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TAG1534

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Everything posted by TAG1534

  1. Thank you so much LMS I got it to work now, but ive got another issue so I'll create a new Topic
  2. Oh OK, I have it in my Public Intoxication Callout just at the end after the Public Override Void End() statement. How do I register the console command throight RPH? And I've also added logging and subtitles to show if the pool has even tried to load it, in the "Main" Argument, but yeah nothing
  3. I just tried placing it into one a script in the callouts pack I made but still nothing, no error nothing. Its not even being loaded in the game
  4. Oh yeah I'll try that, I have RageNativeUI already there because I use StopThePed and UltimateBackup anyways but yeah I'll try put it in my callout pack
  5. No sadly I haven't, I'm not sure why it's not loading, I've pleaced the .dll and .pdb file in my plugins folder and also lspdfr folder but nothing... I eventually want the plugin to only work when player is on duty but that's a nothing issue
  6. Yeah I have looked at that and I have some sorta code but its not working at all and I have followed the demos and stuff but yeah nothing. Heres the code I have. I followed the example code there and changed slight things but left it pretty much the same just to get it to show up and work... But nothing namespace Ped_Interaction_Menu { using System; using System.Linq; using System.Windows.Forms; using LSPD_First_Response.Mod.API; using Rage; using Rage.Attributes; using Rage.Native; using RAGENativeUI; using RAGENativeUI.Elements; using RAGENativeUI.PauseMenu; internal static class PedInteractionMenu { private static MenuPool pool; private static UIMenu mainMenu; private static readonly Keys Keybinding = Keys.K; private static void Main() { pool = new MenuPool(); mainMenu = new UIMenu("Ped Interactions", "Version ~o~1.0.0"); { var cb = new UIMenuCheckboxItem("Checkbox", false, "A Checkbox menu Item"); cb.CheckboxEvent += (item, isChecked) => Game.DisplaySubtitle($"The Checkbox is {(isChecked ? "" : "~r~not~s~")} checked"); var spawnCar = new UIMenuItem("Spawn car", "Spawns a random car after 5 seconds."); spawnCar.Activated += (menu, item) => { // disable the item so the user cannot activate it again until the car has spawned spawnCar.Enabled = false; GameFiber.StartNew(() => { // 5 second countdown for (int sec = 5; sec > 0; sec--) { // show the countdown in the menu description mainMenu.DescriptionOverride = $"The car will spawn in ~b~{sec}~s~ second(s)."; GameFiber.Sleep(1000); // sleep for 1 second } // remove the countdown from the description mainMenu.DescriptionOverride = null; // spawn the random car new Vehicle(m => m.IsCar, Game.LocalPlayer.Character.GetOffsetPositionFront(5.0f)).Dismiss(); // wait a bit and re-enable the item GameFiber.Sleep(500); spawnCar.Enabled = true; }); }; mainMenu.AddItems(cb, spawnCar); } // create a child menu UIMenu childMenu = new UIMenu("RAGENativeUI", "CHILD MENU"); // create a new item in the main menu and bind the child menu to it { UIMenuItem bindItem = new UIMenuItem("Go to child menu"); mainMenu.AddItem(bindItem); mainMenu.BindMenuToItem(childMenu, bindItem); bindItem.RightBadge = UIMenuItem.BadgeStyle.Star; mainMenu.OnIndexChange += (menu, index) => mainMenu.MenuItems[index].RightBadge = UIMenuItem.BadgeStyle.None; } // create the child menu items childMenu.AddItems(Enumerable.Range(1, 50).Select(i => new UIMenuItem($"Item #{i}"))); // add all the menus to the pool pool.Add(mainMenu, childMenu); // start the fiber which will handle drawing and processing the menus GameFiber.StartNew(ProcessMenus); // continue with the plugin... Game.Console.Print($" Press {Keybinding} to open the menu."); Game.DisplayHelp($"Press ~{Keybinding.GetInstructionalId()}~ to open the menu."); } private static void ProcessMenus() { // draw the menu banners (only needed if UIMenu.SetBannerType(Rage.Texture) is used) // Game.RawFrameRender += (s, e) => pool.DrawBanners(e.Graphics); while (true) { GameFiber.Yield(); pool.ProcessMenus(); if (Game.IsKeyDown(Keybinding) && !UIMenu.IsAnyMenuVisible && !TabView.IsAnyPauseMenuVisible) { mainMenu.Visible = true; Game.LogTrivial("Loaded"); } } } // a command that simulates loading the plugin [ConsoleCommand("LoadPI")] private static void RunMenuExample() => GameFiber.StartNew(Main); } }
  7. I'm trying to make like a Ped Interaction Menu, sorta like STP but a basic one.. and something that I can use in my callout pack to ask and answer questions with.
  8. Hey there guys I am wanting to implement some ui menus to a few callouts of mine and maybe make a few extra things... but I can't seem to find any tutorials or guides that are up-to-date as of now.. is there a demo version that can be downloaded to see how it all works or am I missing something. I don't mind using RageNativeUI or LemonUI but would prefer RageNativeUI
  9. it would be super cool if it could stay like this
  10. These all sound amazing, haha give me a few days to sort some stuff out and I'll get onto them after I finish the bank history callout
  11. Hey guys. I have made a callout and It will only load and work once. After accepting the callout and playing through it. If you try to play the callout again it will just end callout straight away after accepting? I'm not sure what I have done wrong as I have made many other callouts the same way and neve had the issue. Any help is awesome as I'm really confused and now annoyed lol NVM I am so sorry I have fixed it... I added a maximum distance check instead of minimum distance check... Waste of yall's time sorry
  12. That sounds like a really good, Idea actually I will get onto it tonight and I will credit you for it as well
  13. Hi there I am wondering how I can set spawn AI's names. As I want it to show the correct name when PED is stoped by STP of other methods as the name I have written into the script. Is there a way to do this. I have seen it before but i'm not sure if its still do-able. Thanks Eli.
  14. I can certainly try to do something like that.. thanks for the idea.. I will let you know ehat I do with it
  15. That's odd.. I will have a look into that.. I had no issues myself but thanks for the heads up
  16. If it happens again let me know, and see if you can get a RPH.log to see what caused it. Cause no one else had any issues that I am aware of... But I will have a look at all the stuff now as Im doing a few little ui changes
  17. Hey Capitan, Yeah I just noticed that. I am looking at the code right now and testing. If all goes well it should be fixed. Again sorry for the inconvenience. But thanks for the Feedback
  18. I have Fixed the "Person With A Gun" Callout. Issue with pursuit being created multiple times. I will reupload it all for yall Sorry for the inconvience guys. ---Also made the callout distance further away
  19. Hey mate, the link you sent doesn't load a video or anything. Could you possibly try and send me the link again. And yes I will look at upping the distance of callout on each one a little futher away from players location
  20. I am sorry to hear that.. I will look into it... but personally I haven't had any problems.. If anyone else has had any issues with crashing let me know and if any logs have been found as well.. mcub appreciated for the reply... I will get back to with a result
  21. It's a map mod and you install it using open iv.. Here's the link https://www.gta5-mods.com/misc/satellite-view-map-latest-working-on-v1-61-or-1-0-2699-0.. If you need help installing search for Benzo Effect he did a video on it as well on the 8th November 2022
  22. Thank you to all for the feedback. After I've finished the domestic violence callout, I will try to make a bank heist and maybe escourt callouts and a few more... but I really appreciate the feedback.
  23. Sorry I know it is confusing haha, but yes both are the issue, I had already tried that "Fix" to get the peds to drive away. But if i do it that way. For some reason it won't register that I am close to the vehicle.. I'm sorry if i have confused you. But I do really appreciate your help.. Let me try another way. After I spawn the "Ped" in and I warp it into the "SusVehicle".. I want them to drive away. You then "Follow" the car to find where they are and upon reaching "15f" Away from the "SusVehicle" i want it to initiate a pursuit. if that is possible.
  24. Oh yeah I tried doing that, but it still won't register when I'm close to the vehicle and create a pursuit... I tried using Suspect.Tasks.CruiseWithVehicle(20f, VehicleFlags.Emergency) but the stage 3 ligting didn't affect him and would initiate a pursuit based on the distance I am to thr suspect ... if you understand sorry
  25. Hi there, I am trying to make a callout for my Pack, but i can't seem to get the ped to drive away. I have used this line before (e.g Suspect.WarpIntoVehicle(SuspectVehicle, -1) and it makes the ped into the drivers seat, which its doing. But this time its not allowing the AI to drive away from the scene. I want it to drive away so I can make the player "Search" for the vehicle. All code is written by me, and may not be optimised yet, but im trying top get it to work first. Any help much appreciated using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Rage; using LSPD_First_Response.Mod.API; using LSPD_First_Response.Mod.Callouts; using LSPD_First_Response.Engine.Scripting.Entities; namespace AmazingCallouts.Callouts { [CalloutInfo("[AC] Domestic Violence", CalloutProbability.Medium)] class DomesticViolence : Callout { private Ped Woman; private Ped Man; private Blip MaleBlip; private Blip FemaleBlip; private Vector3 Spawnpoint; private int counter; private LHandle Pursuit; private Vehicle SuspectVhicle; private Vector3 SuspectSpawnPoint; private bool Scene1 = false; private bool Scene2 = false; public override bool OnBeforeCalloutDisplayed() { Spawnpoint = new Vector3(2339.33f, 2640.771f, 46.36499f); ShowCalloutAreaBlipBeforeAccepting(Spawnpoint, 30f); AddMinimumDistanceCheck(30f, Spawnpoint); CalloutMessage = "Domestic Violence"; CalloutPosition = Spawnpoint; Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_DISTURBING_THE_PEACE_01 IN_OR_ON_POSITION", Spawnpoint); return base.OnBeforeCalloutDisplayed(); } public override bool OnCalloutAccepted() { Game.LogTrivial("AmazingCallouts Log: Domestic Violence callout accepted."); counter = 0; switch (new Random().Next(1, 3)) { case 1: Scene1 = true; break; case 2: Scene2 = true; break; } if (Scene1 == true && Scene2 == false) { Woman = new Ped("a_f_o_salton_01", Spawnpoint, 0); ///"a_f_o_salton_01" ///Woman Is Innocent Woman.IsPersistent = true; Woman.BlockPermanentEvents = true; FemaleBlip = Woman.AttachBlip(); FemaleBlip.Color = System.Drawing.Color.Yellow; FemaleBlip.IsRouteEnabled = true; } if (Scene2 == true && Scene1 == false) { Man = new Ped("a_m_o_acult_02", Spawnpoint, 0); ///"a_m_o_acult_02" ///Man Is Innocent Man.IsPersistent = true; Man.BlockPermanentEvents = true; MaleBlip = Man.AttachBlip(); MaleBlip.Color = System.Drawing.Color.Yellow; MaleBlip.IsRouteEnabled = true; } return base.OnCalloutAccepted(); } public override void Process() { base.Process(); if (Scene1 == true && Scene2 == false && Game.LocalPlayer.Character.DistanceTo(Spawnpoint) <= 10f) ///Woman Is Innocent { Game.DisplayHelp("Press '" + Settings.Dialog + "' To Talk to the suspect"); if (Game.IsKeyDown(Settings.Dialog)) { counter++; if (counter == 1) { Game.DisplaySubtitle(Settings.PlayerName + ": Hello Ma'am, there has been a report of Domestic Violence. Are you in any trouble?"); } if (counter == 2) { Game.DisplaySubtitle("Lady: Hi there officer, yes that is correct. My Husband hit me and then took off."); } if (counter == 3) { Game.DisplaySubtitle(Settings.PlayerName + ": Ok, Do you know what he was wearing? Which way he went? and what make and color the car is?"); } if (counter == 4) { Game.DisplaySubtitle("Lady: Im sorry, I can't remember what he was wearing. It was all a bit blurry afterwards. But he went 'That way'."); } if (counter == 5) { Game.DisplaySubtitle("Lady: The car is a 'Sadler' if that is any help"); } if (counter == 6) { Game.DisplaySubtitle(Settings.PlayerName + ": Thank you ma'am, that is pleanty of help, Myself and some other officers will be on the lookout him."); } if (counter == 7) { Game.DisplaySubtitle(Settings.PlayerName + ": For the meantime, do you need any Medical Assintance?"); } if (counter == 8) { Game.DisplaySubtitle("Lady: Yes please, that would be much appreciated"); } if (counter == 9) { Game.DisplaySubtitle(Settings.PlayerName + ": No worries, I will call for EMS to come check you out ma'am"); } if (counter == 10) { Game.DisplaySubtitle("NO MORE DIALOUGE. CALL FOR EMS AND PROCED TO LOOK FOR SUSPECT."); SuspectSpawnPoint = new Vector3(2551.485f, 2495.719f, 32.02878f); SuspectVhicle = new Vehicle("SADLER", SuspectSpawnPoint); SuspectVhicle.IsPersistent = true; Man = new Ped("a_m_o_acult_02", SuspectVhicle.GetOffsetPositionFront(5f), 0); Man.IsPersistent = true; Man.BlockPermanentEvents = true; MaleBlip = Man.AttachBlip(); MaleBlip.Color = System.Drawing.Color.Red; MaleBlip.IsRouteEnabled = true; FemaleBlip.Delete(); Woman.Dismiss(); Man.WarpIntoVehicle(SuspectVhicle, -1); if (Game.LocalPlayer.Character.DistanceTo(SuspectVhicle.Position) <= 20f) { Pursuit = Functions.CreatePursuit(); Functions.AddPedToPursuit(Pursuit, Man); Functions.SetPursuitIsActiveForPlayer(Pursuit, true); } if (Man.IsCuffed || Man.IsDead) End(); } } } if (Scene2 == true && Scene1 == false && Game.LocalPlayer.Character.DistanceTo(Spawnpoint) <= 10f) ///Man Is Innocent { Game.DisplayHelp("Press '" + Settings.Dialog + "' To Talk to the suspect"); if (Game.IsKeyDown(Settings.Dialog)) { counter++; if (counter == 1) { Game.DisplaySubtitle(Settings.PlayerName + ": Hello Sir, there has been a report of Domestic Violence. Are you in any trouble?"); } if (counter == 2) { Game.DisplaySubtitle("Man: Hi there officer, yes that is correct. My Wife hit me and then took off."); } if (counter == 3) { Game.DisplaySubtitle(Settings.PlayerName + ": Ok, Do you know what she was wearing? Which way she went? and what make and color the car is?"); } if (counter == 4) { Game.DisplaySubtitle("Man: Im sorry, I can't remember what she was wearing. It was all a bit blurry afterwards. But she went 'That way'."); } if (counter == 5) { Game.DisplaySubtitle("Man: The car is a 'Sadler' if that is any help"); } if (counter == 6) { Game.DisplaySubtitle(Settings.PlayerName + ": Thank you Sir, that is pleanty of help, Myself and some other officers will be on the lookout her."); } if (counter == 7) { Game.DisplaySubtitle(Settings.PlayerName + ": For the meantime, do you need any Medical Assintance?"); } if (counter == 8) { Game.DisplaySubtitle("Man: Yes please, that would be much appreciated"); } if (counter == 9) { Game.DisplaySubtitle(Settings.PlayerName + ": No worries, I will call for EMS to come check you out Sir"); } if (counter == 10) { Game.DisplaySubtitle("NO MORE DIALOUGE. CALL FOR EMS AND PROCED TO LOOK FOR SUSPECT."); SuspectSpawnPoint = new Vector3(2551.485f, 2495.719f, 32.02878f); SuspectVhicle = new Vehicle("SADLER", SuspectSpawnPoint); SuspectVhicle.IsPersistent = true; Woman = new Ped("a_f_o_salton_01", SuspectVhicle.GetOffsetPositionFront(5f), 0); Woman.IsPersistent = true; Woman.BlockPermanentEvents = true; FemaleBlip = Woman.AttachBlip(); FemaleBlip.Color = System.Drawing.Color.Red; FemaleBlip.IsRouteEnabled = true; MaleBlip.Delete(); Man.Dismiss(); Woman.WarpIntoVehicle(SuspectVhicle, -1); if (Game.LocalPlayer.Character.DistanceTo(SuspectVhicle.Position) <= 20f) { Pursuit = Functions.CreatePursuit(); Functions.AddPedToPursuit(Pursuit, Woman); Functions.SetPursuitIsActiveForPlayer(Pursuit, true); } if (Woman.IsCuffed || Woman.IsDead) End(); } } } if (Game.LocalPlayer.Character.IsDead) End(); if (Game.IsKeyDown(Settings.EndCall)) End(); } public override void End() { if (Man.Exists()) Man.Dismiss(); if (Woman.Exists()) Woman.Dismiss(); if (FemaleBlip.Exists()) FemaleBlip.Delete(); if (MaleBlip.Exists()) MaleBlip.Delete(); if (SuspectVhicle.Exists()) SuspectVhicle.Dismiss(); Game.LogTrivial("Amazing Callouts - Domestic Violence has been cleaned up"); base.End(); } } }
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