Everything posted by GTAbear
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[Suggestion] An API to control AI backup lethal force when not in a pursuit
Similar for take-down of a purp in a foot-race. All to often the force used by the player-avatar kills the suspect. In a foot-race the less brutal way to stop and arrest the suspect, is to use the taser (WEAPON_STUNGUN) -That works fine, but is not always available, and that is where knocking the suspect down is the only option. That knock down happens to be way over-powered and often lethal.
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Lspdfr / Rage debug and usefull tool ?
> It is fairly unlikely you are actually crashing RAGE Plugin Hook Yes! That is correct, the plugin that crash is LSPDfr. I dont think i have crashed RPHook (yet : ) -But i will continue to make crappy code, so eventually.... 🤣
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transfer of suspects
> I always use Stop the ped every time I play In STP no, but in native game all moving of suspects is with one hand Unfortunately it is tricky to get to the activation-point (state) in the arrest-sequence in base-game. It is undoubtedly that fact that made STP generally used by most, but your screenshot is a typical base-game situation. I dont use STP, and i have found a sequence that does lead to successful arrest ~90% The key is to step up to the ped from the left, in an angle of 45 dg. Then most of the times the base-game Q/E menu will lit up. For cuffing point your weapon on the back of the Ped, where the cuffed hands will be, then hold E. Works also most of the time. Then you are inside the sequence and as the Purp stands just tap on E, then you can drag him to a useable place out of traffic, tab E again, and imediately tab Q. Then he kneels, and are ready for transport.
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Lspdfr / Rage debug and usefull tool ?
Yes, some code build fine, but causes a crash of LSPDfr/RPHook also @Mytical49 You can ofcause also insert code like Game.DisplaySubtitle("some info about what function and even a value of : "+something.toString, 5000); Directly in your code, then you do not need to look into the log Its just an alternative, in case you diddent knew
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Lspdfr / Rage debug and usefull tool ?
I thought someone had built a solution, but apparently not. None i know about, at least. In fact there are no explanation-library of RAGE error-messages, the error messages are indeed difficult to understand, just as you say. But that where an active community is the best help. The more activity and the more we help each other in here, the more understanding we can get over things like RAGE-error-messages
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How to configure the report callout pop up
I am kind of 'green' in respect to lspdfr code, but not in general code, so i can only give some generalized input. Your issue is a debug situation! You need to insert some markers that can tell you what circumstances inside your logic leads to public override void End() where the logic of callout end takes place. But here i am confused by that > "multiple time pop up" I did not expect that the callout could continue after the End() state. In the callouts i have studied the End() state is invoked if * Player dies * (all) AI dies * Ai escapes -eg a timeout * Ai is caught Those are correct End() situations. Logical termination points, where Game should show that popup. If you get multiple End() situations, then multiple of other types of events leads to End(), but how to get back to the callout after End() is invoked?? That is beyond me. (Btw -could you answer this one: You obviously have the answer since you have invoked your callout 😛
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Lspdfr / Rage debug and usefull tool ?
You use VS, right? Your C#-syntax should be cleared by VS. That is the only way i know. If it is the actual structure in your callout, eg when to split to new gamefiber and that kind of things, the only way i know of is to study other devs code, and understand their structure I have not seen any type of a 'tool' that can examine the structure of a program. The idea of watching sis good, because you get a std basic structure and there is explanations of what takes place in the various methods, a type what calls witch -and why
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syntax for an Ambulance of EBackupResponseType
Thank You! I wonder if i have some flaw in my installation, i does not get members all the time. Maybe it because i dont always type letter after letter, but make use of ctrl+C/V(?) I need to look into that
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Help With creating a callout
The callout tutorial from the stickies is fine: Is that the one you have used? Another brilliant resource is Albo's gitHub repository where he shows source code for a lot of callouts: https://github.com/Albo1125/Assorted-Callouts/tree/master/AssortedCallouts/Callouts I have not made any callout yet, but i have made a plugin. In a way i feel it is more simple to start out with a plugin, but if callouts are your thing, then it is of cause not helping. I dfo not know the callouts you want to recreate, but i would recommend a really simple one first, and the build it up with more complicated code Not being able to initiate the callout should be solved by manually selecting it from your plugins-folder. Press F4 In console type loadplugin All white text can be easy-pasted just press TAB After loadplugin type the first letters of your callout and let easy-pasted do the rest! Then it should initiate i hope.. This syntax gives default-player a weapon, but oddly not the correct one, but at least you have the syntax Game.LocalPlayer.Character.GiveNewWeapon( new WeaponAsset("WEAPON_STUNGUN"), -1, true); If you manage to get the taser-gun Please tell -I get a flashlight.... 😳
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I have found a extremely useful resource
I found one prop-name, and using that as a search-token i found an absolutely amassing resource. https://mwojtasik.dev/tools/gtav/objects?page=1 It looks like every prop-object is not only listed, but is displayed as a 3D interactive model! I want to share this!
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syntax for an Ambulance of EBackupResponseType
I have found this syntax for a support police vehicle : Functions.RequestBackup(¤Position¤, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit); But what would be syntax for calling an Ambulance instead?
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Masks compenetrate with head
The thing you need is a way to 'capture' the values controlling the face-anatomy of the made 'mixing', and that should be the input-values for the 'anatomy' of the mask, as that is build. But i do not have any idea of how to make that -Sorry Have you gone through constructors for mask-objects? Perhaps one has overload for the ...idk 'bones'(?) -well it is a mesh -but how that is set..(?) Idk.. Is it one specific mask you want.. The 'rubber-animal-masks' i would believe would cover any type of face. Perhaps one of those could be a 'loophole'?
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Masks compenetrate with head
I would not have expected that. It then seams that the geometry-model for a ped-face (mesh) is not automatically adapted by a mask that is added to that face. Interesting! Of cause if your random-faces are absurd and non-realistic -like several inches noses and other calamities, then i would understand it, and then the solution would be to restrict the variation to human-proportions I dont know the code for that, sorry.
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Can props be spawned in specified world-position (a 3Dvektor)
Thank you!! > It's in the standard RAGE Sdk It does not help, if it not known what to search for. "Prop" was my thought, but that came up with nothing I would not have guessed RAGE.object Now i will see if i can find the actual ObjectName. I hope they will be searchable inside the Console, just as all the vehicles are, or find a list of those ObjectName 's ao their hash codes
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Change Audio
You misunderstand me. It is not voice i am talking about, it is content. For instance the awful "Gislaff" instead of a sane "May i see your papers, please" or "Drivers-licence and insurance card, please" But it is not possible to change "Gislaff" to "Drivers-licence and insurance card, please", because the actual soundfile is hidden inside the dll. Other hidden and serious bad sentences: "You have the rights to absolutely nothing" Saying that would foil the arrest! "Jimmi & ass" -Thats just childish. It is those soundfiles content, not voice -That i would like to change to the correct police wording. ( A future rewrite should aim at using speech-synthesis of text-files, just as Grammar-police does afaihu. The befit would be immersiveness with developer possibilities for making really variated string concatenations, in plugins -On top of that the size of dll's could be dramatically reduced. Sound-files in wave quality are HUGE)
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Can props be spawned in specified world-position (a 3Dvektor)
I have an idea for a gameplay, but for that to work, i would need to be able to spawn props (at an exact world-position) There are two problems: 1) Getting a list of all available props and their Hash-values 2) Finding a method that can spawn a prop at xyz inside the game-world I would appreciate any information about prop-spawning, even if it is a fat negative "Cant be done"
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GTA Keeps Crashing when I load LSPDFR
I have seen that: Exception message: Attempted to read or write protected memory. Oddly the solution then was to Rename the folder mods to _mods. That would disable all mods afaiu See if that works
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LSPDFR crashes on startup but i can't understand -RPH Logs attached
The issues seams to start after you have loaded LeroyCalloutsV2. Does that ring a bell? Try disable that call-out-pack, and retry There is also something wrong about using CLI-cmd gotoPD, with a parameter-path. do you use console cmd gotoPD ? Try using the menu instead Let us know the outcome
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Find a Callout!!
Well eventually -Asking for a call-out will activate a random call-out. There is setting for types of call-outs, but i have not dappled with that. It could be that you can block-out robberies and pursuits, and only get those apprehend-wanted-suspect calls. Obs that if you do not have extra plugins, the call-out-type cant be concluded! It is no longer possible to open the back-door of you car. That makes it impossible to transport the arrested subject to jail. On top of that, it seams that base-game also have lost entrances to jails, there are no 'hotspot' to drive into, at least on my Epic ed. (fully updated).
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Self Created Mod Crashes Game
Yes that would be my guess, but you can fix it. The program Audacity (free) can save wave-files in exactly the setting you need. Inside you CLI you should also see a crash message, the issue is the last entry,or at least in the bottom. It should also be in your ../GTAV/RagePluginHook.log as last item I have also recently started to write C# plugins, though new to C#, I have long time behind me as a AS3-coder. if you like we can "compare notes" cooperate making new addons, just ping me.
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can anyone help me with my plugins not working
And what plugin? In What folder do you have your plugin-dll? they are supposed to be in the folder : ..GTAV\plugins where also your LSPD First Response.dll is found. Inside your loaded LSPDfr game, you can press F4, and use the command loadPlugin <space> Then a list of all correct loadable plugins will be displayed. -It is btw not given that a loadable plugin wont crash your game. It does if it is outdated.
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Can't arrest peds after a chase when I do a call the backup always arrest
Yes that can happen 😞 There is afaik nothing to do in that situation. I have not found a reason. Getting arrested peds into the back of your car is broken in base-game. Most will suggest you get the plugin "Stop the Ped STP" Unfortunately The DL-page is full of smut and dubious links -and worse Redirects! It is up to you to decide. I do not know any plugin that create sentences or day-in-court. I have figured out how to get arrest success in most cases. The key is to step up to the ped from the left, in an angle of 45 dg. Then most of the times the base-game Q/E menu will lit up. For cuffing point your weapon on the back of the Ped, where the cuffed hands will be, then hold E. Works also most of the time. Then you are inside the sequence and as the Purp stands just tap on E, then you can drag him to a useable place out of traffic, tab E again, and imediately tab Q. Then he kneels, and are ready for transport. That is most of the time working in the base-game, without any plugins.
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Random red dots on mad, cars shooting at me
That have to be some mod you installed. -My guess would be that 'redux' -I have never heard about it.. What other plugins have you added to the base-game. Take a screenshot of your ..GTAV\plugins Folder and paste it here
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Change Audio
Some but not all soundfiles can be found in the folder ..GTAV\lspdfr\audio\scanner You should be able to exchange those audio-files. You must use same sample-rate in your new file! Use Audacity (free) to examine the file and dont delete the old file! -you may want to role the changes back! The new file must have exactly the same properties and name as the one you replace! I have already asked here for the file-location of the many many speach-files that are not in the scanner folder, but nobody replied. I fear they are embedded into a locked archive in the dll 😕
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Accidently ..Made a new 'weapon'..!
Soo.. I have been fighting stubborn Peds for a while The thing is that i can make a Ped enter my policecar and sit on the designated seat (index), so then this ped would be ready for transport, but hostile peds, will imediately step out, stand next to the car, and then run away. (I believe the relationship-group is being reset with a timer, so setting relations to neutral only works between resets) Iow, the state-machine is flawed. I then made a new way to get the Ped out of the car. That turned into a serious nasty 'weapon'. In any high-speed pursuit i can press the activation button, and all purps/Peds will calmly step out of the escape-car! Quite unhealthy at 100+ m/h..! But.. Brutally amusing ragdolling 😛 The 'weapon' is far to efficient and the gameplay trivial/ non-existing, but i have an idea for making it less trivial and also adding interesting gameplay to the pursuit situation. I would like the weapon to only invoke after the player has been side by side to the escape car for something like 5 secd, perhaps more. The sequence should be validated by a slider, just as the one known from frisking a Ped. If the contact is broken the slider should restart, and the weapon should dysfunction. Here adding a limit of attempts, could again add gameplay. Questions: * Is it possible to register if the player's car is side by side to the getaway car, for x number of seconds? * What is the gadget name of that slider? * Gamefiber got sleep wait & hibernate, not useable but a real clock does that exists in RAGE? ( if only https://docs.ragepluginhook.net/ had a search-function.. Cant even get google site to work 😕