Everything posted by khorio
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[SOLVED] Newline in RageNativeUI Menu
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.
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object id
No such thing in Rage as far as i know, you'll have to resort to natives
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object id
This does not stop vehicles from spawning, it makes their speed 0f (0meters/s) = stopped
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object id
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);
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[SOLVED] Rage Native UI Refresh Menu Item List
No wonder it didn't work then :) yeah BartTimerBar and TexTimerBar are confusing names :p Thanks
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[SOLVED] Rage Native UI Refresh Menu Item List
Just tried it this way, i can change TaskText to whatever i want it won't display for some reason
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[SOLVED] Rage Native UI Refresh Menu Item List
Heh..the reason i asked is because i tried that and it doesn't change. Text stays empty
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[SOLVED] Rage Native UI Refresh Menu Item List
Actually, going on that, is there a way to change the Text of TextTimerBar without stopping and recreating them?
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object id
World.AddSpeedZone() World.RemoveSpeedZone()
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[SOLVED] Changing CalloutProbabilty
My automatic file copying failed somewhere, problem is solved :)
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[SOLVED] Changing CalloutProbabilty
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
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[SOLVED] Changing CalloutProbabilty
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()
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[SOLVED] Rage Native UI Refresh Menu Item List
If it was intentionally made like this maybe just a flag to change the behavior of it or a different menu item type
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[SOLVED] Rage Native UI Refresh Menu Item List
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 :)
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[SOLVED] Rage Native UI Refresh Menu Item List
i mean after you change the contents of a List<>, it doesn't update in the menu.
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[SOLVED] Changing CalloutProbabilty
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.
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[SOLVED] Rage Native UI Refresh Menu Item List
Well, right now i just clear the entire menu and re-add it. Seems like there's no easy way
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[SOLVED] Rage Native UI Refresh Menu Item List
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)
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[SOLVED] Datatype for Pickup
Cool, thank you again :) It's a shame this isn't in RPH yet.
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[SOLVED] Datatype for Pickup
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.
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Crash
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.
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Grabbing a peds current skin
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.
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Grabbing a peds current skin
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
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[SOLVED] Adding a property to an object
That's good to know :)
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.ini
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.