Everything posted by khorio
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Attached files issue
There's an issue when attaching files in the comments of a file page, for example; You attach a file in a comment on the file page, after that you edit your main file post, the attached file from the comments appears in your uploaded files list, if you leave it like that, it gets appended to the end of your post, if you remove it from the uploaded files list, it disappears from the comment containing the attached file. Example 2: Attaching a picture to your main file post. Editing the changelog still contains that image, and will append it to the changelog if you leave it there. If you remove it from the uploaded files list, the image will disappear from the main file post. It's a bit hard to explain, but I hope it makes some sense.
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Blips Remain On Map
It will not help, it uses the same function to remove blips (which is broken).
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Blips Remain On Map
Revert back to v0.42 until a fixed version is released.
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[WIP][REL] Rednecks!
As most people who know me a little bit will confirm, there won't be a lack of explosions :)
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[WIP][REL] Rednecks!
That will most likely become history quite soon :)
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CALLING DEVS / PLAYERS - Callout Probability
Always shouldn't be removed, its too useful for development, maybe restrict it to debug. I also used medium/low at the start, until people started complaining all the time about never getting the callouts (which is the whole reason i added a force callout option in the end) A different police dep setting in lspdfr would be very useful, maybe if 0.4 ever comes out :)
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[WIP][REL] Rednecks!
Rednecks! is an ambient event and callout plugin which will focus mainly on, you guessed it, hillbillies. You'll never be safe again from these (sometimes, what am i saying?, most of the time quite disturbing) people when you leave the city for a patrol (although they might sometimes try to invade Los Santos aswell). Most of these events will hardly go unnoticed, apart from a few subtle ones. Rednecks has now been released!
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Shootout during callout
As soon as you add peds to a pursuit the lspdfr AI takes over, they will hardly react to any tasks you assign them to.
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Rage Plugin Hook Stops on Backup Screen
if you want to be sure don't use the backup game version, since it's not 100% foolproof. @Albo1125 has a video on his youtube on how to safely backup your game version.
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Follow
stackexchange, http://stackexchange.com/ no way to really run a dedicated one though
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Follow
Actually.. TASK_VEHICLE_GOTO_NAVMESH seems to work well
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Guide to Creating a Callouts Plugin [LSPDFR+RPH]
It's always good to know where things are located :)
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Guide to Creating a Callouts Plugin [LSPDFR+RPH]
- Follow
GameFiber.StartNew(delegate { while (true) { GameFiber.Yield(); ped.Tasks.GoStraightToPosition(Game.LocalPlayer.Character.Position, 3f, 0f, 0f, -1); } }); or FollowNavigationMesh()...depends on the situation- Callout Freezing [SOLVED]
RPH log should tell you on what line it happened- object id
- Common does not exist in current context.
is Common placed in the same directory? and what type of class did you assign to Common?- Looking for Mentor?
CreateExplosion(ped, 1, 10f, true,false,1f) is what I use :) I've got pyromaniac issues though- Getting the trunk VehicleDoor
It looks like it does, I just added a bool that's true if vehicle.doors[5] != null, then open 5 and 6, seems to work until now So, the array does always have 8 items in it; and if the vehicle does not have a specific door it is not null... Array doesn't always have all doors, but something is very strange: This is from a normal sedan: [11/06/2016 00:28:27.958] LSPD First Response: Door 0: Rage.VehicleDoor [11/06/2016 00:28:27.958] LSPD First Response: Door 1: Rage.VehicleDoor [11/06/2016 00:28:27.958] LSPD First Response: Door 2: Rage.VehicleDoor [11/06/2016 00:28:27.959] LSPD First Response: Door 3: Rage.VehicleDoor [11/06/2016 00:28:27.959] LSPD First Response: Door 4: Rage.VehicleDoor [11/06/2016 00:28:27.959] LSPD First Response: Door 5: Rage.VehicleDoor this is from a cabrio (2seater) [11/06/2016 00:29:32.825] LSPD First Response: Door 0: Rage.VehicleDoor [11/06/2016 00:29:32.825] LSPD First Response: Door 1: Rage.VehicleDoor [11/06/2016 00:29:32.825] LSPD First Response: Door 2: Rage.VehicleDoor [11/06/2016 00:29:32.825] LSPD First Response: Door 3: Rage.VehicleDoor but on the last one vehicle.Doors[5].Open works for some reason...Even if the array only has 0-3, [5] is never null Edit: Fixed it for now by switching on VehicleClass to get which doors to open...ofcourse the second car that spawned was a space docker...ugh Also, for some reason the backdoors on Vans are Vehicle.Doors[2] & 3. not as the natives reference states- Getting the trunk VehicleDoor
So can Car.Doors[5] be null if it doesn't have a trunk? (which only has Back and Back2)- Getting the trunk VehicleDoor
I've been using the following to get the trunk door: VehicleDoor[] doors = BombCar.GetDoors(); int door = doors.Length - 1; This works fine if it's a 4 door car (sedan), but every other type of car returns an invalid door, is there another way to get this?- [SOLVED] Rage Native UI ProcessMenus() crash with new RPH
Yeah i'll keep it handy from now on :)- object id
This does not affect peds no. NativeFunction.Natives.CLEAR_AREA_OF_VEHICLES(pos.X, pos.Y, pos.Z, 10000, false, false, false, false, false);- [SOLVED] Rage Native UI ProcessMenus() crash with new RPH
So i've updated to the new Gta version with the latest RPH, and now this strange error pops up when drawing the menu [10/06/2016 12:02:26.581] LSPD First Response: [10/06/2016 12:02:26.581] LSPD First Response: ============================== [10/06/2016 12:02:26.582] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK [10/06/2016 12:02:26.582] LSPD First Response: ------------------------------ [10/06/2016 12:02:26.582] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>". [10/06/2016 12:02:26.582] LSPD First Response: ------------------------------ [10/06/2016 12:02:26.582] LSPD First Response: Exception type: System.MissingMethodException [10/06/2016 12:02:26.583] LSPD First Response: Exception message: Method not found: 'System.Collections.Generic.IList`1<System.Windows.Forms.Keys> Rage.KeyboardState.get_PressedKeys()'. [10/06/2016 12:02:26.583] LSPD First Response: ------------------------------ [10/06/2016 12:02:26.583] LSPD First Response: Inner exceptions: [10/06/2016 12:02:26.583] LSPD First Response: ------------------------------ [10/06/2016 12:02:26.584] LSPD First Response: Stack trace: [10/06/2016 12:02:26.584] LSPD First Response: at RAGENativeUI.Common.GetPressedKeys() [10/06/2016 12:02:26.584] at RAGENativeUI.MenuPool.ProcessMenus() [10/06/2016 12:02:26.584] at LSPDFR_Khallouts.Callouts.TimeBomb.<>c.<MenuProcess>b__68_0() in E:\_GTADEV\LSPDFR Khallouts\LSPDFR Khallouts\Callouts\TimeBomb.cs:line 844 [10/06/2016 12:02:26.584] at Rage.GameFiber.Main() [10/06/2016 12:02:26.585] LSPD First Response: ============================== private static void MenuProcess(object sender, GraphicsEventArgs e) { GameFiber.StartNew(delegate { GameFiber.Yield(); if (Game.IsKeyDown(Keys.Y) && !_menuPool.IsAnyMenuOpen()) // Our menu on/off switch. mainMenu.Visible = !mainMenu.Visible; _menuPool.ProcessMenus(); // Procces all our menus: draw the menu and procces the key strokes and the mouse. }); }- [SOLVED] Newline in RageNativeUI Menu
using \n by itself messes up all the automatic linebreaks, turning off FormatDescriptions together with manual \n newlines works like a charm :) - Follow