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Code 3 Callouts 1.2.1

(73 reviews)

3 Screenshots

Code 3 Callouts
"Attention all units, officer needs assistance. Shots fired. All available units, respond Code 3."

This is a plugin that I have been planning for ever since I started writing scripts for LSPDFR. Now that the LSPDFR API has come out, this idea has now become a reality!

The focus of this plugin is to create a realistic experience where the player needs to do some actual police work. Police work is not always about flicking on the lights and sirens and flying down the road at 100 MPH. Nor is it always about pulling out an AR-15 and emptying a clip on a suspect.

In fact, most of the time, police work is all about dealing with people. Hearing both sides of the story. Figure out who is lying, and who isn't. Sometimes you have a helping hand when you have an eyewitness, and sometimes not. Or sometimes you will get eyewitnesses who contradict one another. Bob says the bank robber's car was blue. Jane says the car was red. Turns out, Jane was on her cell phone, and wasn't paying attention. Oh, and Bob was in the bathroom, so he didn't actually see anything. You later find out that the car was actually green.

The first version has four different callout scenarios. Each will have their own degree of variation, so you will not have exactly the same situation every single time!

Code 3 Callouts is designed to work alongside other callout plugins, to create the most exciting and realistic experience possible.

It is YOUR job to determine what actually happened based on the evidence. Its time for your shift, Officer. Gear up, and move out.

Requirements

  • You MUST have the latest version of Rage Plugin Hook installed, as well as a legal copy of GTA V.
  • YOU MUST HAVE VERSION 0.39 (OR NEWER) OF THE RAGE PLUGIN HOOK!
  • This plugin has been tested on v757.4 of Grand Theft Auto V, but will work with newer versions.
  • You must have at least v0.3.1 of LSPDFR

Features

  • TEN different callout situations, each with their own varying scenarios.
  • Fully integrated dispatch audio, to create a realistic experience.
  • Requires the player to investigate each call, and do some actual police work to determine what ACTUALLY happened. Remember, just because someone called 911 to report something, does not mean that's precisely what happened.
  • Altered suspect behaviour based on the response of the officer
  • NEW - AMBIENT EVENTS!
  • NEW - INTEGRATION WITH LSPDFR COMPUTER+!

Credits

A very special thank you to...

  • @LukeD - Lots of helpful advice, and helping me get comfortable with the API! Plus working together to ensure our callouts can work alongside each other!
  • @FinKone - Same as above, plus testing and showcasing the plugin for me!
  • Erwi - For helping me out with some code issues!
  • @DCP1293, @LtFlash, and @Straysify - Testing earlier versions of Code 3 Callouts for me! Thanks a lot!
  • @Albo1125 - For graciously sharing some of his code with me, helping me out with the CAD popup windows, giving me the idea for the new suspect vehicle search logic, and for helping me testing this version!
  • @JFavignano and @Bayareabuggs - For being my guinea pigs... I MEAN testers, and giving me lots of useful feedback! Both of you have contributed a lot towards the success of this plugin, whether it be testing things for me, or just showcasing the callouts! Your guys' videos gave me lots of ideas for things to fix and improve!! :thumbsup:
  • @Zachary Houseknecht and @Polecat324 - Thanks a lot for showcasing the callouts, and for testing beta versions for me!! I really enjoy watching your videos!
  • @goigle - For giving me the idea of the Assault observation window...which in turn led me to think of the CAD popup idea! Thanks a lot!
  • @MulleDK19, along with all the other dev's on the RPH IRC channel - For being patient, and helping me out with code issues that I had difficulty with, plus testing things out for me!!
     
  • My sincerest apologies if I missed anyone!

Callouts

Most of these callouts are "Code 2" calls, meaning, they do NOT require a "Code 3", or "lights and sirens" response. Part of police work is to actually drive at normal speeds, and obeying traffic laws and red lights while driving to a call!

If you're stuck in a traffic jam, you can use your lights to get yourself through an intersection, and then resume driving normally. But be careful about using the siren...you don't want the suspect to know that you're coming, do you?

See the PDF documentation for more information on all of the callouts included.
 

Future Development

Follow this thread on the forum for future development plans!

http://www.lcpdfr.com/forums/topic/52452-rel-code-3-callouts-add-a-new-layer-of-realism-to-lspdfr-screenshotsvideo-added/ 

What's New in Version 1.2.1

Released

VERSION 1.2.1

  • Fixed a bug that would cause a crash when exiting a house during the Burglary callout
    • Callout can now only respawn one of the default/stock police vehicles; GTA V seems to block spawning of standalone vehicles for some reason
    • Thanks to @Ranger61 for reporting this bug
  • Fixed crash bugs in ambient events...wrapped all ambient events with error checking to ensure it does not happen again
  • Fixed a bug with the configuration logic that would cause the EnableDispatchStatusCheck value to be ignored
    • Thanks to @Thehurk and @Polecat324 for reporting this bug
    • Made the status check interval customizable, in case anyone wants to keep it enabled, but make it happen less often
    • Added an extra prompt when Dispatch calls for the player's status, reminding the player how to open the menu

VERSION 1.2.0

  • Updated Computer+ API reference for Computer+ v1.3.2
    • Computer+ v1.3.2 is now required for police computer integration
  • Fixed a bug where responses to Dispatch (via the shortcut keys) were not being recognized
  • Added more error checking to the 'Carjacking' and 'Stolen Vehicle' ambient events, to prevent crashes
  • If the player's vehicle gets deleted by GTA V during the Burglary call, a replacement vehicle will be spawned in the same spot

VERSION 1.1.0.1

  • Optional update
    • Small bug fix for potential crashing at the start of callouts.
    • Thanks to @ConstableSly for finding it!

VERSION 1.1.0

  • Plugin now requires RPH 0.39 in order to run
     
  • New, simplified automatic install process
     
  • Completely re-done INI configuration file (NOTE: Older INI files are not compatible!!)
    • Allows individual callouts to be disabled
    • Allows nearly all keybinds to be modified
    • Allows certain features to be disabled
       
  • Integration with Traffic Policer (Optional; requires v6.9.5.0+ of Traffic Policer)
     
  • Integration with LSPDFR Computer+ (Optional; requires v1.3.0+ of LSPDFR Computer+)
    • This is a very exciting addition to the LSPDFR world!
    • Callouts dispatched to the player will now be visible in the Computer+ interface!!
      • Even calls the player does not accept!
    • The player can view/read all of the details of the callout before responding, and all information is updated in real time, just like a real police computer!
    • The previous "CAD popup" (opened by CTRL+D) has been removed in favour of Computer+
       
  • Interaction menu
    • You can now observe/question subjects in more callouts (previously was only the Burglary call)
    • The menu now allows you to trigger any of my callouts on demand
    • The menu can now be opened at any time, with limited options available
       
  • [NEW!] Dispatch Status Check!
    • Periodically, Dispatch will call you to ask what your current status is. You can respond via the menu, or the INI file allows you to set up shortcut keys to answer dispatch with. (Two possible answers: "I'm OK", or "Help me!")
    • If you don't answer, Dispatch will assume that you are in trouble, and need immediate assistance!
    • This feature can be disabled via the INI if desired, but it is enabled by default
    • It is recommended that this feature be left on for realism
       
  • [NEW!] New Ambient Events!
    • I have added two new ambient events:
      • Person stealing a vehicle
      • Carjacking
    • NEW FEATURE - Dispatch will now receive a 911 call when an ambient event occurs, and you will hear the call being dispatched over the radio
      • There will not be any notification popups, like a normal callout. You will simply see a red transparent blip appear on your map for a few seconds, telling you the general area where the incident occurred. Its up to you to find the perpetrator, or maybe you got lucky and caught him in the act!
      • This feature is enabled by default, but can be turned off in the INI file (again, its recommended that it be left on)
  • Fixed a bug with the Observe Subject window that would crash LSPDFR
  • Added an 'objective' notification at the start of each callout
     
  • Person With a Firearm callout
    • This callout has been ripped apart, and much of the code has been re-written
    • You will now receive a description of the suspect, and its up to you to find them in a certain area
    • The search area will be updated periodically, just like the "Hit and Run" and "Police Impersonator" callouts
    • The "suspect" may also not be a suspect! (Play this call to find out what this means!)
      • Basically, don't open fire on them right away! You don't know who they might be!
    • This callout was re-done especially for you, @Polecat324! Thanks for the feedback in your video a few weeks ago! I'm sure you'll like this callout much more now!
  • Lastly, I want to apologize...I wanted to make some changes to the Burglary callout, and add some more variation to it. But I didn't get time to do it for this release. Next update, I promise!

User Feedback

Recommended Comments

DLM3

Members

I didn't have much time to play so I have been able to check only one hit and run but that's really a nice improvement, great work! I like the fact that you are now allowed to drive outside of the search area without cancelling the callout (that was kinda an issue when you wanted to make a U-turn especially on a freeway without going against the flow). I love the dispatch's updates, it sounds great. And overall it looked more like a real search instead of hoping you were lucky to be on the right road :smile:

Synapt

Members

Thanks for the feedback. I've already changed up the hit and run search pattern, haha. I quickly realized that it would get FAR too big.

It will be much better in the next update. :thumbsup:

The impaired driver is...impaired, so they will be driving like an idiot. It may have appeared that they took off on you, but it wouldn't initiate a pursuit unless you roll up with the siren on. The whole point is to pull them over to speak to them. :wink:


To respond based off a review; Ah, I admit a slight confusion as when you approach it says something about pressing "Y" at the drivers window to talk to them, but for me when I do a standard LSPDFR traffic stop the key combos are different, so I thought it was implying you could at some point just stop them before they drive off (which they -always- do for me, which leads me to having to initiate an LSPDFR traffic stop) :P

Shall try the new version here in a few, it'll be nice to not have half a city to search for hit and runs, lol.

soss533

Members

(edited)

I sometimes don't get the "Press E to interact with the suspect" hint when standing near a suspect. 

Code 3 Callouts 0.3, LSPDFR 2b and Ragehook 0.22

Incredible mod nontheless.

Edited by soss533

DLM3

Members

(edited)

I didn't have much time to play so I have been able to check only one hit and run...

Quoting yourself FTW.

So I have been able to play some more since then and I had a few hit and runs, I can confirm my first feeling: very well done! The improvements really make this scenario enjoyable :thumbsup: (not like the other ones are not, though I hope you will expand on the assault scenario to get more variations - btw I don't know how the spawn location works but it seems not to be so random since I had the same back alleys a few times during assault callouts, great choice for these locations!)

Edit: I was wondering... Since we can customize our unit, is it possible to have the "1-ADAM-12" during the loading to reflect our choice? Not really a request, just thought that would be cool.

Edited by DLM3

Stealth22

Friends of LSPDFR Author

(edited)

So I have been able to play some more since then and I had a few hit and runs, I can confirm my first feeling: very well done! The improvements really make this scenario enjoyable :thumbsup: (not like the other ones are not, though I hope you will expand on the assault scenario to get more variations - btw I don't know how the spawn location works but it seems not to be so random since I had the same back alleys a few times during assault callouts, great choice for these locations!)

Edit: I was wondering... Since we can customize our unit, is it possible to have the "1-ADAM-12" during the loading to reflect our choice? Not really a request, just thought that would be cool.

Glad to hear that it's more enjoyable for you!

The location spawning basically picks a random location within a certain radius of the player. But to avoid spawning calls on high speed roads (and having peds get hit by vehicles), it tries to find a "Ped Safe" location first, which is really supposed to find the nearest sidewalk. But that function of GTA V doesn't always work, or it may have limited places it can select.

That's why you may see repeated locations, or if it fails to find a "Ped Safe" spot, it will spawn on the road instead. That was what inspired the CTRL + T mechanism, so the peds can follow you to the sidewalk (which GTA apparently couldn't find?) or another safe area so the peds are not blocking traffic or potentially getting struck by a vehicle.

The 1-ADAM-12 thing is an easter egg, for those that are old enough to remember the show "ADAM-12". The intro/theme of the show always started with the dispatcher saying "1-ADAM-12, 1-ADAM-12, a 211 in progress. 1-ADAM-12, handle Code 3". Some have found it repetitive, which is why I included the option to disable this. @FinKone and @LukeD both requested that, haha. When you're a developer, you're constantly unloading and reloading LSPDFR, so every single time they did it..."1-ADAM-12, we've got a 211, respond Code 3". :whistling:

AND...

There will be an update coming soon, most likely next week, barring any major issues.

It will include a new callout, as well as a couple of new features.

I can't commit to a day, but it could come as early as Monday or Tuesday.

All depends on how much free time I'll have, and how well testing goes. :thumbsup:

Edited by Stealth22

DLM3

Members

(edited)

Well random has been nice to me in that case. I had the assaults happen a few times in one of the back alleys in the residential area where you drop the bikes for the Pacific Standard heist in Online, a kind of yard between apartments and stairs, it was a great scenery for this situation. Same deal when it happens in back alleys in Rancho. I am a kind of night crawler during my patrols so that also makes it for a great ambiance.

I was wondering why you were calling the 1-ADAM-12 an easter egg, I guess it's not only about age but also nationality :tongue: From what I gather from wikipedia it was never broadcasted here... Thanks for the headsup! And I'll check back for this update :smile:

Edited by DLM3

Stealth22

Friends of LSPDFR Author

There should be no impact at all. 

Kal74

Members

There should be no impact at all. 

sounds good.. I just wanted to let the modders know in case it is an issue and they get flooded by support requests. a few days a go they released a version 23 and then today a version 24 so people probably on different versions now.. I don't see a reason to upgrade to v24 yet.. RageHook forums is being flooded with technical issues atm.. I may hold off updating it for a few days.

Stealth22

Friends of LSPDFR Author

(edited)

For those following the forum thread, I had come down with a fever last week, hence why I had no time to work on this. For those who sent me messages saying get well soon, thanks. I am feeling better now, just been catching up with stuff I missed at work.

I did get a chance to do some testing on the latest version, and things are not quite where I had hoped. I also wanted to make a couple more small changes, since there are bug fixes to take care of. The release of RPH v0.24 also impacts development a little, as I need to bring my development tools in line with .NET Framework 4.6.

It's coming soon, but it won't be for at least two weeks.

Edited by Stealth22

Stealth22

Friends of LSPDFR Author

Well, in Canada (to my knowledge at least), its just referred to as Assault, which was the main reason why I called it that.

But your link talks about Assault just being an 'attempt' to injure versus battery being that contact was actually made. In the context of this callout, there are instances where the call was fabricated by the victim. So it could be either, really, haha.

goigle

Members

Yeah it does depend widely on jurisdiction, I see your point

Stealth22

Friends of LSPDFR Author

VERSION 0.4.0 HAS BEEN RELEASED!

  • Code 3 Callouts now requires RPH v0.24
    • I realize that there are people experiencing difficulties with the most recent update of RPH. However, v0.24 contains various fixes and optimizations that affect Code 3 Callouts. This plugin has only been tested with RPH v0.24. It may work with v0.22, but this configuration is not officially supported or recommended.
  • This update includes an updated version (v1.3.0) of the Stealth.Common DLL. Older versions of this DLL will not work.
    • THAT MEANS INSTALL IT AGAIN.
  • Dispatch Audio
    • If the user ignores a callout from Dispatch, an AI unit will accept the call over the radio (for immersion and realism)
  • Unknown Trouble
    • When a victim shouts for help, she will stop running away after police intervention.
  • NEW CALLOUT - POLICE IMPERSONATOR!
    • A citizen was signalled to pull over by someone identifying themselves as a police officer. The only problem is, this person was not actually a police officer. Due to the seriousness of these types of situations, Dispatch designates these calls as requiring a Code 3 response. Speak to the victim, and find out what happened. Then search the area for the suspect...quietly. Don't spook them! One more thing...approach with caution, Officer. This person may not appreciate being pulled over by the real police...
  • NEW FEATURE - AMBIENT EVENTS!
    • Not every situation is spoon-fed to you by Dispatch. You need to think on your feet, and be ready to react to anything that may happen right in front of you!
      • Normally, this would include traffic violations, but Albo1125 has that well-covered with his Traffic Policer mod. (And he did a great job with it, too!!)
      • There are two possible ambient events that may occur:
        • Fight in Progress - You come across two people in a fistfight. We can't have that happening. But be careful, one or both may turn on you...
        • Mugging - Someone is being held at gunpoint, and being robbed. They see a police car, and yell for help. But the suspect is not going to like that...so what are you still reading this for?! Get moving!! (This event is more rare than the Fight in Progress)
      • More ambient events will be added in future releases
      • You can customize the frequency of ambient events in the .ini file, or disable them entirely
      • Peds involved in an ambient event will be blipped on your mini map. The blips can be disabled in the .ini file, for realism
    • NOTE: Ambient events will not be triggered whenever the player is occupied with a callout or a traffic stop

Has anyone tested on whether this works on Ragehook 0.22?

(edited)

@Stealth22 The updated is working great so far but for the Police Impersonation callout the vehicle itself has no lights or anything resembling a police vehicle so if possible could the plain stanier be switched to the Unmarked Cruiser? 

Edited by CaptainSugarFree

Stealth22

Friends of LSPDFR Author

@Stealth22 The updated is working great so far but for the Police Impersonation callout the vehicle itself has no lights or anything resembling a police vehicle so if possible could the plain stanier be switched to the Unmarked Cruiser? 

Unfortunately, I don't know of a way to add police parts/extras to a civilian vehicle via script. I didn't want to give the suspect an actual police vehicle, because when you run the plates, it would come back as being registered to the City of Los Santos, and once people start installing more modded vehicles, it would have all of the "real" police equipment on it.

I know it sucks, but we just sort of have to roleplay that the suspect bought some lights off eBay or something and fitted them to his vehicle illegally.

Kal74

Members

Another great job Stealth22.. Thanks for all your hard work. :thumbsup:

(edited)

Unfortunately, I don't know of a way to add police parts/extras to a civilian vehicle via script. I didn't want to give the suspect an actual police vehicle, because when you run the plates, it would come back as being registered to the City of Los Santos, and once people start installing more modded vehicles, it would have all of the "real" police equipment on it.

I know it sucks, but we just sort of have to roleplay that the suspect bought some lights off eBay or something and fitted them to his vehicle illegally.

I just spawned in a undercover vehicle and i ran the the plate it and had a regular name and then i tested a marked vehicle and it came up as City Of Los Santos. So if you made it an undercover would it come up differently since i spawned it? 

Well nevermind ): I tested it a few more times and i guess i just got lucky the first time. Is there a way for you to write the plate? 

Edited by CaptainSugarFree

Stealth22

Friends of LSPDFR Author

This is something that I never imagined would come up. But it has, to some extent, so I'd like to address it.

I received a private message from @Albo1125 earlier. It contained the following excerpt:

I'm getting a LOT of messages saying you 'stole my ambient events'

Albo1125, of course, does not at all feel like I stole the idea of ambient events from him. In fact, in my changelog above, I made a reference to his traffic events, and how he did such a great job on them.

To be honest, I was surprised that people in this community have been saying things like that. Ambient events have been around since LCPDFR; just like callouts, they are not 'copyrighted' by any individual. If I had created a set of ambient events that were completely identical to Albo1125's, sure, that wouldn't be ethical at all.

But we both thought of the idea at the same time; he was just quicker to implement it. This update has been in development for a few weeks now, and because it involves so many changes, it required a lot of testing. So if I create a separate set of unrelated ambient events that have nothing to do with traffic enforcement, and I'm slower to develop them, does that make me a thief?

My apologies if I am offside with this post, but to be blunt, those sorts of baseless arguments are completely uncalled for.

I don't wish for there to be any further discussion on this, as I'd like to keep this comments section focused on support issues, and well...comments regarding Code 3 Callouts. If anyone has any comments or questions regarding what I have just talked about, please keep it out of the public domain, and feel free to send me a private message.

I just wanted to set the record straight, if there is anyone out there who has any doubts, that's all. Again, I was hesitant about addressing this, but felt I should at least say something about it.

Thanks, everyone. I appreciate the support and kind words that everyone has offered, and I hope to continue developing quality scripts for LSPDFR. :thumbsup:

Now, back to your regularly scheduled comments...

I just spawned in a undercover vehicle and i ran the the plate it and had a regular name and then i tested a marked vehicle and it came up as City Of Los Santos. So if you made it an undercover would it come up differently since i spawned it? 

Well nevermind ): I tested it a few more times and i guess i just got lucky the first time. Is there a way for you to write the plate? 

At this time, no, unfortunately not. It has been requested by myself and other developers for a future version of the LSPDFR API. If and when it is ever implemented, I can take another look at this.

NOVESKE

Members

How can I ask suspect's or witness's ID?

If pressing 'Y' they only say same answers

Instruction has nothing about asking there IDs. I can only ask something when I pull over the car.

Am I need to press another key? or I need other plugins? I'm using CalloutsV, SimpleCallouts, Code 3 Callouts, and Vehicle Search plugins.

Nutronic

Members

think that once you've asked questions you hold who ever you want to arrest at gunpointl or you can press ctrl+y to end the callout.

Stealth22

Friends of LSPDFR Author

You can check ID's the same way that you always do, by holding E. That's a native function of LSPDFR. 

Gamestear01

Members

the plugin will not load if i load it in the console it says ERROR: could not load plugin from C:\program files\rockstar games\grand theft auto v\plugins\code 3 callouts.dll (code3 callouts, version=0.4.0.0, vulture=neutral, plublickkeytoken=null) does not have the required plugin attrib parameter name: assembypath

 

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