Everything posted by TAG1534
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TAG's Callouts
- 156 comments
- 8 reviews
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Getting animations
Thank you guys I appreciate the help I'll go through a few of the ones mentioned above and see what happens
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Getting animations
How would I go about playing animations, for example a search animation and or a cuff animation for detaining suspects for callouts? I don't want to actually cuff them through STP or lspdfr otherwise the callout will end but just to show immersion for the players.
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TAG's Callouts
- 156 comments
- 8 reviews
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return ((Vector3)ref position).DistanceTo(((Entity)Game.LocalPlayer.Charact
It's a mixture of what I tried to get to work for me, from 2 open source code plugins, one is Wilderness calloits which is released on github and is open-source, and same as with Enhanced Stops, so I have not done anything wrong with borrowing and changing code to fot for myself
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How to get the Vanilla LSPDFR traffic stopped ped
So I'm trying to make a different version of stop the ped, for myself and maybe others... so I want to run the ped name check and license checks stuff but it won't actually grab the Peds name
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How to get the Vanilla LSPDFR traffic stopped ped
Hi there, I am wanting to know how I can get the Ped from vaniila LSPDFR traffic stop either on foot or through car traffic stop. this is what I have tried so far, but no luck. It doesnt grab the peds persona if (Functions.IsPlayerPerformingPullover()) { _currentPed = Functions.GetPulloverSuspect(Functions.GetCurrentPullover()); } what else can I do
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return ((Vector3)ref position).DistanceTo(((Entity)Game.LocalPlayer.Charact
Hi there I am making a menu using RAGENativeUI and LSPDFR but I am trying to get the Ped that I have stopped to give the correct information. public static void MainMenuOnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) => GameFiber.StartNew((ThreadStart)(() => { if (selectedItem == AskForIDItem) { Ped ped = ((IEnumerable<Ped>)((IEnumerable<Ped>)World.GetAllPeds()).Where<Ped>((Func<Ped, bool>)(x => ((Entity)x).IsAlive && Entity.op_Inequality((Entity)x, (Entity)Game.LocalPlayer.Character) && x.IsHuman && !x.IsInAnyVehicle(false) && (double)Vector3.Distance(((Entity)x).Position, ((Entity)Game.LocalPlayer.Character).Position) < 12.5)).OrderBy<Ped, float>((Func<Ped, float>)(x => { Vector3 position = ((Entity)x).Position; return ((Vector3)ref position).DistanceTo(((Entity)Game.LocalPlayer.Character).Position); }))).FirstOrDefault<Ped>(); if (!EntityExtensions.Exists((IHandleable)ped)) return; ped.Tasks.AchieveHeading(((ISpatial)ped).GetHeadingTowards((ISpatial)Game.LocalPlayer.Character)).WaitForCompletion(2000); Object @object = new Object(Model.op_Implicit("hei_prop_hei_id_bank"), Vector3.Zero); ped.Tasks.PlayAnimation(AnimationDictionary.op_Implicit("mp_common"), "givetake1_a", 2.5f, (AnimationFlags)0); ((Entity)@object).AttachToEntity((Entity)ped, ped.GetBoneIndex((PedBoneId)28422), Vector3.Zero, new Rotator(0.0f, 180f, 0.0f)); GameFiber.Sleep(1200); } })); This is the code I have, but it keeps giving the "ref" is an invalid expresion term, how do I get around this
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RageNativeUI / LemonUI - help
Thank you so much LMS I got it to work now, but ive got another issue so I'll create a new Topic
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RageNativeUI / LemonUI - help
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
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RageNativeUI / LemonUI - help
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
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RageNativeUI / LemonUI - help
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
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RageNativeUI / LemonUI - help
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
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RageNativeUI / LemonUI - help
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); } }
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RageNativeUI / LemonUI - help
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.
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RageNativeUI / LemonUI - help
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
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Classic Theme (April 1st 2023)
it would be super cool if it could stay like this
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TAG's Callouts
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
- 156 comments
- 8 reviews
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Callout will load and only work once
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
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TAG's Callouts
That sounds like a really good, Idea actually I will get onto it tonight and I will credit you for it as well
- 156 comments
- 8 reviews
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Setting AI's name so STP says name that has been written into script?
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.
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TAG's Callouts
I can certainly try to do something like that.. thanks for the idea.. I will let you know ehat I do with it
- 156 comments
- 8 reviews
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TAG's Callouts
- 156 comments
- 8 reviews
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TAG's Callouts
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
- 156 comments
- 8 reviews
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TAG's Callouts
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
- 156 comments
- 8 reviews