Everything posted by khorio
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Placing objects on the ground
For some reason this native doesn't always work, i've got a List of random objects and most do not get placed on the ground properly NativeFunction.CallByName<bool>("PLACE_OBJECT_ON_GROUND_PROPERLY", NCrate1); ^doesn't seem to work, i remember reading about a native "place object with snap" but can't really find it.
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Getting the closest set location? [SOLVED]
Vector3.traveldistanceto()
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How to set a route and how to set a blip color?
blip = new Blip(Entity); blip.Color = Color.Whatever; blip.EnableRoute(Color.Whatever);
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Getting boneId from natives
for some reason it never gets loaded, stays in the while. c.StartParticleFxLoopedOnEntity("scr_fm_mp_missioncreator", "scr_sh_cig_smoke", cigar, new Vector3(0f, 0f, 0f), new Rotator(0f, 0f, 0f), 2.0f); tried a bunch of different assets and ptfx
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Getting boneId from natives
While I'm asking stupid questions alex :p NativeFunction.Natives.REQUEST_PTFX_ASSET("cs_cig_smoke"); NativeFunction.Natives.SET_PTFX_ASSET_NEXT_CALL("cs_cig_smoke"); int smoke = Rage.Native.NativeFunction.CallByName<int>("START_PARTICLE_FX_LOOPED_ON_ENTITY", "cs_cig_smoke", cigar, 0.05f, 0f, 0f, 0f, 0f, 90f, 0x3F800000, 0, 0, 0); from the decompiled files: STREAMING::REQUEST_PTFX_ASSET(); l_309 = OBJECT::CREATE_OBJECT(0xAB0F542F, -1850.139f, -1250.253f, 8.59f, 1, 1, 0); ENTITY::ATTACH_ENTITY_TO_ENTITY(l_309, PLAYER::PLAYER_PED_ID(), PED::GET_PED_BONE_INDEX(PLAYER::PLAYER_PED_ID(), 28422), 0f, 0f, 0f, 0f, 0f, 180f, 0, 0, 0, 0, 2, 1); GRAPHICS::START_PARTICLE_FX_LOOPED_ON_ENTITY("cs_cig_smoke", l_309, 0.05f, 0f, 0f, 0f, 0f, 90f, 0x3F800000, 0, 0, 0); Only crashing, don't know if you've messed with particles yourself
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Getting boneId from natives
Because i never saw "Head" in the enums...dear lord..
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Getting boneId from natives
The above is what i tried, it's always -1. I even tried it with "SKEL_Head", which should exist on every ped, nothing "IK_Head" works, thanks :)
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Set SpawnPoint as Coordinates?
- Getting boneId from natives
I'm trying to get a boneId from the face (since rage only provides neck) cause when the head moves objects attachted to the neck do not move along. int GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, char *boneName) // FB71170B7E76ACBA How do i pass this char? the bone name is "FB_Tongue_000"- CREATE_MISSION_TRAIN
That could very well be, it would make sense they only spawn trains on the track they want for missions and such..- CREATE_MISSION_TRAIN
The only one i found in the decompiled ones i have is this one Search "SWITCH_TRAIN_TRACK" (1 hit in 1 file) E:\_GTADEV\decompiled\main_persistent.txt (1 hit) Line 991: VEHICLE::SWITCH_TRAIN_TRACK(A_0, A_1); not much to go on- Set SpawnPoint as Coordinates?
Thought so :) Got a similar class Location, i thought there was no such thing in LSPDFR itself- Set SpawnPoint as Coordinates?
wait, there's a spawnpoint class?- enum Question
Same thing was happening to me, changed already :)- enum Question
I was calling Common.Model instead of Common.GetModel...no way that could have really worked :)- enum Question
cannot convert from 'string' to 'LSPDFR_Khallouts.Callouts.Common.Model' nevermind, called the function wrong :)- enum Question
I know this isn't necessarily an API question, but i've got a problem with an enum functions (haven't really used a lot of enums before). I've got several string arrays with model names in them, and i used to use a function GetModel(string type) with a switch case to return a random string from the array. I'd like to change this to enum since it's less errorprone, i've managed this with colors but am a bit stuck with this one. Colors: public enum eColor { Blue, Orange, Yellow, Green, Purple, Red, } public static Color GetColor(eColor ccolor) { switch (ccolor) { case eColor.Red: tempcolor = Color.FromArgb(224, 50, 50); break; return tempcolor...etc now for the models public enum Model { Perv, Mex, Salva, Lost, Chin, BlackOps, } public static string GetModel (Model mdl) { switch (mdl) { case Model.Perv : model = PervModels[MathHelper.GetRandomInteger(PervModels.Length - 1)]; break; return model.ToString(); This does not work, and i can't seem to figure it out, any help would be appreciated :)- CREATE_MISSION_TRAIN
If my memory serves me correctly there was a sp mission in the quarry involving trains, which also used switching tracks, could be wrong though.- List of Props
I can't remember where i got it exactly, but here is the full file. One of them are tested ones (since not every prop is spawnable for some reason), but can't remember which is which. 2fba5f-objects.zip- List of Props
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Hah :) Looks like you haven't played any of my callouts, i might as well rename it to "It goes BOOM!" If i can derail a train in the middle of los santos and create a massacre that blows bits off 200 peds into blaine county I will :p- CREATE_MISSION_TRAIN
Your weekend??? What about my night, I should have never brought it up :p- Detecting if a bullet has hit an object
You can ignore this post by the way, made a dumb typo- Creating an INI file?
He writes a 2 page explanation, showing his own code, and you go nevermind? :p- CREATE_MISSION_TRAIN
Sure, why not. All I'm really interested in at the moment is how to load this train chock full of explosives :) - Getting boneId from natives