Everything posted by LouiDev
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Interior Callouts
This was really fun! You did a great job! I really liked the Ready or Not elements. Although, I had some minor issues. For Barricaded Suspects: The blip / marker for entering the building was not there. Simply installing EAI didn't make the cut for me. I had to manually go into the .ini file of EAI and set both "ENABLEMARKERS_TELEPORT" + "ENABLEBLIPS" to True for the teleporter blips to show up. Apart from that, I wish the suspects were a bit more aggressive. Most of them just walked around and did nothing. I'm looking forward to more!
- 75 comments
- 5 reviews
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RobberyCallouts - A variety callout pack
This error seems to be from a different source. I've looked through the log you provided and the callout pack was never laoded.
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
Thank you for posting! Could you provide the full stack trace? Especially what error happend at line 111.
- 19 comments
- 3 reviews
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CalloutToolbox [For Developers]
- 32 downloads
- Version 1.1.0.0
CalloutToolbox CalloutToolbox is a lightweight C# library designed to enhance code readability, improve quality of life, and save development time when scripting callouts. This library includes: - a mission system - a dialog system - a simple timer - a simple randomizer utility class Introducing: The debugger The debugger is a simple tool to debug your callouts direclty ingame. Requires RageNativeUI (not included in download) - Debug missions, blips & entites directly ingame through a menu - Draw any debug text directly on screen Cheers! Documentation: The debugger: (Requires RageNativeUI) Mission.cs Dialog.cs SimpleTimer.cs Randomizer.cs -
RobberyCallouts - A variety callout pack
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
No, they trigger automatically just like the regular ones. I just mentioned this for anyone wanting to manually trigger a specific callout. 🙂
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
- 19 comments
- 3 reviews
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Simple dialouge system for scripting
Hey there. I coded a very simple dialouge system to enhance the immersion of GTA V scripts / LSPDFR callouts. Here's the GitHub repo: https://github.com/LouiDev/DialougeSystem It's only one file called DialougeSystem.cs. Usage: The class has the following methods: void Progress() - Progresses the dialouge void Reset() - Resets the dialouge void AddActionToIndex() - Adds an Action that will be executed once the dialouge reaches the specified index string GetCurrentMessage() - Gets the current message of the dialouge bool Isrunning() - Checks if dialouge is running bool HasStarted() - Checks if dialouge has started bool HasFinished() - checks if dialouge has finished Example usage: Creating a dialouge: DialougeSystem dialougeSystem = new DialougeSystem(new string[] { "~g~You: ~w~Hey there, what's up!", "~b~Friend: ~w~Sup, dude! How's it going?" }); Adding an action: dialougeSystem.AddActionToIndex(1, () => { // This would be executed once the dialouge reaches the index of 1 // Do Something }); Updating the dialouge: // In some form of an Update method public void Update() { // Check input if (PlayerCanInteract()) { // Use Progress() to progress the dialouge dialougeSystem.Progress(); } // Display the current message // Use GetCurrentMessage() to get the current message ShowMessageToPlayer(dialougeSystem.GetCurrentMessage()); } Cheers!
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RobberyCallouts - A variety callout pack
Thank you for mentioning! I tbh didn't know about that... I am pretty new to coding stuff in c# The newest version has the right Assembly Info
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
I have tested all of the 6 callouts with all of their variations and outcomes and did not encounter any performance issues / fps drops / texture loss. Can you elaborate on when these issues ocurred / what missions did you play for them to show up? I tweaked two missions where I assumed performance issues could come from and fixed them.
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
- 19 comments
- 3 reviews
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RobberyCallouts - A variety callout pack
- 23,213 downloads
- Version 1.2.12.4
About RobberyCallouts is a callout extension pack for LSPDFR that I made for fun, so I hope you're having fun too : ) This pack adds 10 different callouts to your game. The pack does not evolve around robberies, as the the title might suggest, but it contains mixed callouts. Newest additions RC-TroubleAtAirport RC-ShooterAtGunStore This pack supports CalloutInterface Installation Copy everything from the files folder into your main GTA V directory- 19 comments
- 3 reviews
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How to make ped shoot out of van
Yes. Forgot I still had this post. For anyone wondering. Adding the ped to a pursuit overrides their Tasks completly. But you can disable that through Functions.SetPursuitDisableAIForPed(pursuit, ped) Didn't know that
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How to make ped shoot out of van
I was wondering how I could make a ped shoot out of a van. I have the following in mind: I want to create a pursuite where, if the player is close enough to the van, the back doors whould open and two peds should shoot at the player. I've got the logic for the pursuit and the doors opening when the player gets close, but I can't figure out how to make the peds shoot out of the van. Here's the code: Ped creation: shooter1 = new Ped(spawnPoint); shooter1.IsPersistent = true; shooter1.BlockPermanentEvents = true; shooter1.Inventory.GiveNewWeapon(WeaponHash.MicroSMG, 400, true); shooter1.WarpIntoVehicle(van, 1); shooter2 = new Ped(spawnPoint); shooter2.IsPersistent = true; shooter2.BlockPermanentEvents = true; shooter2.Inventory.GiveNewWeapon(WeaponHash.Pistol, 400, true); shooter2.WarpIntoVehicle(van, 2); Shooting logic: shooter1.RelationshipGroup = RelationshipGroup.HatesPlayer; shooter2.RelationshipGroup = RelationshipGroup.HatesPlayer; shooter1.Inventory.EquippedWeapon = shooter1.Inventory.Weapons[0]; shooter2.Inventory.EquippedWeapon = shooter2.Inventory.Weapons[0]; shooter1.Tasks.FightAgainst(playerPed); shooter2.Tasks.FightAgainst(playerPed); van.Doors[2].Open(false); van.Doors[3].Open(false); So far, once the player gets close, everything works except the peds shooting. They instead just keep calmly sitting in the back of the van even closing the doors again after they were opened. Please help ❤️