Everything posted by GTAbear
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Bejoljo Alternatives
I found this for you: https://discord.com/channels/165029423840493568/165031822848294912/1028078089441386506 It should point to an updated version of Traffic Police Install & other info https://github.com/Aschtar/Traffic-Policer/releases/tag/LSPDFR
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traffic stops work but vehicles not blipped
You are correct, and the reason is that trafic-stop need to be initiated in idle mode for the policecar. If you press SH while you are in serene-mode, it wont work. Set serene off and blip the purp-car with SH, the tab E to wooop-the serene and he will either speed up and attempt to flee, or pull over. The feature make him follow-you, that is broken imo
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"Insufficient permissions or bad anti-virus" message
this one:
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Binding keys
Arrests are working, but can be a bit cluncky in base-game. Arrest is initiated by pointing on a subject that has its hand up! The subject will then go to the ground, and lay on its stomach -Thats where the voes begin.. I dont know the real procedures for real police-officers that are making a real arrest, but maybe the 'clunkyness' actually is emulation of the real sequence? At this stage -It is clunky to get control over the subject! The key is to move in on the subject from LEFT! -in aprox. 45 dg angle. If you 'aim' at their armpit as you move slowly forward, you have success almost every time. You will hear a dong, and a menu appears in left corner Point at the subject where you want the handcuff to be placed, and hold E That handcufs the subject, and makes it stand up. Important!! Do not move! during this sequence!! When he stands, tab E. You grab him and you can now walk him to a position out of traffic. At that point again tab E and do not move! Then tab Q Suspect will kneel and you can now call back-up-transport. Unfortunately suspect transport in own car is atm not working, i am fighting that in a program atm : / Oki, thats base-game. Most will use Stop-the-ped, (STP) witch is an addon-plugin. Supposedly "safe to use". The page where it is hosted is ABSOLUTELY N O T save -At ALL Filthy like... : /
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Charlie
Try this Rename your mods folder to _mods, that will en essence disable your Mods, because of that -If you now can open LSPD:FR and play the base-game, the issue is one of your mods. From there the way forward, is to rename _mods back to mods, and then one by one disable and restarting LSPD:FR, untill you again get the fail, then you have pinpointed the mod that gives you issues. Worse scenario is if the fail is caused be more than one mod, then it can really hard to find the bad one. You should also go to Discord and have the clever guys there take a look on your RagePluginHook.log -alternatively you can upload it here -Many does
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Cant pick up calls, cant pullover vehicles etc.
what happens if you open Radio (m) and in there select Request-call. Does dispatch give you a task?
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Cant use EBackupResponseType. What should qualifyer be?
Ahh in that way! I will see if i can find out how to do that. Luckily there are many call-out examples to study. I had thought about that, because i wouldnt be able to use the loadPlugin <myplugin> cmd in console, but instead i must unload LSPD:FR-plugin and then reload that through console! Very good info. Many thanks!!
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Edit LSPDFR cops health
it should RAGE has the property public int Health { get; set; } Property Value Type: Int32 Rage.Entity.Health Entity should then be Player The string then need to be executed in console Really annoying; -the property does not show base nor limit, so what to subtract i dont know.. No the above wont do. Manipulating health influence skills so the player avatar is just 'bad' at tasks, what really is needed is a damage-multiplier! Every damage should be multiplied with a factor, witch then would influence general health, but such a multiplier i cant find. we are really talking about a feature request, i am afraid Cars health starts at 1000 and below 200 they malfunction in various ways. At 0 they burn. Again a damage multiplier would be very useful I will see if i can find some more, but search yourself, and share your findings 🙂 I btw agree. Both cars and peds are absurdly sturdy!
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save cheat menu ??
try the ini-file, i dont know if it works actually, but intuitively i would expect it to
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Binding keys
You are correct. I think it is a translation error or something deprecated. E & Q are indeed (absurdly) much used keys in LSPD:FR, but duty-toggling they cant. You can use console Press F4 then type: ForceDuty Console will smart type the cmd for you when it is correct, just press TAB, then ENTER ForceDuty will toggle you both in and out of duty, depending on your current state, of-cause
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How to set random position to the call.
Yes i think that is a very good idea, and will also implement that in my own callouts, not only for ped-positions as you are talking about, but for crime-scenes as well. It gets boring going to the same convenience-store over and over 😛 Randomising positions can be done in several ways. You can make enumerations of 3Dvectors, and pick one at runtime, but something as simple random picking of integers, where each is coupled to a position inside a switch, that will also do. You also need to decide if you want to pick the positions manually through console, f4 PrintInfo or you want to use approximated position guesses and then use the function World.GetNextPositionOnStreet -that will prevent spawning inside rocks and other solids. (if i wrote something you dont understand, just ask)
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Cant use EBackupResponseType. What should qualifyer be?
Your explanation is highly appreciated! a) is undoubtful the way to go, I just havent seen any feature-plugin based on LSPDFR-api. The example-plugins on gitHub are all Callouts. That is something i need to understand first. All my issues in summery: If i am making a RPHook-type plugin, and f.i. change emergency-lights on a car ped-behaviour, and more, i cant also use LSPDFR-api methods in that type of plugin. The result is that the backup-call neds to be in an other plugin, of type LSPDFR-api-plugin Both plugins can be loaded together, and for a user it will be transparent and not matter at all, blackboxed in a way. User do not need to see if the features he use is of type RPH-plugin, or LSPDFR-api-plugin, that is solely my headache ! Shouldent there be a sticky about this. One with screen-shots of the file-folder-structure and your good explanation of the differences? b) Maybe.. some day.. : p
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"Insufficient permissions or bad anti-virus" message
Idk if it helps, but inside RPHook there is a button "Use extended permissions" To get to the option click the cogwheel in the UI when RPHook starts up. You could try and see what that does, it cant hurt at least
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Cant use EBackupResponseType. What should qualifyer be?
Yes... that is just that I have just added new info in the orr. post. I have faults in my installation, but where i can find a tutorial that shows the complete file-folder-structure, that i dont know To answer your question directly, i thing it is understood inside the game-engine as a RPH-plugin, because it is in the plugin-folder of the base-game. Afai have understood things now, it need to be two levels deeper, that is inside the LSPDFR-folder and there a NEW plugin-folder. I dont have that, and i also do not know what other files i need to have in both these folders. I also cant remember i have seen any instructions for how to set this up(?) so.. \GTAV\lspdfr\plugins That one i need to put a LSPDFR-plugin into ..But then what will happen to the RPH-methods i also used in my plugin, i have yet to be impacted from 😶 I hope this is not totally confusing, if it is -its because i feel so
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Cant use EBackupResponseType. What should qualifyer be?
In one of the examples i have found code for requesting backup. The code was: Functions.RequestBackup(vector3Pos, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit); As vector3 i then used Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit); It fails, NOT in VS, there it works perfectly, and build with no issues, but asa i load the plugin, the plugin crash and the error shown as '6' in this image is thrown: The error claims that i am missing an assembly, but every step is supported with VS-intelisence as can be seen in 1-5 in the image I suspect that the LSPD_First_Response-object is deprecated, and that the EBackupResponseType-object uses a different qualifying object in current version of RAGE/ LSPD:FR My assembly are up to date, (witch also is obvious, if they were not, VS could not finish the code as seen in the image) Is the LSPD_First_Response-object deprecated? What do i have to use instead? --------------EDIT-------------------------- I think i start to understand the reason for all this. I have faulty file-folder structure in the installation of LSPD:FR. I only have one plugin-folder, and in that folder i do not have a LSPDFR folder I also do not know what files i need in this LSPDFR folder, but i believe that there need to be a plugin-folder inside this LSPDFR-folder. are there any instructions for this? AlexGuerra made me understand that i am missing files in my installation. The VS-installation is fine, and thats why i can build, but not use my plugin, asa LSPDFR-dependent methods are used That is why i crash..
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Help a lost soul
That cant be omitted! Playing LSPD:FR is only possible after you have opened free roaming in GTAV When "Frankling" can enter his house and garage, you are good to go, but not before!
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Bejoljo Alternatives
I think you need to pinpoint exactly what functions /features you are looking for. Bejoljo's plugins covers almost every nit&grid of total behaviour in GTAV. STP makes neat arresting (ao things), but what are you specifically looking for?
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This forum: Button for "Solved"
So thats why i cant find the option in API-dev :0 (Why not there as well.. idk) Thanks!
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This forum: Button for "Solved"
Just want to ask where the button for "Solved" are I have seen several post marked with a green checkmark, but a button for doing that i cant find.
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Call Outs
Thanks!
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Call Outs
What does "Blacklisted" means? Are they non-functional, or malware-infected?
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Help With creating a callout
Those are things that everybody could benefit from knowing about, and most likely why the callouts does not do what they are supposed to, dont load, or mess up. Atm i have not made any callouts, i am working on my plugin that i need myself, because i do not want to install STP. So far i have "cuts sirene, "+ "offer Peds/ colleague transport, " + "destroy cars" + "give stungun in foot-chase " + "UniversalCarKey"+ "CarBlipping & blipRemoving" (Copied from the assembly-info), But i really would like to be able to remove 'dead' peds, -a kind of coroner-feature -that is important, but also using props, and soundfiles. For those i have the strangest trouble. Code builds with no issues, but crashes with error "cant find files or assembly" It is those kind of tiny issues, that can foil an otherwise good plugin
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Code for getting stun-gun for Player results in flashlight
WeaponHash !!! I did not have that in any of the examples i have studied! That could be the explanation. Is that an update from earlier syntax? That could perhaps also be a reason for a fail for sound-files i have made experiments with, should a hash also be used in that circumstance..(?) Also maybe for Props Here i have But the issue for getting the stunGun that You have solved! It was tricky to test, because the content of the inventory is changing almost randomly, even after specifically having made shure that non of the Random options are chosen in police-locker, but i then found a way to disarm Player: if (Game.IsKeyDown(System.Windows.Forms.Keys.ControlKey)) { NativeFunction.Natives.RemoveAllPedWeapons(Game.LocalPlayer.Character, true, -1); } Then after doing that, then calling Game.LocalPlayer.Character.Inventory.GiveNewWeapon(WeaponHash.StunGun, 1, true); Gives Player a stungun! Should it been possible to build with WeaponAsset stunner = new WeaponAsset("WEAPON_STUNGUN"); Game.LocalPlayer.Character.Inventory.GiveNewWeapon(stunner, 1000, true); I fear i have a outdated assembly -But It does say 1.95.1310163.60 in properties| Details, though (?) > "IsKeyDown only triggers once per press anyway, no need to put an extra bool for it" Yes, I did thought IsKeyDown was singularity, and isKeyDownRightNow was multiplets Many thanks for pointing that out @RicyVasco Btw , no i have no plugins running. Only LSPDfr. Sorry for forgetting to mention that.
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Code for getting stun-gun for Player results in flashlight
I have an odd result with this code: if (Game.IsKeyDown(System.Windows.Forms.Keys.D2)) { WeaponAsset stunner = new WeaponAsset("WEAPON_STUNGUN"); Game.LocalPlayer.Character.Inventory.GiveNewWeapon(stunner, 1000, true); } Instead of the stun-gun, i get the flashlight ! I get one new flash-light every time i press (digit)-2-key (D2) Is my syntax wrong? I cant see any option to put the item into a specific slot in the inventory. Of cause i could select that my Player is of type stun-gun-patrol in police-locker, but there is a glitch. Even though Random is omitted, the inventory changes content asa avatar leaves the car 2. time. The Avatar is given the shotgun, and the stun-gun is removed from inventory. Because it is difficult to make a ped surrender See: these 'take-downs' all to often end with a 'dead' AI. So the stun-gun is important if you want to make the suspect-ped surrender. The flashlight is not efficient for that (could be an interesting thing actually, if a ped would surrender when it had been in flashlight for ~5 secd..) What in new WeaponAsset("WEAPON_STUNGUN") could result in a flashlight? Is there a hash that should be used instead?
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Help With creating a callout
The best way is to make a small tutorial right here in forum, then anybody that has a similar issue can find a solution be searching 🙂