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Vaskulis

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Everything posted by Vaskulis

  1. There is, but it also needs coordinates so I reckon it's a bit pointless. Maybe it allows for the coordinates to be a bit farther away, but my method is working now. Just requires me to collect another set of coordinates per callout location. And the NativeDB comments on SET_CLOSEST_DOOR_OF_TYPE make you think that the doorType was some special kind of hash hidden in some file somewhere, but it also works with the model hashes.
  2. Okay, so just in case anyone is interested: SET_STATE_OF_CLOSEST_DOOR_OF_TYPE has a very low margin of error for the positions. You need to use coordinates that are basically at the exact position of the door's loose end when it's closed. So, of course when I called it with the LPC's position, it only worked when I was standing right in the doorway. Also: You can use the door model's hash for the doorType parameter, which is nice.
  3. I appreciate what you are trying to do, but I believe you misunderstand me. I'm a little more advanced than you think (and of course I know how to read and search the RPH doc and NativeDB). I just need help with one very particular problem, which I know has been solved before, so I'm asking on this forum.
  4. No offense, but you are not very helpful. If I knew how to "code it in", I wouldn't need to ask here... Back to topic: I found and played around with the native SET_STATE_OF_CLOSEST_DOOR_OF_TYPE but it seems to be very unreliable, only doing what it's supposed to in about 20% of cases, or am I just using it wrong and don't see the pattern? Anyone have experience with it?
  5. Hello there, I have a problem with the doors of shops being closed when I spawn my callout stuff in there. When there's been a robbery, or what the game thinks is a robbery, the doors get locked for a while once you leave the area and that means no callout stuff can come through those doors. It follows that I can't spawn the same callout twice at the same location. What I would love to know is how to make sure the doors are unlocked when I need them to be. Much like they are in @Albo1125's robbery callout. Any ideas are appreciated!
  6. Well, you would first have to understand how to use natives. There is a very good example on how to do that in the official examples you can download on the RPH website. Natives are basically functions the game has, but which are not yet per se implemented in RPH so you need to call them directly. You can find a list of all known natives in the NativeDB. Then, when you understand that, what you would need is basically: using Rage; using Rage.Native; and then, in your plugin: var myped1 = new Ped(Vector3.Zero); var myped2 = new Ped(Vector3.Zero); var mycar = new Vehicle("ORACLE2", Game.LocalPlayer.Character.GetOffsetPositionFront(3f); myped1.WarpIntoVehicle(mycar, -1) //Driver's seat myped2.WarpintoVehicle(mycar, 0)//Passenger's seat //Now comes the interesting part: NativeFunction.Natives.SetPedCombatAttributes(myped2, 1, true); //This allows him to stay in the vehicle while in combat, and he will do so as long as the vehicle has a non-dead driver //If you don't want him to leave the vehicle at all, you can do that as well with SetPedCombatAttributes, //look in the NativeDB to find out how. //Now we make him fight the player: myped2.Tasks.FightAgainst(Game.LocalPlayer.Character); Hint: If you want him to attack all cops on sight, use RelationshipGroups (look at the examples). All cops have the RelationshipGroup "COP" per default.
  7. I found the solution! It's the native called "SET_PED_COMBAT_ATTRIBUTES". You have to manually allow the ped to use vehicles (i.e. shoot out of them) in combat and that also means, apparently, that they will stay in the vehicle as long as it has a driver. Exactly what I was looking for.
  8. I tried that, didn't work, but thank you! Any other suggestions? I'm out of ideas here and I'm sure there is a way!
  9. Hey, for a callout I a working on, I need something like the standard Pursuit of Armed Suspects, where (I assume) only the driver is added to the pursuit and the passengers are shooting at every cop they see. The problem is, I can't find out how to make someone shoot out of a vehicle without leaving it first. Do you have any ideas?
  10. Yeah, that's what I thought, but the thing is, the cops wont get dismissed until after the pursuit isn't active any more (suspect killed or arrested) and that's why I thought it was something else and just couldn't figure it out. Then again, 4 in the morning isn't really a good time to try and find a solution to any problem. Next time I'll sleep on it... ^^
  11. Whenever I try to use that function, the cops I used it on, just stand/drive around, don't get any blips and ignore the fleeing suspect. Requesting backup like normal works. When the pursuit ends, they are dismissed and continue their patrol or whatever... Did I miss something? Has anyone else ever had that problem? EDIT: Fixed it. Turns out you have to have a suspect in your pursuit before you add cops, not the other way around. Maybe this should be included in the API guides and documentations ( @Albo1125, @ToastinYou, @LukeD ?) If it's already in there and I just couldn't read, I am sorry!
  12. Good day! I have a problem with peds entering the passenger seats of the rentalbus I spawn in my callout. I have determined the seat indices to be 1 through 8 and warping them in the vehicle works fine. Only making them enter it by themselves only works for seats -1, 0, 1, and 2, which are the seat indices of a normal four seater. The native function TASK_ENTER_VEHICLE (which I'm sure Tasks.EnterVehicle is only an implementation of), doesn't work either. Does anybody have experience making peds enter vehicles with seat indeces greater than 2?
  13. So how is the default pursuit of armed suspects callout made? Do relationships to persist when in a pursuit?
  14. I thought as much, I've seen the function you mentioned, but can you elaborate on why you don't recommend using it? Also, how can I make suspects resist when in a pursuit? (I.e. shoot at cops)
  15. Okay, so I'm a bit stuck. In the callout I'm working on, I have a group of about 8 suspects who I want to perform various tasks like shooting the player and other cops, entering and fleeing in a vehicle, fleeing on foot, putting their hands up and surrendering, all while being part of a pursuit. So how do I go about that without the LSPDFR AI Taking them over as soon as I add them to the pursuit and completely clearing their tasks?
  16. Ooh, this is gonna be useful for the callout plugin I'm currently working on. Until now I've been using a simple one I wrote myself but this has a lot of features I couldn't get myself to write, so thank you very much for this! I will try it out as soon as I get home tomorrow!
  17. Hey Stealth, I realise nothing has happened with this plugin in a long time, but the latest title and/or RPH updates seem to have some effect on its performance. When loaded, I get fps drops from ~60-70 to ~40-45 every 10 to 20 seconds, which seems like a textbook #firstworldproblem but it really breaks the immersion for me. So, if you'd be so kind as to give this another look and maybe see if it helps to recompile the plugin against the latest RPH or try to improve overall performance somehow, I'd be really grateful! Thank you
  18. Okay, so here's what I've found out: When SET_VEHICLE_LIGHTS has the following effects: 0 leaves the light out and they can be toggled by the player normally, seems to be default setting for vehicles 1 lights are out and can't be toggled 2 lights are always on and can't be toggled off 3 lights are on and engine is running, can be toggled off by player normally (exactly what I was looking for! xD) Maybe this helps somebody else as well! P.S.: SET_ENTITY_LIGHTS didn't seem to have any effect on the vehicle, wether the engine was running or not, so idk what it does... I didn't try the other functions as I am not interested in interior lights or checking the light state.
  19. I did the exact same thing before posting, but thanks anyway. The only problem is SET_VEHICLE_LIGHTS explicitly says "not an on off toggle" which is what I'm looking for. I guess I'll try out SET_ENTITY_LIGHTS and see what it does. I just thought maybe there would be an easier way that I just missed. I mean, RPH has functionality for the roof state of convertibles but not for headlights? Talk about priorities! xD What this appers to mean, is that it's not as easy as it seems. I will try out those functions and post about the results here, in case anybody has the same question.
  20. Hey guys, I've looked through the vehicle class methods and properties as well as the native functions and I can't seem to find anything that allows me to spawn an empty vehicle with headlights turned on. Any ideas? Thank you!
  21. We're gonna need a lot more information than that to try and find a solution to your problem. A good start would be your RagePluginHook.log file and screenshots of your GTA5, GTA5\Plugins and GTA5\Plugins\LSPDFR directories.
  22. xD You're probably right about that!
  23. Shouldn't you, as contributor, be able to edit the file description and change the mediafire link to the new one?
  24. The new one that's linked to on gta5-mods.com seems to work fine for me. Is there a reason this hasn't been edited in the description on LCPDFR.com?

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