have just for fun, made a car delivery system. A Ped from the motor-pool will then drive a car to your position, but it is just for fun -Not necessary at all)
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i can't load my own plugin
that's a newest logs from GTAV folder i was checking the time that's show 01/12/2023 so that might be a newest Oki. btw im try to making lspdfr plugin Ok, then your compiled dll must be in GTAV\plugins\LSPDFR\ is the dll in that folder? I have never understood why some do not want to be pinged, the forum is supposed to work like that. Do never feel sorry for pinging me. If your compiled dll is in folder GTAV\plugins\LSPDFR\, then there are two more things that can stop your dll from loading. The first is a missing or wrong-formulated Assembly-statement, that was why i asked for that. You must have an assembly-statement in your code! It must be inserted right after your using block last statement. The second thing is a missing main-thread delegate & Yield-statement. You must set a thread for your Plugin -eg GameFiber fiber = GameFiber.StartNew(delegate //game-loop : });//delegate and make main-thread Yielding, -eg just before });//delegate GameFiber.Yield(); because your plugin need to get an entry in the Main-thread So we get: GameFiber fiber = GameFiber.StartNew(delegate //whole game-loop! GameFiber.Yield(); });//delegate }//game-loop }//main Do you have that? @Dat Nguyen
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i can't load my own plugin
Your log is from 22. Nov -is that the newest you have? (Newest is always in your main GTAV-folder) How does your Assembly-statement look? What kind of plugin have you made? RPH or LSPD? (Different folders used for the dll)
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Using LSPDFR with Online
it works if you have the two folders in the same library R* looks default in GTAV So with these two folders R* ignores GTAV ONLINE and loads GTAV If i would play online i REMAME GTAV to GTAVmodded and GTAV ONLINE is renamed to GTAV Then i can open the game, and R* will now ignore folder GTAVmodded But i am on EPIC Do you have similar setup?
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I need help with my callout
@RicyVasco is 100% correct -We cant guess your bug -Show code! You have already understood where in your scenario your code has an issue. The debug process is then to study what your code does at that event You can get debug info written in your log with the statement Game.LogTrivial(" blah "+>any var in your event<); ofcause without the ><
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[REQUEST] On-foot traffic stop
Just to share -I have made 'brute-force' stopping in as much that the car goes from full-speed to 0 instantly. I used the Native BringVehicleToHalt code if (aCar.Speed > 0) NativeFunction.Natives.BringVehicleToHalt(aCar, 2.0f, delayer, true); Where aCar just is the closest vehicle delayer is a time in ms I know you are able to make a more smooth breaking ; p -So this should do
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Propl Bug
Crash when attempting to spawn a random vehicle: Vehicle someThing = new Vehicle(trafikUnJamPoint); Some kind of exceptionHandler did not kick in, and instead LSPDFR crashed.
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[REQUEST] Set a ped as no longer arrested within lspdfr
I second this. Often in arrest-sequences there is a deadlock where AI-police seams to be 'event-frozen' (often repeating something about fun with a**, with seams 'disturbing' when the arrested Ped is a ...dame........ .. .) The arrested Ped is in that state not possible to get a handle to. If Player 'accesses' the arrested-Ped through nearest-Ped and pull BlockPermanentEvents and removeTasks on that arrested-Ped, nothing happens. The arrested-Ped is still 'Owned' by the frozen AI-police, and cant be moved or taken over be Player. Any blip is also impossible to get rid of. Here a method for getting 100% control over the arrested-Ped, and to make the frozen AI-police be re-initiated (wander/ leave for vehicle) is missing atm. Afaih understood the deadlock happens if Player initiates an arrest-sequence, by forcing a Ped to the ground and an AI-police interrupts the sequence, and take over (witch they will do). Perhaps Player 'own' the arrested Ped, but AI-police cuffed the Ped, and that is an unhandled situation with 2 or more conflicting arrestManagers (?) Idk but that is what i have seen. Also Peds from ambient-events cant be arrested at all by Player. Using 'E' as the Ped stands with raised hands, will do nothing in that sequence. ( -Calling a purp-transport by script will however work, the Ped will be transported even though not handcuffed and not kneeling, witch is odd) Finally.. Arrested Peds wont enter Players car, and if warped-in by script Ped wont be recognized at any police-stations. Oddly handcuffed kneeling Peds warped into Players car, will be recognized, but in kneeling position they are 'dragging' on the road during transport. (image) That looks wrong, but 'works'.
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Time to search for suspect
Great link! Thanks Charlie! I am actually looking for a way to enhance the initial time in default-callouts before the red-blip turns into a black X. Initial understood as the time before the first visual contact. IMO the time between Dispatch callout and the 'disappearance' of the red-blip (eg morphing into the X as in picture) that time is often too short. Visual Contact is never reached. I have an idea for improvement. The morphing of red-blip-to-X should not happen before the Player looses visual-contact for the second time. Eg the red-blip should remain persistent untill the player catch up with the chase. If the player drives into an obstacle and then looses contact, the morphing to black-X should take place. That would be enhanced gameplay, because it would be a 'punishment' of the player for inferior driving. As i see it now the only real method to keep the red-blip on the chase-car, is to call in a helicopter. When that done morphing of red-blip-to-X will not happen before Player can catch-up with the chase, but then Player can loose contact again, and hence no enhanced gameplay is achieved. (Calling backup imediately after the morph-to-X will often also work)
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Missing default relationship group (bug?)
Here we have a Ped of the type G_M_Y_<..> It does however not have a relationshipGroup defined Imo a gang-member should have the default relationship "HATE-PLAYER". It is important for plugin-development that a purb can be defined through a relationshipGroup, but that is often not the case. Should it be like that?