Everything posted by GTAbear
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Game crashes when using LSPDFR
Any error-messages?
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Restarting PC every time to load game
Obvious your pc or rather a setting on your pc, yours, because noone else have complained about this, so the way ahead is: * What is your OS version? * Are you fully updated? * Do you play on your admin-acount * What error-message do you get when you start your game and RE-crash? * From where does your GTAV came? EPiC / STEAM / Retail .. * Do you shut down daily or sleep your pc?
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<Solved> audioflag is ignored
Ohh- That explains it I dislike the default Apprehend wanted suspect-callout. It is predictable, and the gameplay is low. So in my utility-plugin, i added a highly randomized 'replacement' that i then would start when dispatch made that Apprehend wanted suspect -Expressed shorter: I attempted to make something that is unsuitable for a plugin. The way to do this would be to make a proper call-out, and not what i have done. In that process i also managed to misunderstand the functionality of SetAudioFlag Thank you for that information! It looks like dispatching cant be disabled, in a utility plugin.
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<Solved> audioflag is ignored
I have implemented an alternative to the default "apprehend wanted suspect" callout, in native lspd. The implementation is in a plugin, not a callout, it is a substitude-callout! I need to emulate the default feature of not getting new callouts during the substitude-callout-action, and i have found information about blocking dispatch with: NativeFunction.Natives.SetAudioFlag<bool>("PoliceScannerDisabled", true); But that is ignored. Dispatch continue to make callouts and the mini-map toggles up/down accordingly. especially the map-toggling from detailed to oversight is very disturbing for the substitude-callout Am i using SetAudioFlag wrong, or is there a better way to stop dispatch to make new callout untill it again is wanted? ----Solution:--------------------------------- Today i was reading up on a subject and incidently this came up: Functions.SetPlayerAvailableForCalls(boolean); That function works exactly like i need it to. As long as the flag is false there are no callouts from dispatch
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What do I need to know about how to play?
No i was talking about not having your lspdfr folder 'ruined' -at least temporary -by auto-update, but nvm : p
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What do I need to know about how to play?
This That Raven1 said is important and the way you do this best is to have TWO full GTAV-folders You then rename the one with lspdfr when you play on-line, and rename the vanilla-one when you play lspdfr, because obviously you cant have to sub-folders named GTAV in the same folder.. doh.. Lastly you set AUTO-Update to OFF, in your game-launcher. That way you never have your lspdfr version blocked by a R* update
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Lspdfr infinite loading black screen
[3/27/2023 12:16:39 AM.059] LSPD First Response: [INFO] LSPDFR has shut down Did you or RAGE shut lspdfr down? The log shows that you never enter state duty Have you clicked on the black RAGE-screen? If not do that, you should then see the Map-view, and it is normal that it is frozen When the cursor toggles steadily, press escape, and wait for the plugin to load fully, then go to a police-station and build your character
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Flashlight attachment
The solution would be to attach the flashlight to a bone of the model. That is something i have not looked at, but there are many bone-options for models.
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does anyone now how to fix this
It is one erroneous edge in the mesh of that model, could be that it is flipped. Reload the game, and see if that help. If you have installed a 3. parties character-pack, then uninstall it
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some enemies appear out of nowhere
It is normal and also a feature, that spontane chases appear now and then. If the 'nowhere enemies' originate from a 1/3 sized red blip, then it is that feature. Its called Ambient-events, you can disable them in your lspdfr.ini, but i would not recommend to do that, they are gameplay. Another type of nowhere enemies can appear, if you have started lspdfr while you are inside a chapter of story-mode. active enemies from that story-chapter, will be persistent, and also appear in lspdfr. The solution is to either abort the chapter or finish it in story-mode, before you start lspdfr
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Flashlight attachment
You can attach the light to a weapon. _SET_FLASH_LIGHT_ENABLED void SetFlashLightEnabled(int /* Ped */ ped, bool toggle); I have not used the Native so the result and quality i dont know
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Sounds from a specific Ped in 3D-sound-scape
Thanks! I tried that with NativeFunction.Natives.PlayPedAmbientSpeechNative(pw, "GENERIC_HI", "SPEECH_PARAMS_SHOUTED_CRITICAL"); but it made no sound The file "GENERIC_HI" may be a bad choice, but it was the only one mentioned i Natives ; p Can filenames for other speech-files be found?
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Sounds from a specific Ped in 3D-sound-scape
/* i have a Ped that i have defined like: Vector3 randPos = pedCollection[sRange].Position; Ped vitnes = new Ped("a_f_m_soucentmc_01", randPos, 180); vitnes.RelationshipGroup = "LAW"; After this Ped has spawn i would like it to continuously scream, cry very loudly or at least make some loud 3D-sound or noise. There are a lot of Peds making loud noises, but can we control and make a Ped so it makes loud noises of a kind? I want Player to use his ears to find the Ped in question, and interact with the Ped, but i am unable to have the Ped making this loud 3D-sound Edit-------------------------- It suddenly downed upon me that i could have the ped using a car-horn! That would actually 'work', but screaming crying would be better, so i am still interested in using a sound like that
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Slower (more realistic) pursuits
That is however difficult. PIT depends on real auto-mechanic, a sudden backward-motion will harm a forward moving mechanical engine, the gearbox or other mechanical parts will be damaged, further is the cars in GTA much more than irl direction stable -witch is a shame 😕 But GTA has never claimed to have realistic car-physics like f.i Forza or similar car-driving simulation-games. GTA car-physics is first and foremost made to be fun, not absurd unrealistic, but not simulation. PIT would need physics that are more realistic than fun. Perhaps it would be possible to implement some form of simulated behaviour where the crimecar would be forced into a spin if touched, but damn difficult to get that looking good :p, and just to ive you an idea of the challange in the code: Making code that would make an object rotate 180 dg over f.i 1000 gameticks would be possible but that would take place every time the object was in a collision. It would be possible to add random rotation (change event over gameticks) speed and even random possibility for the event to take place, but alas these is no way in RAGE to measure the force of an impact, so a soft touch results in same effect as a hard bump. In my plugin i have experimented with speed as modulator for the damage-effect of collisions, that works 'so-so' -At least i can punish the player for rotten driving, and reduce the cars life-points. I made that because i really hated the ability to have a humongous collision and just drive away as if nothing happened. Enough of that 😛 Your post gave me some input and ideas. I will experiment a bit and post something here..
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The character creation menu does not open in the police station
What is the MOD? Have you tried to make a character with LSPD alone? does that work? does the LSPD-character also work in the MOD?
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Cuffing dead bodies
Do you code? Peds in the state where they cant be revived can not be reached with Ped-methods. None works Witch lead the the conclusion. They are not Ped-instances Ergo, they were not dead. My remark was for cuffing dead bodies, as understood in state dead for a Ped, a state where the Health-variable < 20. Health > 20 seams to be enough for the ambulance crews to revive the downed Ped, but there is also at least some variation added to the success-rate for reviving. That could be for head-shots, but there are no methods in the program to access that. The scenario is instead cuffing downed bodies That is of cause different.
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LSPDFR Arrest Animation Names
Alex Guirre (alexguirre on gitHub) has documented the animations from GTAV. https://alexguirre.github.io/animations-list/ That happens to be... 156119 clips (!) The link shows the resource-names but those are less than usage-friendly 😕
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Slower (more realistic) pursuits
I cant see why that should not be possible. It is fairly simple to set a upper-limitation for the speed for a vehicle, even acceleration torque and gear-usage can be influenced. So, yes a mod like that is possible, but bare with me.. @Tom S. @Narobic @Kipila How should the gameplay be concluded As police-car should you ram the culprit-car n times and the driver would surrender ? Do you want to shoot his tires? Do you want to set up road-blocks and narrow the area the culprit has for his driving (would be not that easy, and he would force collisions) Or other ideas? Have you thought the end-game scenario through?
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Cuffing dead bodies
Ehrm.. Cuffing would be kind of.. odd However frisking/ searching and getting details of the deceased -His ID his rapsheet through computer, that would be immersive gameplay. ...But There is a serious issue achieving that, and i am not even sure it has to do with lspd, i suspect it is a R* thing.. Dead (truly dead*) Peds are completely impossible to address through code! They are not "Peds" as understood in programming anymore. Non of the programming-methods that is available for Ped-instances (individual Peds) will work at all! What they are i cant figure out. What do i mean by truly dead Dead usually .. means one thing.. Well, that is not so in GTA! Dead is actually graduated, and that can give You more gameplay! After a callout, you may see Peds lying in large pools of blood, and you may regard these as 'dead'. Quite a lot of these are not dead as Truly Dead, and they can in fact be reanimated by an ambulance crew, and after that You can arrest them for points! If You usually do not call in Ambulances, then try that. Many of the dead-Peds are not lost -Some are LOST, but that is an other story.. So.. Truly Dead, those are the ones that the ambulance crew gives up upon. It happens when the write-on-paper animation is played. Those Peds are not reachable through public-AVAILABLE code -at all. They just lay there, and that is of-cause seriously un-realistic, and is a break of realism in lspdfr -So are the Ambulance crews.. Their behaviour are nothing less than appalling See https://youtu.be/peqSXuTfIyY?t=580 And you would know what i mean.. So since the representation of Truly Dead Peds cant be reached by any methods available, it is also not possible to neither frisk or interact in any other way, and that goes for even removing them. Anyone that knows better -please chime in!
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Natives.CreateVehicle crashes with System.NullReferenceException
Swimming again, but only because i have had help from @alexguirre on Discord. The solution also has one of the strangest constructors i ever saw- One with no lefthand in the statement?! -And usage of a RAGE method public void LoadAndWait() I did not knew. But it is how this method is used in the constructor that is mindbogglingly for me `new Model("towtruck2").LoadAndWait();` Constructors instantiate an object. That object is the left-hand-side Like `Model m = new Model("towtruck2").LoadAndWait(); ` Eg statement has a *left-hand-side*, and it does NOT work! `<can not convert void to Rage.Model>` Model m = new Model("towtruck2"); MM.LoadAndWait(); That Builds, but evaluates to 00000000 The left-hand-empty statement evaluate to 0000c302 ! It get even more wooot, because the anonymous statement infront of *RAGE Vehicle*-creation syntax: new Model("towtruck2").LoadAndWait(); Vehicle callCar = new Vehicle("towtruck2", carSpawnPoint); Does ALSO spawn a towtruck2 WITH hook-attachment! So Natives was not even needed. It was only needed to have that *wait-for-the-model-to-load* statement eg LoadAndWait(); ! Wow.. That is going to be a lifesaver again, i am SURE Lesson learned: Any issues with Model, make sure it has completely loaded So what about the Natives That has a rather complicated statement. It is necessary to use a PoolHandle and a cast to uint, furthermorethe statement with loadAndWait() and no left-hand-side also need to be used again PoolHandle ph = new PoolHandle( NativeFunction.Natives.CreateVehicle<uint>( Game.GetHashKey("towtruck2"), Game.LocalPlayer.Character.Position, 1f, false, false)); furthermore the statement with loadAndWait() and no left-hand-side also need to be used again. bOTTOMLINE: Natives was not needed Constructors can have no left-hand-side 🙃
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Natives.CreateVehicle crashes with System.NullReferenceException
I am still struggling with this I has been told to try to force a 'finished build' of the model. That should be done like Model MM = new Model("towtruck2"); MM.LoadAndWait(); Vehicle callCar = new Vehicle(MM, carSpawnPoint); That still results in a towtruck without hook-attachment Then back to Natives... What i have is PoolHandle ph = new PoolHandle( NativeFunction.Natives.World.GetEntityByHandle( NativeFunction.Natives.CreateVehicle<uint>( Game.GetHashKey("towtruck2"), carSpawnPoint.X, carSpawnPoint.Y, carSpawnPoint.Z, 1f, false, false))); It results in an exception I am dead in the water here
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Quickest way to reload LSPDFR when it crashes?
Just want to add that pressing ctrl and then arrows you can browse through all the console-cmds you have used. That also make it easier Do also try the console-cmd Spawn Then you have all cars available
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Game not even loading at all?
No its the other way around First story-mode Then Hook! Like: https://www.lcpdfr.com/forums/topic/125624-rph-does-not-open-game/
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Arrow keys not working
That was also a big issue for me once! RPHook has the need for up/down without having GTA-keyboard features interfering. That issue has been solved by making the NUMPAD Plus- and Minus-sign work as up/down in RPHook specific menu's So dont use arrow-keys Invoke NUMPAD and use - / + as up/down -------- uhOh.. not at game-pc atm, and now i am in doubt.. Is it pageup/dwn instead... I will come back later, but try for yourself -almost sure its +/- ... 🙄
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Excellent sound dictionary resource, but a lot is missing
All the way back in 2016 a community afford resulted in https://docs.google.com/spreadsheets/d/1Dl24MmNmgqw6mDlCDtI7_k5WwUR7oot-H0g4bOYY9hI/edit#gid=0 It is a very useful resource, for anyone that would like to add some of the sounds from default GTA to their plugin, more than 3000 sounds is listed and deciphered -Great, but alas a lot is missing.. I need to find the sounds from car-chases, where police-officers are screaming on the mega-phone -Eg the sounds that are played when SH is being pressed, during a chase. Non of these are listed in this dictionary. ofcause it is 'simple' to continue without these sounds by simply re-record them, and make new files, but wave-files are huge, so the plugin size grows significantly, and remaking existing files are kind of dumb.. If anyone knows the hashes for these mega-phone shouts please add them to that dictionary, so everyone in the community can benefit from that too