Jump to content

AmbientAICallouts 0.9.7.3

First fully automatic Ambient Emergency System for LSPDFR. You’re not the only cop in San Andreas.
   (40 reviews)


This file has been reported as outdated and may have compatibility issues.
Please check the comments for further information, if available.

10 Screenshots

AmbientAICallouts for LSPDFR

Copyright (C) 2021 ziipzaaapM16A4. All rights reserved.

Any unauthorized modification, reverse engineering, or distribution (including re-uploading of any kind) is strictly prohibited.

PLEASE DO NOT  POST A NEGATIVE REVIEW WITHOUT ADDRESSING THE ISSUE AS A COMMENT ON THIS PAGE.

FOR ANY SUPPORT RELATED ISSUES, PLEASE POST A COMMENT ON THIS PAGE.

 

Join our Discord --->   here

Need Help? Open a support ticket --->   here (discord support channel link)

Want Early Access? Become a Patreon! --->   here


Update is still in progress. yeah i know its almost a 2 year now.  Currently reworking all AiCallouts

 

AAIC Banner

 

Feature/Function:

- AmbientResponse system wich triggers AiCallouts.

- Get police scanner feedback.

--> Units get their own call sign. Less redundancy.

- AiCallouts can turn into LSPDFR Callouts.

- 4 AiCallouts included.

- 4 LSPDFR Callouts included. ==> execution only by AiCallout

- AiCallout API & documentation. Create your own AiCallouts.

--> reload AiCallouts without reloading LSPDFR.

- GrammarPolice Support: no interruption by Dispatch

- Heli Assistance Support: Helicopter responding to AiCallouts.

- RejectedCalloutAI 

--> If you don't take the call, AI has to Respond

- The Unit will respond to the location of the call you denied.

 

 

 

Here is a List of all development demos & other videos:

Spoiler

https://www.youtube.com/watch?v=BMPmnLqKzmE - GTA V : LSPDFR - AmbientAICallouts Plugin demo
https://streamable.com/r58x7h - AAIC - Crime Fighting - development demo 2

https://streamable.com/xk4ey6 - AAIC - RejectedCalloutAI - development demo 3

https://streamable.com/81ehq7- AAIC - Crime Prankcall - development demo 4

https://streamable.com/0c15t2 - AAIC - Crime MVA - development demo 5

https://streamable.com/0xxwc6 - AAIC - Crime Shooting - development demo 6

https://streamable.com/mbpbx3 - AAIC - Heli Assistance support - development demo 7

https://www.youtube.com/watch?v=y6O7oll1BN4 - AmbientAICallouts - Teaser

 

 

 

How to Use:

- Automatic separate AmbientResponse System which triggers AiCallouts.
- The AI will call for Backup if they need you. It will be shown as a LSPDFR Callout.
(you have to be available for calls)
- Attach yourself to an AiCallout

      simply use GrammarPolice and tell dispatch "show me responding in addition"

      or by pressing CTRL + X (can be changed in .ini)

- Console Commands for...

    StartRandomAiCallout => Forcing an random AiCallout,
    StartAiCallout AiCalloutName => Forcing an specific AiCallout,

    AbortAllRunningAiCallouts => Aborting/Cleaning up all AiCallout,

    AbortAiCallout FiberNumber => Aborting/Cleanup an specific AiCallout,  

    ReloadAmbientAICalloutSettings => Reloading AmbientAiCallout Settings,
    ReloadAiCalloutPlugins => Reloading the AiCallout dll's from /plugins/LSPDFR/AAIC

 

 

Installation:

Paste everything into your main Grand Theft Auto V folder.

Except for the READ_ME.

 

Requirements:

LSPD First Response.dll
RagePluginHook.dll

 

Recommended Addon:

Grammar Police V1.4.1.3

Heli Assistance V2.2.1

 


API and Documentation:

Create your own AiCallout. We provide a textual and visual documentation and template to easily create an AiCallout.

Learn from existing AiCallouts. OpenSource AiCallouts: https://github.com/ziipzaaapM16A4/Default-AiCallouts-Pack

Use the Template to jump right into development. All necessary and recommended are already there and with comments:
https://github.com/ziipzaaapM16A4/AiC_Example

 

 

 

Please don't forget to rate this plugin afterwards.

if you find a bug then give me the chance to take a look at it before posting a negative rating.

 

 

Attention: AAIC is penetrating the boundaries of GTA V's ability to manage/tasks objects in the GTA world objects. That doesn't mean that its likely to crash. It just means that if objects are to far from the player, GTA is more likely to prioritize things in the near. It can result in object not tasking things in the distance or GTA cleaning themselves up. This is one of the main reason why AiCallouts aborts themselves.
We do prevent crashes but we cannot prevent the abort of an AiCallout.

 

Known Issue:     Please open supportticket on our Discord if you encountered an Error.

- Most of the issues are object invalid errors but they should not crash. Just a bit log will come. 
- Sometimes if you are to far from an AiCallout the process will sleep until you're nearby due to rage not executing tasks to reduce resource usage. 

 

- With StopThePed you are unable to handle 2 Situations: a specific path of MVA and a specific path of the LSPDFR Callout OfficerRequiringAssistance.
  ==> due to not beeing able to LSPDFR Frisk a ped (when using STP) the "wait for frisk" will never end. => kinda fixed in the next version. Git reference
- HeliAssistance beeing taken away from the player due to AiCallout ending. => Can't fix this due to missing id system in Heli Assistance. API request has been send.

- Fighting: A stopped suspect won't disappear after time. hotfix coming soon. => Git reference
- ShotsFired: Ai will always call for Backup. hotfix out and online.  => Git reference

Edited by ziipzaaapM16A4
small details edited.


What's New in Version 0.9.7.3

Released

0.9.7.3: 
- fixed random units apearing and not moving when AiCallout has been canceled at Setup() part.
- Added Code 4 Notification when LSPDFR callout ends.
- Added HeliAssistance request probability in the .ini file. Decide yourself how often a Helicopter should get requested by dispatch.
- [fixed] AmbientResponse taking HeliAssistance Helicopter from Player when in use.
- [fixed] RejectedCalloutAI validity check to prevent crashes.
- [fixed] OfficerUnderFire: End(): crash.
- Reduced unnessesary error log when fibers aborts
- Vehicles will never be dismissed now. they will be non-persistent and disapear from itself after time.
- Added Heli request when AAIC-OfficerDown Callout.
- GrammarPolice status handler has been stabilized.
- Key Watcher has been changed.
- And many other big and small changes.
API:

- AiCallouts must now match the MinimumAiCalloutDistance and MaximumAiCalloutDistance

   to prevent beeing aborted by AmbientResponse.

- Added Code3 & Code2 Response difference. ResponseType can now be set in a AiCallout. 
  (Units will drive with lights and siren or normal) (take a look at Example_AiC online at GitHub.com for an Example)
- EnterAndDismiss() overload: can now only dismiss officers.
- EnterAndDismiss(): [fixed] can now dismiss even when original driver doesn't exist anymore and more other validity checks.
- EnterAndDismiss(): [fixed] unit not despawning when officers despawned before entering the vehicle.
- COM_OnScene(): the function which simply calls ai "OnScene" if possible has been fixed.
- IsAiTakingCare(): improved algorithm with probability in percent (take a look at AmbientAICallouts.ini)
Default-AiCallouts-Pack:
- ALL: callout distance self check added.

   Each Default-AiCallout has now its own distance self check to prevent beeing aborted by AmbientResponse due to invalid callout location.
- ALL: Reduced unnessesary error log when fibers aborts.
- Fighting: is now able to handle interaction by the player.
- Example_AiC: more comments and updated Example_AiC.cs
- [fixed] MVA: checking validity before calling LSPDFR functions to prevent crashes.
- Shotfired: Reduced task assignment for the GetInCoverTask.

- ziipzaaapM16A4 Director and Main Programmer.
- Piero for his work on the additional radio voicelines and editing almost all audio files over and over again until i was happy.
- Chris Scribner aka ChrisComposes - second voice actor.
- audiopalette for editing voicelines of the first voice actor.
- Brian Watts aka ShadowsFate - first voice actor and initially getting me to the idea to have additional radio voicelines.
- Pumpk1in for being the longest Patreon and for his advice on how to modify audio files to the quality of GTA's original audiofiles.
- Palfy & Lenny for their continuous support in testing, moderating and discussing AAIC related things.
- TheUnit for his help in my first steps of this plugin and expanding the whole idea to a master project.

People from the LSPDFR Developer Discord who helped me with problems (tell me if i forgot somebody):
LMS
PNWParksFan
Vincentsgm
sloosecaboose
Rich
alexguirre
...much more i can't remember all of them...

The people i'm using their API:
- opus49 - Creator of GrammarPolice - Thanks for adding features to his API in Grammar Police so AAIC is not interrupting the player when using the radio.
- OJdoesIt - Creator of HeliAssistance. - Thanks for his features to control the on scene time individually for plugins.

Optimized for

  • GrammarPolice

    Interact with the dispatcher.
    opus49

    By opus49

    Updated

    • 671.5k
  • Heli Assistance - Observer Mode, Customizable Searchlight, More Features

    helicopter helicopter helicopter helicopter
    OJdoesIt

    By OJdoesIt

    Updated

    • 131.9k
  • You may also like

  • Emergency Lighting System

    Emergency Lighting System V brings one of the most popular modifications ever created for a GTA title (ELS-IV) to Grand Theft Auto V. ELS-V will add a whole new dimension to  your patrols. With a fresh look and many more features than its predecessor, it's also sure to brighten up your game and satisfy the emergency lighting enthusiast in anyone.   DESCRIPTION − ELS provides an alternate and incredibly in-depth way of controlling emergency vehicle lights and sounds. − ELS requires
    Lt.Caine

    By Lt.Caine

    Updated

    • 4.4m
  • GrammarPolice

    Interact with the dispatcher.
    opus49

    By opus49

    Updated

    • 671.5k
  • LSPD First Response

    The LSPD First Response modification
    G17 Media

    By G17 Media

    Updated

    • 17.6m
  • Player Location Display

    PLD–Player Location Display is a script modification that displays the player's current location (including street name or intersection, area name, and region) at the bottom-left corner of the user's screen.   DESCRIPTION − PLD displays the player’s current in-game location on the screen. − Location includes street name or intersection, district name, and region. − PLD also displays the current in-game time. − PLD allows the user to toggle the size of the radar and provides som
    Lt.Caine

    By Lt.Caine

    Updated

    • 655.7k
  • LSPDFR Computer+

    Ever miss the LCPDFR computer? The one with the user-friendly realistic interface? LSPDFR Computer+ aims to bring that back. LSPDFR Computer+ is open-source! Check out the git.   Looking for the Ped and Vehicle Images? Click Download,  select Additional_ComputerPlusImageAssets.zip and extract the contents to your root folder   Features Ability to search for persons and vehicles without keys conflicting with other mods. Ability to request backup using a nic
    PieRGud

    By PieRGud

    Updated

    • 1.4m
  • More Radio Chatter

    Give more immersion to your gameplay
    AkASlow

    By AkASlow

    Updated

    • 92.8k
  • User Feedback

    Recommended Comments



    On 1/20/2021 at 5:49 AM, BlindGaming said:

    I found that If you don't take the call, the AI has to respond, set to false. For me the game then doesn't crash. I found that having this set to true crashed the game a lot, by setting this to false I haven't had a game crash because of this mod anymore. 

    This worked! I played for an entire hour without a crash after doing this!

    Link to comment
    Share on other sites

    A really good mod, minus a bug I've encointered. The bug I encountered was, when responding to shots fired, everyone just stands still until you get really close to them, and only then the action starts. 

    I also have a problem with the ambiently responding units, and how they act on the road. One time I had a felony stop, but an ambiently responding unit spawned, and rammed through all the units, killing everyone except me. This has also happened on traffic stops, crime scenes, etc. It also seems they spawn near the player regardless of the callouts location. Like, I've had units from Los Santos respond to callouts out in Grapeseed.

    Link to comment
    Share on other sites

    On 1/23/2021 at 8:39 AM, Yutsuko said:

    Will this work with the vocal dispatch?

    Work yes. but not support.

    only GrammarPolice is supported.
     

    On 1/23/2021 at 1:45 PM, AshHill07 said:

    Was pretty fun for a while. But noticed it's been canceling non-AI callouts whilst I'm on them so ended up removing it for now.

    Please download the quick fix from here https://discord.gg/xYVqmSQV
     

    On 1/23/2021 at 12:02 PM, Officer K Slimm said:

    Game Crashed while going on duty at Police Station 

    that's not the right log. you said when going on duty but the last log is 4 minutes after going on duty. cant find anything in here anyway.

     

     

    7 hours ago, Officer K Slimm said:

    Man I'm having so much fun with this callout But I took all my other callouts out my folder and Ambient is the only one that's crashing idk but will there be another update again?RagePluginHook.log

    i suggest you to go on the discord so i can have a Conversation with you about when these crashes are happening and maybe you could stream you gameplay to me.

    so i can take a look. Seems to bother you so i want to help. but without concrete problems in the log i can't do anything.

     

     

     

    Edited by ziipzaaapM16A4
    Link to comment
    Share on other sites

    On 1/24/2021 at 11:23 AM, MrRetr0 said:

    A really good mod, minus a bug I've encointered. The bug I encountered was, when responding to shots fired, everyone just stands still until you get really close to them, and only then the action starts. 

    I also have a problem with the ambiently responding units, and how they act on the road. One time I had a felony stop, but an ambiently responding unit spawned, and rammed through all the units, killing everyone except me. This has also happened on traffic stops, crime scenes, etc. It also seems they spawn near the player regardless of the callouts location. Like, I've had units from Los Santos respond to callouts out in Grapeseed.

    - When Peds only do actions if the player is very close that means that the engine is already under stress. the code executes linear so there is either something happening or the engine blocks the script due to heavy load.

    - Yes. AAIC uses the drving task of gta v itself. due to it beeing quite bad in handleing speeds at intersections we can't really do a lot here. 
    except LSPDFR would write a public function the the driving task. i can't write my own driving task for this. Carmods with changed handling.dat makes these worse.

    - Yes AiCallouts (unit and location) will always spawn in a distance around the player. everything else would be nonsense because GTA can only task and animate objects which are close enough to the player. i hope you configured your lspdfr units. because AAIC takes units that are around the player or spawn a unit which is (whatever you setup in the lspdfr files) a "Local Unit". local means the by lspdfr detected district.

    Edited by ziipzaaapM16A4
    Link to comment
    Share on other sites

    23 hours ago, Yutsuko said:

    Yea the ShotFire is bug out. People Just Stand Still.

    Standing still? looking around? then leaving? 
    Yes i am aware of this. its a temporary bugfix since it was to hard to accomplish a non violent shotsfired. 
    so the story goes: the officer arrived onscene but couldn't find the shooter neither the caller.
    this happens when you drive to an AiCallout without assigning yourself to that call. If you want the AiCallout to do something while you are on scene please remember assigning yourself to that aicallout by pressing CTRL + X or telling dispatch via GrammarPolice "show me responding IN ADDITION"

    6 hours ago, bosSdIng035 said:

    when the player has already taken a callout they cant be inturrupted whilst on there callout as i try to do one callout and they put me straight on another callout

    can you get more specific. do you mean lspdfr callouts or aicallouts?
    have you updated the Shotsfiredcall? from the discord?

    Link to comment
    Share on other sites

    6 minutes ago, ziipzaaapM16A4 said:

    Standing still? looking around? then leaving? 
    Yes i am aware of this. its a temporary bugfix since it was to hard to accomplish a non violent shotsfired. 
    so the story goes: the officer arrived onscene but couldn't find the shooter neither the caller.
    this happens when you drive to an AiCallout without assigning yourself to that call. If you want the AiCallout to do something while you are on scene please remember assigning yourself to that aicallout by pressing CTRL + X or telling dispatch via GrammarPolice "show me responding IN ADDITION"

    can you get more specific. do you mean lspdfr callouts or aicallouts?
    have you updated the Shotsfiredcall? from the discord?

    Have now

    Link to comment
    Share on other sites

    36 minutes ago, Yutsuko said:

    well now its grammerpolice, but its a voice command instead using binds on your keyboard. 

    yes it works with them. so yes you can dissable the keybinding to use GrammarPolice only

    the senteces you can use: 

    		<string>responding in addition</string>
    		<string>also enroute</string>\
    		<string>responding as well</string>
    		<string>coming along</string> 
    		<string>responding with</string> <!-- 1-L-24 -->
    		<string>enroute with</string> <!-- 1-L-24 -->
    		<string>coming along with</string> <!-- 1-L-24 -->

     

    Link to comment
    Share on other sites

    4 hours ago, gabrieltr0008 said:

    I cannot start the callouts with callout manager

     

    Sure. Because they are not meant to be executed without an AiCallout.

     

    These callouts need an ongoing AiCallout to get triggered.

    You can't force lspdfr callouts but you can trigger AiCallouts over console.

    Type in StartRandomAiCallout

    Link to comment
    Share on other sites

    Is it this plugin causing this crash? Forgive my ignorance I don't know how to read these logs, but it seems to have something to do with the officer shooting ambient callout, I've seen this a few times after a crash

     

    Spoiler

    [1/29/2021 5:45:35 PM.110] LSPD First Response: ==============================
    [1/29/2021 5:45:35 PM.111] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
    [1/29/2021 5:45:35 PM.111] LSPD First Response: ------------------------------
    [1/29/2021 5:45:35 PM.111] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
    [1/29/2021 5:45:35 PM.111] LSPD First Response: ------------------------------
    [1/29/2021 5:45:35 PM.111] LSPD First Response: Exception type: System.Exception
    [1/29/2021 5:45:35 PM.111] LSPD First Response: Exception message: Processing cache while it's still in use - one or more subcalls may have caused the thread to yield
    [1/29/2021 5:45:35 PM.111] LSPD First Response: ------------------------------
    [1/29/2021 5:45:35 PM.111] LSPD First Response: Inner exceptions:
    [1/29/2021 5:45:35 PM.111] LSPD First Response: ------------------------------
    [1/29/2021 5:45:35 PM.111] LSPD First Response: Stack trace:
    [1/29/2021 5:45:35 PM.111] LSPD First Response: at INbJUfUriEYtZhfwMRBYWWUUTEYJ.KyIVGEvPNIAzVYvZuYuujftVcteN() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Entities\CPedCache.cs:line 45
    [1/29/2021 5:45:35 PM.111] at OCMsAGWBRTnOsnRbocVOIyZPiTuj.KyIVGEvPNIAzVYvZuYuujftVcteN() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Main.cs:line 54
    [1/29/2021 5:45:35 PM.111] at BQVeAkrIvAFBSCRBCINCbKmcqFXvB.pEIDvGWURXNkRJqUikaPMekvPjQQ() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\LSPDFR.cs:line 799
    [1/29/2021 5:45:35 PM.111] at Rage.GameFiber.Main()
    [1/29/2021 5:45:35 PM.111] LSPD First Response: ==============================
    [1/29/2021 5:45:35 PM.111] LSPD First Response: 
    [1/29/2021 5:45:35 PM.117] LSPD First Response: [HeliAssist] Heli remains persistent
    [1/29/2021 5:45:35 PM.117] LSPD First Response: [HeliAssist] Air unit dismissed via menu
    [1/29/2021 5:45:35 PM.123] LSPD First Response: [FATAL] Forced termination
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Released 3 entities from DefaultContentManager
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [WARN] Chase still active, terminating manually
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Ending chase
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Aborting EvadeCops: Freeing suspect
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Aborting CopChaseVisualCheck: Suspect freed
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Suspect freed
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Aborting EvadeCops: Freeing suspect
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Suspect freed
    [1/29/2021 5:45:35 PM.125] LSPD First Response: OP_Immersive_Dispatch [OfficerCheckIn] Check Timer Ended
    [1/29/2021 5:45:35 PM.125] LSPD First Response: [TRACE] Removing ped from Chase #20 (GameplayMandatory)
    [1/29/2021 5:45:35 PM.126] LSPD First Response: [TRACE] Released 0 entities from Chase #20 Content Manager
    [1/29/2021 5:45:35 PM.126] LSPD First Response: [TRACE] Instance cleaned (Chase #20)
    [1/29/2021 5:45:41 PM.249] LSPD First Response: [INFO] LSPDFR has shut down
    [1/29/2021 5:45:42 PM.241] LSPD First Response: [AmbientAICallouts] [AmbientResponse] INFO: LSPDFR has probably been Ended. ThreadAbortException -> Closing Fiber now...
    [1/29/2021 5:45:42 PM.495] LSPD First Response: UB All Police Partners are removed
    [1/29/2021 5:45:42 PM.812] LSPD First Response: [FATAL] OnBeforeCalloutDisplayed crashed: System.Threading.ThreadAbortException: Thread was being aborted.
    [1/29/2021 5:45:42 PM.812] at AmbientAICallouts.Callouts.OfficerDown.OnBeforeCalloutDisplayed() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Callouts\OfficerDown.cs:line 250
    [1/29/2021 5:45:42 PM.812] at LWTfPtbaZEaYqKuhoHXfbsDDlMpTB.vXPJLVXyLbWlMXHhyeENLeUQSMCv(Callout , CalloutCreationSource ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 306
    [1/29/2021 5:45:42 PM.813] LSPD First Response: EndCurrentCallout: No callout running
     

     

    Link to comment
    Share on other sites

    On 1/29/2021 at 6:49 PM, mctosh said:

    it seems to have something to do with the officer shooting ambient callout, I've seen this a few times after a crash

     

    Thanks for your report.
    Its hard to tell because a API function of LSPDFR crashed here i maybe called.
    I changed something in the code to reduce the probability of this crash happening if it was mine.

    Link to comment
    Share on other sites

    5 hours ago, ziipzaaapM16A4 said:

     

    Thanks for your report.
    Its hard to tell because a API function of LSPDFR crashed here i maybe called.
    I changed something in the code to reduce the probability of this crash happening if it was mine.

    I don't actually think it was yours in the end. Seems the messages at the end there are more about cleanup.

     

    Since removing 'Heli Assist' I haven't crashed since. I can't play without your plugin now its become an 'essential' as far as I'm concerned! I removed ALL plugins except for yours, played for a day, then added a couple of other plugins, played for a day then added a couple more except for heli assist, all good so far. Though I guess it could have been heli assist simply conflicting with something as AI calls heli assist ambiently with this plugin

     

    This was the last crash I ever had (none since removing Heli assistance plugin)

    Spoiler

    [1/29/2021 7:14:09 PM.219] LSPD First Response: ==============================
    [1/29/2021 7:14:09 PM.219] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
    [1/29/2021 7:14:09 PM.219] LSPD First Response: ------------------------------
    [1/29/2021 7:14:09 PM.219] LSPD First Response: Origin: Game fiber "HeliAssist".
    [1/29/2021 7:14:09 PM.219] LSPD First Response: ------------------------------
    [1/29/2021 7:14:09 PM.219] LSPD First Response: Exception type: System.NullReferenceException
    [1/29/2021 7:14:09 PM.219] LSPD First Response: Exception message: Object reference not set to an instance of an object.
    [1/29/2021 7:14:09 PM.219] LSPD First Response: ------------------------------
    [1/29/2021 7:14:09 PM.219] LSPD First Response: Inner exceptions:
    [1/29/2021 7:14:09 PM.219] LSPD First Response: ------------------------------
    [1/29/2021 7:14:09 PM.219] LSPD First Response: Stack trace:
    [1/29/2021 7:14:09 PM.219] LSPD First Response: at HeliUnit.ProcessSearchlight()
    [1/29/2021 7:14:09 PM.219] at HeliAssistance.Main.OnTick()
    [1/29/2021 7:14:09 PM.219] at Rage.GameFiber.Main()
    [1/29/2021 7:14:09 PM.219] LSPD First Response: ==============================
    [1/29/2021 7:14:09 PM.219] LSPD First Response: 
    [1/29/2021 7:14:09 PM.226] LSPD First Response: [FATAL] Forced termination
    [1/29/2021 7:14:09 PM.227] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager
    [1/29/2021 7:14:09 PM.227] LSPD First Response: [WARN] Chase still active, terminating manually
    [1/29/2021 7:14:09 PM.227] LSPD First Response: [TRACE] Ending chase
    [1/29/2021 7:14:09 PM.227] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Freeing cop: Eva Mayers
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Freeing cop: Enoch McGrath
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.228] LSPD First Response: [TRACE] Freeing cop: Kellicia Diaz
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Freeing cop: Nathan Brueske
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Freeing cop: Kendrick Lamar
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] TaskCopChasePedAdv::OnAbort
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removed ped chase strategy
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Freeing cop: Colin Dixon
    [1/29/2021 7:14:09 PM.229] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.230] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.230] LSPD First Response: [TRACE] Freeing cop: Lennon OReily
    [1/29/2021 7:14:09 PM.230] LSPD First Response: [TRACE] Cop freed
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Aborting EvadeCops: Freeing suspect
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Aborting CopChaseVisualCheck: Suspect freed
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Suspect freed
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Aborting EvadeCops: Freeing suspect
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Suspect freed
    [1/29/2021 7:14:09 PM.236] LSPD First Response: OP_Immersive_Dispatch [OfficerCheckIn] Check Timer Ended
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Removing ped from Chase #4 (GameplayMandatory)
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Released 0 entities from Chase #4 Content Manager
    [1/29/2021 7:14:09 PM.236] LSPD First Response: [TRACE] Instance cleaned (Chase #4)
    [1/29/2021 7:14:14 PM.198] LSPD First Response: [INFO] LSPDFR has shut down
    [1/29/2021 7:14:15 PM.247] LSPD First Response: [AmbientAICallouts] [AmbientResponse] INFO: LSPDFR has probably been Ended. ThreadAbortException -> Closing Fiber now...
    [1/29/2021 7:14:15 PM.460] LSPD First Response: UB All Police Partners are removed
    [1/29/2021 7:14:15 PM.715] LSPD First Response: UB Ambulance unit is removed
    [1/29/2021 7:14:15 PM.729] LSPD First Response: [FATAL] OnBeforeCalloutDisplayed crashed: System.Threading.ThreadAbortException: Thread was being aborted.
    [1/29/2021 7:14:15 PM.729] at Rage.GameFiber.SleepThis(Int32 duration)
    [1/29/2021 7:14:15 PM.729] at Rage.GameFiber.Sleep(Int32 duration)
    [1/29/2021 7:14:15 PM.730] at Rage.GameFiber.SleepUntil(Func`1 condition, Int32 timeOut)
    [1/29/2021 7:14:15 PM.730] at AmbientAICallouts.Callouts.OfficerUnderFire.OnBeforeCalloutDisplayed() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Callouts\OfficerUnderFire.cs:line 45
    [1/29/2021 7:14:15 PM.730] at LWTfPtbaZEaYqKuhoHXfbsDDlMpTB.vXPJLVXyLbWlMXHhyeENLeUQSMCv(Callout , CalloutCreationSource ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Callouts\CalloutManager.cs:line 306
    [1/29/2021 7:14:15 PM.731] LSPD First Response: EndCurrentCallout: Finishing...
    [1/29/2021 7:14:15 PM.731] LSPD First Response: [AmbientAICallouts] [Callout OfficerUnderFire] INFO: End()
    [1/29/2021 7:14:15 PM.735] LSPD First Response: [AmbientAICallouts] [Fiber 97] INFO: SilentDismissHelicopter() executed

     

    Link to comment
    Share on other sites

    10 minutes ago, mctosh said:

    I don't actually think it was yours in the end. Seems the messages at the end there are more about cleanup.

     

    Since removing 'Heli Assist' I haven't crashed since. I can't play without your plugin now its become an 'essential' as far as I'm concerned! I removed ALL plugins except for yours, played for a day, then added a couple of other plugins, played for a day then added a couple more except for heli assist, all good so far. Though I guess it could have been heli assist simply conflicting with something as AI calls heli assist ambiently with this plugin

     

    This was the last crash I ever had (none since removing Heli assistance plugin)

     

    That's the real way of troubleshooting.  If you still have problems with HeliAssistance then check if there is a newer version than your'se. Since their update i had no problems at all. oh and if you find out which plugin was conflicting with aaic, i would be happy to know so i can write that into the description

    Edited by ziipzaaapM16A4
    Link to comment
    Share on other sites


    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now
    ×
    ×
    • Create New...