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khorio

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Everything posted by khorio

  1. Might aswell make a post here too :) 0.4.1 Adds BlackOut Mode to the Terrorist Subway Attack When this is enabled the terrorists will cut the power in the subway, and only emergency lighting will be available, this also removes the terrorist blips and adds more death & destruction. This setting is on by default but can be disabled in the ini. After lot's of struggling my first callouts are ready to be tested, 6 are included right now: Terrorist Attack on the Rockford Hills subway station Sexual Harassment Blaine County Savings Bank Heist Special Ops: Execution Grand Theft Bicycle Terrorist Kidnapping of Officials These Callouts will be finished and added soon: Bomb Threat Armed/Unarmed Store Robberies High Activity by The Lost all around San Andreas Domestic Disturbances Escort Missions NOOSE LockDown and more if i can find the time. KNOWN BUGS: In the SpecOps callout the heli sometimes becomes invisible for some reason, still looking into this Peds getting stuck inside of locked houses. Any ideas, bugreports and suggestions are very welcome :)
  2. Maxed out. It's in one of my callouts and other people are having the same problem.
  3. Looks like that didn't do much to help.., the pilot is visible now and you can run into the vehicle but its still transparent. Also tried NativeFunction.Natives.REQUEST_MODEL(Chopper.GetHashCode()); , no go And now the pilot doesn't even spawn when you're not close enough..really strange
  4. When my callout starts it spawns a swift heli and warps the pilot inside, but for some reason if you're not in close proximity to the helicopter when it spawns, it turns invisible, and so does the Ped inside. If you stop the callout the Ped suddenly becomes visible, sitting in mid-air, and you can run into the invisible helicopter. At a total loss here, so any ideas would be welcome. Chopper = new Vehicle("SWIFT", Helipad, 100.9656f); Chopper.IsPersistent = true; Chopper.PrimaryColor = Color.Black; Chopper.SecondaryColor = Color.Black; Rage.Native.NativeFunction.Natives.SET_VEHICLE_LIVERY(Chopper, 0); Chopper.IsVisible = true;
  5. He still stops the car just to move on again, after a couple of times this turns it into a pursuit and the whole callout is wasted :p
  6. Ofcourse :) I've had this problem a lot of times, if i change only the model to for example the one of a cop, it works. Very strange, it seems like the behaviour is linked to the models
  7. So it looks like ped.Tasks.FightAgainstClosestHatedTarget() only works on combat models (police, swat, etc). (after a LOT of testing) Not even on gang models, would there be any workaround for this?
  8. Nope, looks like it doesn't, they still pull over, ive tried ending the pullover in the code but he still has to pull over and come to a stop before its cancelled
  9. while(true) { Gamefiber.yield(); Ped1.tasks.follownavigationmesh(ped2.position, heading, speed) } Typed on my phone so don't mind the syntax That's what worked for me, should check at home
  10. No, in one case I need to prevent them from reacting to a pullover (blipping them and turning on the siren), in the other call I need them to react to a pullover(stop) and prevent them from creating a pursuit(fleeing). So it's more like 2 questions :)
  11. Is there a way to make a ped ignore police warnings, making them immune to traffic stops? Couldn't find anything in the API.
  12. There are escort and follow vehicle functions in the natives, but I've always used a while loop that keeps giving new coordinates.
  13. Ped.Tasks.Pause ? or isn't that what you're looking for
  14. this is what happens when you make a typo...i don't know if its that noticable though...ugh :p
  15. LtFlash, you're a lifesaver once again. Thanks :)
  16. Same error sadly
  17. http://docs.ragepluginhook.net/html/8E23607F.htm http://docs.ragepluginhook.net/html/5FC7F789.htm Don't forget myVehicle.Dismiss() at the end :)
  18. Callout cs: ------------ private Vector3 CheckPointV3; public static int CheckPointHandle { get; private set; } CheckPointHandle = Common.CreateCheckpoint(45, CheckPointV3, CheckPointV3, 5f, Color.LightBlue); Common.cs: ------------ public static int Handle { get; private set; } public static int CreateCheckpoint(int CheckpointType ,Vector3 position, Vector3 directTo, float radius, Color color) { Handle = Rage.Native.NativeFunction.Natives.CREATE_CHECKPOINT( (int)CheckpointType, position.X, position.Y, position.Z, directTo.X, directTo.Y, directTo.Z, radius, color.R, color.G, color.B, color.A, 0); return Handle; } [26/05/2016 04:42:38.068] LSPD First Response: [26/05/2016 04:42:38.068] LSPD First Response: ============================== [26/05/2016 04:42:38.068] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK [26/05/2016 04:42:38.068] LSPD First Response: ------------------------------ [26/05/2016 04:42:38.069] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>". [26/05/2016 04:42:38.069] LSPD First Response: ------------------------------ [26/05/2016 04:42:38.069] LSPD First Response: Exception type: System.Reflection.AmbiguousMatchException [26/05/2016 04:42:38.069] LSPD First Response: Exception message: Ambiguous match found. [26/05/2016 04:42:38.070] LSPD First Response: ------------------------------ [26/05/2016 04:42:38.070] LSPD First Response: Inner exceptions: [26/05/2016 04:42:38.070] LSPD First Response: ------------------------------ [26/05/2016 04:42:38.070] LSPD First Response: Stack trace: [26/05/2016 04:42:38.071] LSPD First Response: at System.DefaultBinder.SelectMethod(BindingFlags bindingAttr, MethodBase[] match, Type[] types, ParameterModifier[] modifiers) [26/05/2016 04:42:38.071] at System.RuntimeType.GetMethodImpl(String name, BindingFlags bindingAttr, Binder binder, CallingConventions callConv, Type[] types, ParameterModifier[] modifiers) [26/05/2016 04:42:38.071] at System.Type.GetMethod(String name, BindingFlags bindingAttr, Binder binder, Type[] types, ParameterModifier[] modifiers) [26/05/2016 04:42:38.071] at Rage.Native.DynamicNativeFunction.TryInvokeMember(InvokeMemberBinder binder, Object[] args, Object& result) [26/05/2016 04:42:38.071] at CallSite.Target(Closure , CallSite , Object , Int32 , Single , Single , Single , Single , Single , Single , Single , Byte , Byte , Byte , Byte , Int32 ) [26/05/2016 04:42:38.072] at CallSite.Target(Closure , CallSite , Object , Int32 , Single , Single , Single , Single , Single , Single , Single , Byte , Byte , Byte , Byte , Int32 ) [26/05/2016 04:42:38.072] at LSPDFR_Khallouts.Callouts.Common.CreateCheckpoint(Int32 CheckpointType, Vector3 position, Vector3 directTo, Single radius, Color color) in E:\_GTADEV\LSPDFR Khallouts\LSPDFR Khallouts\Callouts\Common.cs:line 288 [26/05/2016 04:42:38.072] at LSPDFR_Khallouts.Callouts.Terrorist__Activity.<runoperation>b__76_0() in E:\_GTADEV\LSPDFR Khallouts\LSPDFR Khallouts\Callouts\Terrorist_Activity.cs:line 384 [26/05/2016 04:42:38.072] at Rage.GameFiber.Main() [26/05/2016 04:42:38.073] LSPD First Response: ============================== [26/05/2016 04:42:38.073] LSPD First Response: Is there something inherently wrong with this call?
  19. i guess you've investigated whatever is in [5/25/2016 8:46:08 AM.708] LSPD First Response: Loading Citation -- Based on SearchForm I'm at a loss then, but I'm sure some more knowledgable people around here can help you :)
  20. No line from the pdb where it goes wrong?
  21. PlayAmbientSpeech(null, "GENERIC_THANKS", 0, SpeechModifier.Force); http://docs.ragepluginhook.net/html/5B8311AD.htm with the strings that Albo provided :)
  22. already fixed it, but thanks :)
  23. Is there a way to make peds that are not added to a pursuit ignore traffic stops?
  24. I'm an idiot :p yeah runthings() was just sitting there in process(), getting called over and over again...thanks a lot man :) and thanks for the enum example, this will help tremendously. Now i just need to figure out why this callout isn't ending properly. Apparently Ped.GetAttachedBlip() does not work for some reason, its always null
  25. Changed it but still having the same issues...really strange

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