SimuAmbient is an ambient callout system: missions appear randomly in the world—there’s no dispatch. If you approach, you automatically join the action; if you move away again, the mission is considered abandoned or completed.
The package offers a growing selection of small missions—small in scope, but all challenging and requiring keen observation. Not every incident needs to be rushed into immediately: with some, it’s worth waiting deliberately before intervening; otherwise, you might miss the actual situation or prevent it before it even happens.
Each triggered incident receives a “Police” blip on the map depending on the set difficulty level—it’s meant to signal to beginners in particular: “Something is about to happen here.” The lower the difficulty, the smaller and more inconspicuous the blip; as the difficulty increases, it gets larger, until it disappears entirely at level 7 and you have to find the situation yourself. The actual challenge of the missions—how the NPCs involved react—also scales with the same setting.
Features
When a new update is available, an update notice will be displayed in-game.
This system differs from a normal callout in that it generates missions at a set random time. This time has a minimum and maximum value that can be configured in the F9 menu or in the .ini file. Additionally, users can adjust the spawn probabilities for each mission in the settings, and missions can be started or ended at any time via the in-game menu.
Choose between 7 different difficulty levels. Depending on the selected difficulty, events can become easier or more demanding, and how visible they are on the map scales with it too.
NPCAI Support is now available
Available Ambient Events
Roadblock Assistance
Dispatch asks you to secure a stretch of road ahead of an incoming pursuit. Get into position, place spike strips where you think they will work best, and wait for the suspect vehicle to arrive. Sometimes the setup works perfectly, sometimes the driver bails out or keeps going on blown tires - and occasionally the suspect takes another route entirely, leaving you to clear the road and pack everything back up.
Panic Button Ambush
An officer has hit their panic button nearby. When you arrive, you may find them pinned down behind their cruiser while armed suspects open fire, or you may already be too late. Secure the scene, protect or recover the officer, and deal with the attackers before the situation spreads any further.
Tourist Encounter
Someone runs up to you while you're on foot, clearly wanting to ask something - directions, a taxi, maybe a quick photo. Most of the time that's the whole encounter, over in a few seconds. But not everyone who jogs up to a cop actually wants directions, and you won't know which one you've got until it's already too late - then you're chasing them down on foot to find out why.
Drunk Pedestrian
A drunk stumbles around nearby, minding their own business - until you get close. Then it's a coin flip: they might get scared and run off, they might swing at you, or they might just pass out cold right where they're standing. No two encounters play out the same.
Drunk Driver
The rolling version of the above - a car weaving down the street at questionable speed. Try to pull them over and it's another gamble: they might comply, or they might floor it and force a chase. Corner them on foot and there's still a chance they'd rather throw hands than get cuffed.
Driveby Attack
A car cruises through the area with an armed passenger who opens fire on whoever's unlucky enough to be nearby - other pedestrians, parked cars, or you. Nothing is scripted here; it's genuinely reckless. Get close enough after shots have been fired and it turns into a real pursuit.
Mugging
A real passerby gets robbed at gunpoint right in front of you, no scripted victim involved. The mugger threatens them, grabs what he can, and bolts - unless he decides you're close enough to be worth fighting instead of running from.
Kidnapping
A van pulls up, an armed abductor forces a bystander into the back seat at gunpoint, and drives off - sometimes with more than one victim if there's room. Get close while it's happening and a real pursuit kicks off against both the driver and the abductor.
Armed Pedestrian
Someone's walking around with a weapon drawn, in plain sight. Most of the time it's nothing - they'll just keep walking and ignore you completely. But sometimes they'll open fire the moment they notice you, or panic and run.
Car Break-In
A thief targets a real parked car nearby, smashes the window, and drives off with it. Catch him in the act before he's actually inside and he'll just run for it on foot - no harm done yet. Let him get away with the car and it's a genuine stolen vehicle pursuit.
Hit and Run
You stumble across the aftermath: a body on the side of the road, and the car that did it still nearby, not yet fled. Find the scene in time and the getaway driver bolts right in front of you, straight into a real pursuit. Take too long and they'll be long gone - the body stays behind either way.
Drug Deal
Two people meet up for a handoff - and they won't go through with it until you're close enough to actually witness it happening. Once the deal is done, get too close and both of them scatter in opposite directions, each one a real suspect if you catch up.
Taxi Alert
A cab pulls over, a fare jumps out without paying, and takes off on foot. Once you're close enough, the alarm goes off - horn and hazards blaring - and doesn't stop until the runner is cuffed or down. Every now and then the driver turns out to already be dead, and it's a very different kind of call.
Requirements
Recommended
Available Languages
The texts were translated using a translation program and may sound strange or be incorrect. If that's the case, I apologize and ask that you let me know via Discord or through other channels.
Introduction Videos
None have been created yet :(
Feedback, bug reports, and suggestions for improvement are always welcome.
You can also visit my website or join my Discord for news, support, and updates.
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