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Rich

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Everything posted by Rich

  1. There are a lot of of people who do not possess these basic computer skills, hence why a lot of videos cover the basics.
  2. First thing that comes to mind is, after running that native, get all peds in the area and delete them (or just delete the one(s) whose model match the bouncer model).
  3. Well it depends on if Process is actually being called. If it's not, then the code inside doesn't matter right now. If it is, then your conditions aren't firing.
  4. I would check to make sure Process is even running by putting in a log message outside all the condition statements.
  5. Didn't you say in your other topic that all the code was working? What changed?
  6. Process is a loop, so yes.
  7. Are you running it in a loop?
  8. Make an array of strings, then get one at random.
  9. Oh, I misunderstood. Simple solution is to make a collection of responses and choose one at random.
  10. Which reply is displaying? Is your counter working as expected?
  11. You need to be more specific about what doesn't work. Does only one subtitle display? Do no subtitles display? Where is your counter variable defined?
  12. The second overload for FireWeaponAt takes a Vector3, so an entity is not required. This method is just a wrapper for the TASK_SHOOT_AT_COORD native.
  13. You won't be starting from scratch, but since you've said it's been a few years and the fact that there are differences between the two languages, you will probably spend some time getting up to speed. Edit: Also, regarding your IDE question, yes.
  14. What about Game.LocalPlayer.LastVehicle.Position?
  15. There is a START_SCRIPT_FIRE native. I don't remember if Rage has a built in function.
  16. If you have a Github account, I'd like to encourage you to create Issues for features you'd like to see added to the framework (if you do not know how to create them yourself).
  17. You might try the TASK_SHOOT_AT_ENTITY native.
  18. That's correct, you'll get an exception.
  19. This code does not perform any resource intensive operations. I did not test it, just refactored, but I don't see where the performance impact would come from. Consider use GameFibers if you still experience performance issues for some reason. I also don't understand the purpose of the dictionary unless it's being used somewhere else. // Have to clear the dictionary foreach (Blip blip in vehicleHashMap.Values) { if (blip) { blip.Delete(); } } vehicleHashMap.Clear(); // Remove invalid blips blips.RemoveAll(b => !b); // Check each blip foreach (Blip blip in blips) { // Get ped the blip is attached to Ped attachedPed = blip.Entity as Ped; // If it is null or non existent, delete the blip if (!attachedPed || attachedPed.IsDead) { blips.Remove(blip): blip.Delete(); continue; } // If it is in a vehicle, add a blip with scale 1.0f to the vehicle if (attachedPed.CurrentVehicle) { // Hide the ped's blip blip.Alpha = 0f; if(!vehicleHashMap.ContainsKey(attachedPed.CurrentVehicle)) { vehicleHashMap.Add(attachedPed.CurrentVehicle, attachedPed.CurrentVehicle.AttachBlip()); } } // If it is not in a vehicle, show the blip and set the scale to 0.75f else { blip.Alpha = 1f; blip.Scale = 0.75f; } }
  20. Sounds like it doesn't matter if they don't do what you want. Also, you should be checking if entities exist/are valid regularly anyways, so that's not an extra check. I don't think the performance impact is as significant as you imagine.
  21. 1. Does setting the blip alpha to 0 still make it appear on the map? 2. You can write code for this 3. I'm interested in knowing the performance impact of checking if n peds are dead and removing their blips. I don't expect it to be much unless your code is poorly written, but perhaps I'm wrong.
  22. https://gtaforums.com/topic/884370-native-research-ai-blips https://nativedb.dotindustries.dev/natives/0xB13DCB4C6FAAD238
  23. Check this animations list
  24. https://www.lcpdfr.com/downloads/gta5mods/scripts/25758-automatic-siren-cutout/ has a feature which does this.

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