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khorio

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Everything posted by khorio

  1. Didn't know if i should open a new thread, but i might aswell. I might as well tag @alexguirre in it from the start :p In the Description of an UIMenuItem, if you use a newline (~n~), is there a way to increase the size of the background? Now the text goes outside the menu background, don't know if this is intended or not.
  2. No such thing in Rage as far as i know, you'll have to resort to natives
  3. This does not stop vehicles from spawning, it makes their speed 0f (0meters/s) = stopped
  4. public static uint AddSpeedZone(Rage.Vector3 position, float radius, float maxSpeed) Member of Rage.World Summary: Adds a new speed zone limiting the maximum driving speed of AI-driven vehicles in an area. Parameters: position: The position to add the speed zone at. radius: The radius of the speed zone. maxSpeed: The maximum speed allowed by the speed zone. Returns: An unsigned int representing the handle of the created speed zone. use view>object browser private uint SpeedZone; SpeedZone = World.AddSpeedZone(Game.LocalPlayer.Character.Position, 15f, 0f); World.RemoveSpeedZone(SpeedZone);
  5. No wonder it didn't work then :) yeah BartTimerBar and TexTimerBar are confusing names :p Thanks
  6. Just tried it this way, i can change TaskText to whatever i want it won't display for some reason
  7. Heh..the reason i asked is because i tried that and it doesn't change. Text stays empty
  8. Actually, going on that, is there a way to change the Text of TextTimerBar without stopping and recreating them?
  9. World.AddSpeedZone() World.RemoveSpeedZone()
  10. My automatic file copying failed somewhere, problem is solved :)
  11. The pdb is there as well, thats all its showing Edit: I've just commented out my entire procedure, so all that happens in OnBeforeCalloutDisplayed() is returning false, i get the same errors in the log and the callout stills comes on screen "calloutmessage missing" File didn't copy properly
  12. Well, my problem is the following; i randomize callouts and randomize if one should start or not. If not i just return false in OnBeforeCalloutDisplayed() But everytime the callout pops up as "Calloutmessage missing" (while it shouldn't show anything since i return false), and everytime i get this error [09/06/2016 17:58:51.210] LSPD First Response: Creating KControl [09/06/2016 17:58:51.211] [TRACE] Callout created: #1 [09/06/2016 17:58:51.218] [TRACE] Instance cleaned ( #1) [09/06/2016 17:58:51.219] [TRACE] Ending already [09/06/2016 17:58:51.221] at System.Environment.GetStackTrace(Exception e, Boolean needFileInfo) [09/06/2016 17:58:51.221] at System.Environment.get_StackTrace() [09/06/2016 17:58:51.221] at LSPD_First_Response.Engine.BaseComponent.End() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\BaseComponent.cs:line 34 [09/06/2016 17:58:51.221] at LSPD_First_Response.Mod.Callouts.Callout.End() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\Callout.cs:line 194 [09/06/2016 17:58:51.221] at LSPDFR_Khallouts.Callouts.KControl.OnBeforeCalloutDisplayed() in E:\_GTADEV\LSPDFR Khallouts\LSPDFR Khallouts\Callouts\KControl.cs:line 153 [09/06/2016 17:58:51.221] at ?????????????????????????????????????????.?????????????????????????????????????????(Callout ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 254 [09/06/2016 17:58:51.221] at ?????????????????????????????????????????.?????????????????????????????????????????(Type ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 237 [09/06/2016 17:58:51.221] at ?????????????????????????????????????????.?????????????????????????????????????????() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 134 [09/06/2016 17:58:51.221] at Rage.GameFiber.Main() [09/06/2016 17:58:51.222] at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [09/06/2016 17:58:51.222] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [09/06/2016 17:58:51.222] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) [09/06/2016 17:58:51.222] at System.Threading.ThreadHelper.ThreadStart()
  13. If it was intentionally made like this maybe just a flag to change the behavior of it or a different menu item type
  14. Well I'm just glad it wasn't something i was doing wrong and if it can be fixed in the next version that would be great :)
  15. i mean after you change the contents of a List<>, it doesn't update in the menu.
  16. Is there a way around the fact that you can't change the CalloutProbability at runtime? For example: TimeBombFrequency = ini.ReadEnum<CalloutProbability>("General", "TimeBombFrequency", CalloutProbability.Medium); This can work fine, but since it has to be pre-determined at compile time you can't use a variable for it.
  17. Well, right now i just clear the entire menu and re-add it. Seems like there's no easy way
  18. Is there a way to make rnui really refresh a list item? After i alter the list and do a mainmenu.reset and mainmenu.refresh it still stays the same. (Except for mainMenu.Clear and re-adding all the items)
  19. Cool, thank you again :) It's a shame this isn't in RPH yet.
  20. Pickup CREATE_PICKUP(Hash pickupHash, float posX, float posY, float posZ, int p4, int value, BOOL p6, Hash modelHash) Anyone know what sort of datatype i can use for Pickup? Or does this just fall under Object.
  21. Also, as soon as you start creating more than 2 Vehicles or 2 peds, read up about using Lists to manage them, it will save you a ton of work rewriting the same line over and over. If you make a list with all the spawnpoints for your cops you can just generate the cops easily; CopLocations = new List<Vector3>() { new vector3(blabla), new vector3(blabla), new vector3(blabla), new vector3(blabla), }; Cops = new List<Ped>(); ... foreach(Vector3 location in CopLocations) { Cops.Add(new Ped("modelname", location, 0f); } same goes for vehicles and everything really.
  22. That's what I have been trying to do :) problem is if there are multiple enemies firing on the player it's hard to detect how low their actual health can be before they die the next ms. I already have the functionality to respawn near the scene when they die, i would just like to prevent the skin switching that happens, cause that can get annoying.
  23. Would it be possible to reapply the player's current skin after he dies in a callout? I know this would involve EUP and Skin Control, which might not be that easy, I was just wondering if it would be possible at all. Edit: Or, alternatively, just block the "switching to player" from LSPDFR
  24. That's good to know :)
  25. khorio replied to epicmrjuan's topic in API Development
    You need to create the ini yourself, the code above only creates the ini object. More info is in a thread from a couple of days ago about ini reading.

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