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khorio

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Everything posted by khorio

  1. Well for the LOS method i need to be able to get the current peds target, and i haven't found any native for that yet. Only to get the players current target. SET_PED_CAN_BE_TARGETED_WITHOUT_LOS doesn't seem to do much.
  2. It's not too hard to write a plugin that constantly wipes all blips except the ones with route enabled. Problem is, most plugins clean up after they are finished (the callouts) and will attempt to delete the blips. If it hasn't been taken into account that the blip might not exist anymore, they will crash everytime.
  3. Is there a way to stop or at least reduce this? Cause sometimes it's just plain ridiculous, peds can stand there shooting at eachother forever since the bullets won't pass through metal.
  4. int caseSwitch = 1; You do know it's always going to be case 1, right? :) This is to make it random: Random rnd = new Random(); int caseswitch = rnd.Next(0,3) Remember that the integers you provide to generate a random between are exclusive, as in not inclusive
  5. Is there an easy way to add a another property to a Ped? Like creating a new class, using the existing Ped object and adding some stuff to it. public class XPed { public bool HasBeenReleased { get; set; } public XPed(Ped ped, bool released) { XPed = ped; HasBeenReleased = released; } something like this (doesn't work obviously)
  6. The problem with this is i get utterly bored playing my own stuff..i think i had to play the Terrorist subway attack 150+times to get it right.
  7. Do people actually do that? I just cross my fingers I didn't make a typo somewhere. I think it's totally overrrated.
  8. I think it came from the se7ensins forum, there's a weapon and explosions list on it somewhere too. Usually when i run into things like that i just save them in a txtfile, makes it easy to look things up :)
  9. Edit: Fixed it, only set relgroups to hate cops and not player.
  10. they are all in the same relationshipgroup, they all have the same properties set to them. that's what baffles me ped.Tasks.FightAgainstClosestHatedTarget(50f); is called every 12s, half of them just stands there but it looks like for some reason they don't become hostile, while others do As you can see by the crosshair above.
  11. I've got a strange problem, i spawn in a bunch of peds, add them to a list, then give them all the same properties. However half of them will not fight back and just stand here. If you aim at them the crosshair turns red on the ones who fight back, and gray on the ones who don't.
  12. That's only like what, 80 lines of code? :)
  13. When you compile your dll visual studio creates a pdb file as well, copy that to the same folder as your plugin and if an error happens the rage log will show you what line in your code caused the error.
  14. Because Process() is a while loop and gets called constantly, by the time it has passed Game.DisplayHelp() it's already at Game.HideHelp. Couple of other things, make your peds Persistent, AimWeaponAtis in TaskInvoker from Rage, unless you have a good reason to use the native.
  15. That's what I always try to do...but in the end i start throwing bools all over the place and it's a mess to clean up :)
  16. That's one hell of a nice explanation :)
  17. private enum Estate { conv1, conv2, conv3, } private Estate state = Estate.conv1; then in your main process switch (state) case Estate.conv1: if(Game.IsKeyDown(Keys.Whatever) { whatevercalls you make here; state = Estate.conv2; } break; case Estate.conv2: if(Game.IsKeyDown(Keys.Whatever) { blahblah like this
  18. Going on that, is there a way to add collision to objects that have been attached?
  19. switch (state) { case estate.state1: if(Key.isdown(keys.y) { blablabla; state = estate.state2; break; case estate.state2: if(Key.isdown(keys.y) { blabla2; state = estate.state2; break etc eating chicken nuggets right now so dont mind the syntax
  20. use different states; conv1, conv2, etc..
  21. <flags>FLAG_SPAWN_BOAT_ON_TRAILER FLAG_EXTRAS_REQUIRE FLAG_EXTRAS_STRONG FLAG_PEDS_CAN_STAND_ON_TOP FLAG_GEN_NAVMESH FLAG_DONT_SPAWN_AS_AMBIENT FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO</flags>
  22. Yes, and Entity.AttachBlip() will give problems when you try to delete it, use the other method.
  23. That's it :) thought it was a native

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