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On The Beat Callouts[WIP] 1.0.7.1

   (8 reviews)

4 Screenshots

On the beat Callouts is my first Callout Pack and my first GTA V Plugin is general. Designed around standard, low to medium severity Callouts.

 

My aim is to develop the Callout Pack to fill in the gaps where other packs do not, giving you a more rounded and realistic feel to the patrol you are on.

 

Whats included in the pack so far:

 

  • Local Stolen Vehicle - Pursuit of a stolen vehicle in your local area

 

  • Drunken Disorderly - Possible intoxication on the streets of San Andreas
    • You will find a variety of people out on the streets, drinking a bit too much
    • Once you have stopped the suspect and are close enough, press Y to interact with the subject
    • Highly recommend StopThePed for additional interactions with suspect

 

  • Graffiti Call - 4 possible options for this call, respond in the mirror park area
    • Has 4 different options depending on a dice roll, make sure you check all 4 out to mix up your patrol
    • Unfortunately only has one location but will be adding more locations when i can
    • Animated and props to add realism to the callout

 

  • Suspicious Vehicle - with three slight variations to the callout. Eagle eyed officers will hopefully tell the difference.

 

  • Laser Pointer discharged at aircraft - this call can play out in a few ways, subtle differences but adds variety.
    • Has its own RageNativeUI Menu. Press (Default Y) the Speech button to interact with the suspect
    • Added immersive subtitles to fill you in with the situation as you approach

 

 

Planned for development:

 

  • Integration with LSPDFR+ by @Albo1125
  • Add custom inventories using the new 0.4.2 API
  • Continue to add RageNativeUI menu's into callouts in my Menu Pass Patches
  • Public Disturbance - Possible suspect disturbing the peace at location
  • Suspicious Behavior around locations in San Andreas
  • Shop lifting from store / petrol station
  • Car Crash without incident
  • Various Anti Social Behavior incidents
  • Adding animations and other props to add realism to the callouts
  • More...

 

INSTALLATION:

Drag and drop files into your \Grand Theft Auto V\plugins\LSPDFR folder

Please Read the README included in the download

 

Don't forget to adjust your ini file when installing / upgrading this callout pack.

 

 

Recommended Mods:

For the best experience i recommend downloading and installing the following mods which help expand the experience of my callouts

  • Computer+ (ComputerPlus) by @PieRGud version 1.3.0.0 or higher //// For computer interactions with callout logging and information about callout progress
  • Traffic Policer by @Albo1125 version 6.15.0.0 or higher //// Helps with traffic related interactions
  • StopThePed by @BejoIjo version 4.6.5.0 or higher //// Allows more interactions with stopping and processing peds during the callouts. 
    • Adds ability to call taxi's or other support vehicles for peds during callouts
    • Adds the ability to process alcohol levels and intoxication of peds during callout
  • Police SmartRadio by @Albo1125 version 1.2.0.0 or higher //// Adds a quick and easy way to select options for callouts and adds functionality from other mods to enhance my own

 

Dependencies: 

  • RAGE Plugin Hook - Open Alpha - 0.64.1234.15464 or higher

 


What's New in Version 1.0.7.1

Released

Current version 1.0.7.1

 

Updates: 
* Added compatibility with LSPDFR 4.4
* Updated References to all mods previously used to their newest versions
* Added groundwork for CompuLite to replace ComputerPlus (Still with backwards compatibility)

 

Bug Fixes:

 

Syedogg
Thank you Albo1125 for his tutorials and API developments
Thank you PieRGud for his API developments

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  • User Feedback

    Recommended Comments



    21 minutes ago, Syedogg said:

    There are a lot more callouts than the stolen Vehicle callout inside the pack. Though i do agree with you that its used countless times in other packs, its down to the fact that the style of callout that the API tutorials and callout tutorials teach you first. so its going to appear in multiple callout packs as people learn. Like myself.

     

    As the pack expands i will probably remove the callout in the long run but at the moment it helps to flesh out the pack and was my first callout ever made a few months ago, so its staying for the foreseeable future.

    While I'd agree it is a fairly common callout, I don't see the need to remove it (unless you want to of course.) If dispatch offers it up as a call, the player can opt to ignore it or use the End Call function. For anyone that's choosing their callouts via Callout Manager, they can also just ignore it. While I respect @J T's opinion, I don't feel that saying "stolen vehicle call out has already been done countless times....a more original call would be nice" is very helpful. I'd really enjoy seeing more calls added but I wouldn't worry too much about removing a call just because someone else has it in their pack too. Just my two cents.

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    16 hours ago, J T said:

    stolen vehicle call out has already been done countless times....a more original call would be nice

    There are a lot more callouts than the stolen Vehicle callout inside the pack. Though i do agree with you that its used countless times in other packs, its down to the fact that the style of callout that the API tutorials and callout tutorials teach you first. so its going to appear in multiple callout packs as people learn. Like myself.

     

    As the pack expands i will probably remove the callout in the long run but at the moment it helps to flesh out the pack and was my first callout ever made a few months ago, so its staying for the foreseeable future.

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    stolen vehicle call out has already been done countless times....a more original call would be nice

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    11 hours ago, LostBoyLazarus said:

    Hi @Syedogg, thanks for the update.

     

    I noticed that all of the callouts now spawn right next to the player; I'm not sure if this is intentional or not, but I'd personally prefer them to spawn a little further away. Helps to keep the flow of the game consistent. The first three screenshots show you what I mean.

     

    I also found that with the laser pointer call, the blip doesn't get removed from the map if the ped is arrested and transported. Please see the 4th screenshot. The helicopter that spawns with this call is always on the ground now and doesn't take off until you approach. Not the end of the world but sometimes causes all hell to break loose when the helicopter hits a truck or building. Speaking of the helicopter, is there any reason it uses the 2nd livery each time?

    GTA5_2019_05_27_19_44_10_534.jpg

    GTA5_2019_05_27_19_52_51_585.jpg

    GTA5_2019_05_27_19_47_00_364.jpg

    GTA5_2019_05_27_19_49_56_060.jpg

    wow ok, i hadn't really touched the laser pointer callout i will have a look into it....

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    Hi @Syedogg, thanks for the update.

     

    I noticed that all of the callouts now spawn right next to the player; I'm not sure if this is intentional or not, but I'd personally prefer them to spawn a little further away. Helps to keep the flow of the game consistent. The first three screenshots show you what I mean.

     

    I also found that with the laser pointer call, the blip doesn't get removed from the map if the ped is arrested and transported. Please see the 4th screenshot. The helicopter that spawns with this call is always on the ground now and doesn't take off until you approach. Not the end of the world but sometimes causes all hell to break loose when the helicopter hits a truck or building. Speaking of the helicopter, is there any reason it uses the 2nd livery each time?

    GTA5_2019_05_27_19_44_10_534.jpg

    GTA5_2019_05_27_19_52_51_585.jpg

    GTA5_2019_05_27_19_47_00_364.jpg

    GTA5_2019_05_27_19_49_56_060.jpg

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    21 hours ago, LostBoyLazarus said:

    Hey @Syedogg, I'm still really enjoying your pack. One thing I did come across this evening was this:

    1.jpg.fe118da2a03bcde25785c3e714bd9cec.jpg

    I forced the suspicious vehicle callout which ran as expect, however as soon as I accepted the call, it ended. Everything was there in the console but no reason given. I know the call works because I've done it before. Thought you might like to know. Cheers.

    Almighty, i will have a look. Possibly a problem with the vehicle not spawning correctly.

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    Hey @Syedogg, I'm still really enjoying your pack. One thing I did come across this evening was this:

    1.jpg.fe118da2a03bcde25785c3e714bd9cec.jpg

    I forced the suspicious vehicle callout which ran as expect, however as soon as I accepted the call, it ended. Everything was there in the console but no reason given. I know the call works because I've done it before. Thought you might like to know. Cheers.

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    20 minutes ago, LostBoyLazarus said:

    I took your advice and tried out the graffiti call. It was night time when I pulled up just outside of the alleyway. Switching on my spotlight, I found a large group of homeless people hanging around drinking. I called for code two backup and proceeded to check out the alleyway on foot with my flash light. As I rounded the corner, my backup arrived and we approached the next group of people. Again, just a group of homeless. Checking out another alley, we saw a sole person spraying a wall. As we approached, he threw the can of spray paint to the floor and fled on foot. We gave chase and caught up to him a few blocks away. Unfortunately, while he was being cuffed, something went wrong with Stop The Ped and LSPDFR crashed. Even so, I found that this call really immersed me in the experience of LSPDFR. From the moment I pulled up to the point of the crash, I was totally immersed. Thank you for providing that experience. I guess the homeless were generic spawns outside of your mod, but even so!

     

    I see what you mean about setting the graffiti scene. When I saw the graffiti on the wall where the ped was spraying, it was very convincing. I hope you look at expanding this call to include more areas where graffiti is prevalent. Until then, I'll play this one a few more times and see how things play out 🙂

     

    Glad to hear you are working on those menus. Having that extra interaction will boost the enjoyment of playing your pack.

     

    I agree about the use of external mods with one exception; STP's questions cannot be edited. I'm aware that the answers can be customized, but not the questions themselves. This makes tailoring the usefulness of mods such as STP difficult. For example, when encountering the disorderly call, aside from asking if the ped has been drinking, I have no way of asking about their well being etc.

     

    If you struggle with adding an inventory to a ped, maybe you could ask for help on the forums? Given how well your pack is coming together, I'm sure someone will offer. While its not essential to have a custom inventory, it sure would add to the way in which that call could be handled.

     

    Thank you for your call out pack. I've added it to my modlist as a working pack and I'm looking forward to playing it more in game.

    Thanks, hopefully playing the Graffiti Callout a few more times will add to your experience, there are 4 different outcomes so yo should defiantly try a few more times.

     

    Thank you for the feedback and the review you have left for the mod, it means alot and keeps me wanting to improve and continue my work. Thank again.

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    17 hours ago, Syedogg said:

    Thank you so much for the information. Hopefully i can do it some justice with a reply.

     

    I am looking into setting up the graffiti callout in more locations but they are a scene i have set up which has different set positions ect. If you have some time pop down the mission row and give it a try, there are alot of different options to the callout and is the variety you are looking for in the pack.

     

    As for the stolen vehicle and the disorderly callout i did try and construct a menu system for the peds but it was way too complicated the way i wanted to do it, so i scrapped the idea and am in the process of making individual menus for the separate callouts. More on that to come.

     

    The callout pack is build around the integration of external mods such as StopThePed, Computer+ and Albo's Smart Radio for interaction, questioning and detention of the criminals at the moment as it seemed silly to code something similar into a callout pack when the features appear else where with minimal performance impact (at least for myself).

     

    Yes i do need to add a custom inventory to the laser pointer ped but my testing with the drunken callout seemed to come up short as i was unable to adjust a inventory which i need to look into but wanted to get the new callout out there for people to play with and help identify issues and improvements which you have done flawlessly.

     

    Hope this helps and i will be looking into the suggestions, hope you enjoy the Callouts.

    I took your advice and tried out the graffiti call. It was night time when I pulled up just outside of the alleyway. Switching on my spotlight, I found a large group of homeless people hanging around drinking. I called for code two backup and proceeded to check out the alleyway on foot with my flash light. As I rounded the corner, my backup arrived and we approached the next group of people. Again, just a group of homeless. Checking out another alley, we saw a sole person spraying a wall. As we approached, he threw the can of spray paint to the floor and fled on foot. We gave chase and caught up to him a few blocks away. Unfortunately, while he was being cuffed, something went wrong with Stop The Ped and LSPDFR crashed. Even so, I found that this call really immersed me in the experience of LSPDFR. From the moment I pulled up to the point of the crash, I was totally immersed. Thank you for providing that experience. I guess the homeless were generic spawns outside of your mod, but even so!

     

    I see what you mean about setting the graffiti scene. When I saw the graffiti on the wall where the ped was spraying, it was very convincing. I hope you look at expanding this call to include more areas where graffiti is prevalent. Until then, I'll play this one a few more times and see how things play out 🙂

     

    Glad to hear you are working on those menus. Having that extra interaction will boost the enjoyment of playing your pack.

     

    I agree about the use of external mods with one exception; STP's questions cannot be edited. I'm aware that the answers can be customized, but not the questions themselves. This makes tailoring the usefulness of mods such as STP difficult. For example, when encountering the disorderly call, aside from asking if the ped has been drinking, I have no way of asking about their well being etc.

     

    If you struggle with adding an inventory to a ped, maybe you could ask for help on the forums? Given how well your pack is coming together, I'm sure someone will offer. While its not essential to have a custom inventory, it sure would add to the way in which that call could be handled.

     

    Thank you for your call out pack. I've added it to my modlist as a working pack and I'm looking forward to playing it more in game.

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    28 minutes ago, LostBoyLazarus said:

    @Syedogg, thanks for your reply. I've just tried your pack in game and I was very impressed. I tried four of the five calls (I skipped GraffitiCall because it was based in Mission Row each time and I was in Blaine County.) I noticed that with the suspicious vehicle call, the localstolenvehicle call and the drunken disorderly call there was little interaction available. I'm assuming this is because I do not use Computer+? They worked and I was able to create a very believable scenario but was left scratching my head more often then not. I believe however I should have been able to interact with the suspect (where present) by using Y? The drunken disorderly call for example had a lovely young lady ask me to give her a ride but I had no way of responding without the use of external mods. Further, there was no way to end a call with the exception of the Laser Pointer Callout. One further thought would be to add a custom inventory to the laser pointer call. It would have been nice to have discovered a high power laser pointer in the ped's possession as is described during the call.

    Still, a great pack with some unique calls. I will test it a little more this evening and drop a review later on. Thanks very much 👍

    Thank you so much for the information. Hopefully i can do it some justice with a reply.

     

    I am looking into setting up the graffiti callout in more locations but they are a scene i have set up which has different set positions ect. If you have some time pop down the mission row and give it a try, there are alot of different options to the callout and is the variety you are looking for in the pack.

     

    As for the stolen vehicle and the disorderly callout i did try and construct a menu system for the peds but it was way too complicated the way i wanted to do it, so i scrapped the idea and am in the process of making individual menus for the separate callouts. More on that to come.

     

    The callout pack is build around the integration of external mods such as StopThePed, Computer+ and Albo's Smart Radio for interaction, questioning and detention of the criminals at the moment as it seemed silly to code something similar into a callout pack when the features appear else where with minimal performance impact (at least for myself).

     

    Yes i do need to add a custom inventory to the laser pointer ped but my testing with the drunken callout seemed to come up short as i was unable to adjust a inventory which i need to look into but wanted to get the new callout out there for people to play with and help identify issues and improvements which you have done flawlessly.

     

    Hope this helps and i will be looking into the suggestions, hope you enjoy the Callouts.

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    @Syedogg, thanks for your reply. I've just tried your pack in game and I was very impressed. I tried four of the five calls (I skipped GraffitiCall because it was based in Mission Row each time and I was in Blaine County.) I noticed that with the suspicious vehicle call, the localstolenvehicle call and the drunken disorderly call there was little interaction available. I'm assuming this is because I do not use Computer+? They worked and I was able to create a very believable scenario but was left scratching my head more often then not. I believe however I should have been able to interact with the suspect (where present) by using Y? The drunken disorderly call for example had a lovely young lady ask me to give her a ride but I had no way of responding without the use of external mods. Further, there was no way to end a call with the exception of the Laser Pointer Callout. One further thought would be to add a custom inventory to the laser pointer call. It would have been nice to have discovered a high power laser pointer in the ped's possession as is described during the call.

    Still, a great pack with some unique calls. I will test it a little more this evening and drop a review later on. Thanks very much 👍

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    16 hours ago, LostBoyLazarus said:

    @Syedogg, can I just check the following please?

     

      Hide contents

    Dependencies:

    For the best experience i recommend downloading and installing the following mods which help expand the experience of my callouts

    • Computer+ (ComputerPlus) by @PieRGud version 1.3.0.0 or higher

     

    Is Computer+ a required file or a recommended file? I believe you mean its a recommended file but by placing under dependencies, I wanted to check. I want to try your callout pack, however I do not use Computer+ hence my question. Thank you.

    ComputerPlus is optional, it adds alot of features to the callouts with the computer updating with information and updates while playing through the callouts, but its isnt totally required as its hidden in the code behind a function so if you have it great, if you don't not game breaking.

    13 hours ago, Drewster327 said:

    unfortunately this callout is crashing LSPDFR on startup

    if you could show me a log file or the crash error that you are getting that would really help. It seems to be working on my PC just fine. But i know that's not a basis for everyone.

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    9 hours ago, Drewster327 said:

    unfortunately this callout is crashing LSPDFR on startup

    Maybe for but not for everyone. If you have problems you should add your logile 😉

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    @Syedogg, can I just check the following please?

     

    Spoiler

    Dependencies:

    For the best experience i recommend downloading and installing the following mods which help expand the experience of my callouts

    • Computer+ (ComputerPlus) by @PieRGud version 1.3.0.0 or higher

     

    Is Computer+ a required file or a recommended file? I believe you mean its a recommended file but by placing under dependencies, I wanted to check. I want to try your callout pack, however I do not use Computer+ hence my question. Thank you.

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    12 minutes ago, STARTairsoft780 said:

     

    I attempted to bring up the menu but had no luck. Y is the default, correct?

     

    L is the default and is unchangable

     

    12 minutes ago, STARTairsoft780 said:

     

    I attempted to bring up the menu but had no luck. Y is the default, correct?

     

    Sorry for the miss-information, Y is for starting the speech to begin. L is used for the menu, hopefully there should be a notification which pops up showing the key, which is currently unchangeable in the current build.

     

    Can you try using Y to start the speech and when its finished press L to toggle the menu.

    Edited by Syedogg
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    3 minutes ago, Syedogg said:

    Have you used the menu? If you have do you have a log file for me to look at?

     

     

    I attempted to bring up the menu but had no luck. Y is the default, correct?

     

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    16 hours ago, STARTairsoft780 said:

    I can't get a statement from the witness on the graffiti call.

    Have you used the menu? If you have do you have a log file for me to look at?

     

    Also to note, the menu will only appear when close to the caller and needs to wait for the dialog to finish.

     

    Edited by Syedogg
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    10 hours ago, The Loot said:

    I've been seeing the callout location "blip" stick on the map when letting a call go unaccepted. I don't see anything in the Rage log other than the creation of the callout.

    Ok thanks, I will have a look and make sure they are being deleted correctly. If not might be a hidden crash... Thanks for letting me know

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    I've been seeing the callout location "blip" stick on the map when letting a call go unaccepted. I don't see anything in the Rage log other than the creation of the callout.

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    32 minutes ago, Syedogg said:

    Update 1.0.6.0 released, adding a few changes but mainly massive improvements on already released callouts. Next update will hopefully be adding a few more callouts and possibly a few fixes to existing ones. Thank you for over 5000 downloads! keep it coming and hopefully i can get a few reviews on its current state of development.

    I'll leave a review soon 😉

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    Update 1.0.6.0 released, adding a few changes but mainly massive improvements on already released callouts. Next update will hopefully be adding a few more callouts and possibly a few fixes to existing ones. Thank you for over 5000 downloads! keep it coming and hopefully i can get a few reviews on its current state of development.

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    Just now, HazyTube said:

    That should work. I will test it again tomorrow and see what it gives me in the log.

    Cool, please let me know the result. I will hopefully be releasing a update soon anyways and i will make doubly sure i have not commented out the handler which could be the issue here.

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