JBCallout – Dynamic Callout Pack for LSPDFR
JBCallout is an evolving callout pack for LSPDFR focused on dynamic, AI-driven police encounters with high replay value.
Instead of fixed scripts, every scenario is powered by internal behavior systems that react to player actions, distance, weapons, and situational pressure in real time.
JBCallout currently features multiple fully implemented callouts, including Store Robbery, Road Rage Driver and Street Fight, with additional scenarios actively in development.
🔥 Current Callouts
🏪 Store Robbery (Interior-Based)
Robberies take place inside real store interiors
Suspect and clerk spawn at realistic interior positions
Scenes feel alive and believable from the moment you arrive
High replay value – no two encounters play out the same
🥊 Street Fight (Dynamic Open-World Encounter)
A highly dynamic callout built around spontaneous street violence.
Fights break out organically in open-world locations – no scripted feel
Multiple suspects spawn early and behave independently
Integrated stress & reaction system: suspects escalate, flee, or freeze based on player behavior
Visual cues via SignalDirector make tension readable before violence erupts
Every encounter evolves differently – from verbal confrontation to full pursuit
Extremely high replay value – unpredictable outcomes every time
🚗 Aggressive Road Rage Driver (Dynamic Traffic Encounter)
A highly dynamic callout centered around escalating road rage incidents.
The suspect initially blends into normal traffic with no obvious threat
Aggression escalates dynamically based on player proximity, sirens, or police presence
Optional victim vehicle enables realistic road rage scenarios in live traffic
Integrated stress & reaction system: suspects may confront, flee, crash out, or pull a weapon
Realistic road rage driving behavior including brake checks, cutting off, and side-swiping
Encounters can evolve into vehicle pursuits, foot chases, or armed confrontations
Extremely high replay value with unpredictable escalation paths every time
🧠 Dynamic Suspect AI
JBCallout introduces a custom dynamic suspect AI system shared across all current and future callouts.
Suspects react dynamically to:
Officer distance
Weapon state
Aiming & sprinting
Calm vs. aggressive approach
Emotional states evolve during the encounter:
Calm
Nervous
Aggressive
Panicking
Behavior changes naturally based on player actions, timing, and pressure.
📊 Stress & Courage Based Behavior
An internal Stress & Courage system controls suspect decisions:
Stress rises and falls dynamically instead of using fixed triggers
Different suspect types behave differently:
Nervous Junkie (panics easily)
Average Criminal
Professional (controlled, aggressive under pressure)
Random escalation can occur even during calm negotiations
No HUD indicators – stress is communicated through movement, reactions, and behavior
🗣️ Advanced Negotiation System
A core system used across all JBCallout scenarios.
Multi-stage negotiations
(command → warning → final ultimatum)Dynamic success chances based on player behavior:
Weapon drawn
Aiming
Sprinting
Calm approach
Outcomes are never guaranteed
Negotiations may succeed, fail, or escalate organically
🚔 Dynamic Outcomes
Each callout can end in multiple ways:
Peaceful surrender
Foot pursuit
Vehicle escape
Results depend on randomized logic combined with player decisions, ensuring strong replayability.
📡 Signal-Based Behavior System (NEW)
JBCallout uses an internal signal-based AI system to translate AI states into visible behavior:
Subtle weapon movements
Backing away under pressure
Sudden aggression
Panic escalation
The system is fully modular, allowing new behaviors to be added without modifying existing callouts.
🌍 Full Multi-Language Support
Full support for English and German
Custom languages can be added via INI files
All callout messages use a centralized localization system
AI feedback, negotiations, and update notifications are fully localized
🔔 Automatic Update System
In-game update notifications
Changelog displayed once per version
Update behavior configurable via INI
Fully multi-language update messages
🛠️ Stability & Quality
Fixed multiple entity spawn edge cases
Automatic self-healing for invalid ped models
Robust state machine for callout flow
Clean separation between callout logic and AI systems
Extensive debug logging for modders
Performance-safe AI update intervals
📌 Requirements
GTA V (PC)
LSPDFR (latest version)
RagePluginHook
🚧 Development Status
JBCallout is actively developed.
Features may change based on community feedback.
A public Discord server is available for:
Bug reports
Feedback & suggestions
Development previews
General discussion
Development / Roadmap:
https://trello.com/b/8xm6uwhj/jbcallout
Discord:
https://discord.gg/4bAXrz263q
Edited by SuperPyroManiac
What's New in Version 1.0.0
Released
📝 Changelog – Version 1.0.0
🇺🇸 English
New
Added a new dynamic Aggressive Road Rage Driver callout
The suspect initially behaves like normal traffic and escalates only after detecting the player
Road rage can be triggered by proximity, sirens, or police presence
Optional victim vehicle enables realistic road rage scenarios
Dynamic escalation paths: confrontation, vehicle pursuit, foot pursuit, or armed resistance
Very high replay value due to randomized and unpredictable behavior
Versioning system updated to Major.Minor.Patch format
Changed
[Road Rage Driver – AI & Gameplay]
Integrated stress-based suspect behavior with increasing aggression
Suspect reactions now depend on player distance, siren usage, movement, and weapon status
Added realistic road rage driving maneuvers (brake checking, cutting off vehicles, side-swiping)
Smooth transition from calm driving to aggressive behavior
Route blip now dynamically switches from vehicle tracking to on-foot suspect tracking
Fixed
Improved stability during vehicle stops and pursuits
Fixed edge cases when the suspect exits and re-enters vehicles
General cleanup and safety fixes when ending the callout
Join also my Discord for updates, support, bug reporting, feedback, feature requests and fun :)
https://discord.gg/4bAXrz263q
📝 Changelog – Version 1.0.0
🇩🇪 Deutsch
Neu
Neuer dynamischer Aggressive Road Rage Driver-Callout hinzugefügt
Der Verdächtige verhält sich zunächst wie normaler Verkehr und eskaliert erst bei Spielererkennung
Road Rage wird durch Nähe, Sirene oder Polizeipräsenz ausgelöst
Optionales Opfer-Fahrzeug ermöglicht realistische Road-Rage-Szenarien
Dynamische Eskalation: Konfrontation, Fahrzeugverfolgung, Fußverfolgung oder bewaffneter Widerstand
Sehr hoher Wiederspielwert durch zufällige und unvorhersehbare Abläufe
Versionsnummer nun nach Major.Minor.Patch-Systematik
Geändert
[Road Rage Driver – KI & Gameplay]
Stressbasiertes Täterverhalten mit zunehmender Aggression integriert
Reaktionen abhängig von Distanz, Sirene, Bewegung und Waffenstatus des Spielers
Realistische Road-Rage-Fahrmanöver hinzugefügt (Brake-Check, Abschneiden, seitliches Rammen)
Fließender Übergang von ruhigem Fahren zu aggressivem Verhalten
Routen-Blip wechselt dynamisch vom Fahrzeug auf den Verdächtigen zu Fuß
Behoben
Verbesserte Stabilität bei Fahrzeugstopps und Verfolgungen
Behobene Randfälle beim Aus- und Wiedereinsteigen des Verdächtigen
Allgemeine Cleanup- und Sicherheitsfixes beim Beenden des Einsatzes
Short Description
AI disclosure
The author has disclosed that AI tools were used in creating the following aspects of this file:
- Description
- Images
- Mod and Mod Content (Substantial)
AI used to create description, image, and majority of code.
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