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AmbientAICallouts 0.9.9.02

(42 reviews)

11 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


AAIC Banner

Update V0.9.9.02 Released
Better late than never.

 

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.

- 6 AiCallouts included.

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

RageNativeUI Menu
- Watch over the entire Neighborhood and Start Emergency's and other stuff

   with the convenience of a easy controllable Menu and a big mini map.
- Partial Settings editor

- Settings Save function
 

AiCallout API & documentation. Create your own AiCallouts.

--> reload AiCallouts without reloading LSPDFR.

- GrammarPolice Support: no interruption by Dispatch [Outdated API]

- Heli Assistance Support: Helicopter responding to AiCallouts.

Meet other Units while their Breake

- StandingAmbientAI has been developed to make your units more immersive.

   Meet your colleagues in the street and idle for emergencies.
 

RejectedCalloutAI 

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

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

Ressource friendly Cop Car Pool

- Units will only be claimed and persistent while emergency's allowing them to be used by other mods. 

- Units get their persistent Callsign by writing it on the License Plate.
 

Custom Voice Line System (API integration later)

- A Custom Voice Line System that allowed us to implement different available voice lines.
- Brian Watts (Homepage Voice Actor) is a Police Officer on Duty with custom voice lines. He drives 1-Lincoln-35.

 

 

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)

- Menu for AAIC by pressing LCTRL + F8

- You cannot attach yourself to an Rejected LSPDFR Callout from the RejectectedCalloutAI Feature.

- 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 V2.4.2

 


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. So far this Theory could never be approved by senior developers i want to say i've reviewed the code a dozen times, i cannot find a piece of code causing vehicles to go invalid.
We do prevent crashes but we cannot prevent the abort of an AiCallout.
Important Note:
The more mods that are loaded onto the game, the more the instability rises.
Large vehicle packs can greatly reduce an entity's lifetime before it is deleted from the pool by whatever visual or scripted mods.

 

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

- Most of the issues are invalid object errors but they should not lead lspdfr to crash, these errors just give back log.

   The Reason might be older versions of ELS which would despawn police vehicles left alone.
   Visit Changelog from Released June 28, 2024. Version 1.05

- 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. 

 

Edited by ziipzaaapM16A4
removed incompability statement + added PR developer to Credits

What's New in Version 0.9.9.02

Released

0.9.9.02:
- [edit] Supported GrammarPolice version
0.9.9.01:
- [added] #25 Save Settings to .ini Button for RNUI Menu
0.9.9.0:
- [fix] Aborting invalid AiCallout in RNUI leads to crash
- [fix] #24 Replacing "" string with actual no sound file. Workaround
- [improve] ExternalPluginLoader class -> limited Max Version for GrammarPolice due to missing API Feature.
- [added] RageNativeUI Menu
- [added] New Animations to StandingAmbientAI
Default-AiCallouts-Pack:
- Reworked some AICallouts for more Stability

0.9.8.8:
- [added] Additional Radio Voice -> Voice Actor: Brian Watts.
- [added] Multiple Vehicles Response.
- [added] StandingAmbientAI. Units will rest be able to rest around and standingby for incomming calls. 3 Scenarios include.
- [added] Radio Communication 10-8
- [added] Radio Communication On_Scene
  currently only fixed positions. One of them is Pillbox Hill at the Local Fleeca Bank. (Do not stand to close to the bank)
- [fixed] Code 2 driving task.
- [edit] increased probability for an short radio comunitcation when giving call to unit.
- [fix] RCAI fiber crash when resquested unit from lspdfr is not valid.
- [improved] EnterAndDismiss() & AllEnterVehicle(): targeting now correct side of the vehicle before entering vehicle  
- [improved] LSPDFR Callouts: when officer reports help the ai around is only able to respond before the emergency message when player near enough to the call. else they will respond until dispatch requested help. 
Default-AiCallouts-Pack:
- [improved] Shots fired: compleately reworked shotsfired call.
- [added] LSPDFR Unarmed AI Arrest for MVA and Outstanding Warrant. (This feature is very new. I currently cannot handle proberly that the suspect stays on scene)
- [improved] EmergencyCall: increased timespan until unit need to be on scene when responding code 2
API:
- [added] XML which can be loaded by any lint to show what the Function does.
- [added] Multiple Vehicles Response. Calls can now contain a number of required units and AAIC will fill the Units array. -> UnitsNeeded = ...
- [edit] Units are now a type of the struct PatrolUnit(fom AAIC API) containing callsign, officers, voiceline and vehicle.
- [removed] Compability for Old third party AiC plugins. They will be depricated. -> to many changes to the api due to Multiple Vehicle Response.

0.9.8.5:
- [added] Units keep their callsign through callouts
- [added] Unit licensplates are now named like their callsign 
- [added] PlayerCallsign added to .ini setting. Avoid Ai from taking your callsign
- [added] new LSPDFR API: Unit radio sounds for units instead of dispatch sounds for units
- [fixed] Arrival timout when already nearby. 
- [fixed] EnterAndDissmis(): improved task assignment (i tried my best but sometimes gta fakes a task)
- [fixed] All LSPDFR Callouts: improved stability
- [fixed] RejectedCalloutAI: sometimes grabs a unit which is already in a callout when code 2
- [improved] Overall Code Refactor
- And a lot more minor changes.
Default-AiCallouts-Pack:
- All: Added OfficerReportOnScene();
- [fixed] Prankcall: different animations
- [added] OutstandingWarrant: people flee from gunpoint
API:
- [added] documentation XML file with all and up to date API functions

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.


Short Description

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

User Feedback

Recommended Comments

ziipzaaapM16A4

Insiders Author

4 hours ago, volten8720 said:

Love the idea but getting a lot of lspdfr crashes from it.  Today it is centered around shot fired. log included. Hope it get fix because I think this makes playing more exciting and dynamic. 

RagePluginHook.log 675.14 kB · 0 downloads

please install the hotfix files.
 

 

3 hours ago, bosSdIng035 said:

AI is doing some weird stuff

RagePluginHook.log 275.49 kB · 0 downloads

what do you mean by wierd?

bosSdIng035

Members

32 minutes ago, ziipzaaapM16A4 said:

please install the hotfix files.
 

 

what do you mean by wierd?

as one above mine stated keeps crashing on shots fired and leaves peds on idle

ziipzaaapM16A4

Insiders Author

1 minute ago, bosSdIng035 said:

as one above mine stated keeps crashing on shots fired and leaves peds on idle

ok. then install hotfix files

jacalapar

Members

Zip zap where's the 0.9.7.3 update? Been almost a whole day since you gave the update link on discord. There's no way it takes this long to approve an update. 

Hadyfaik

Members

6 hours ago, jacalapar said:

Zip zap where's the 0.9.7.3 update? Been almost a whole day since you gave the update link on discord. There's no way it takes this long to approve an update. 

It sometimes take 2 days for an update to be approved 

ziipzaaapM16A4

Insiders Author

10 hours ago, yeinzy said:

Where can i download the hotfix files?

just right where you download aaic usually but this time there is an newer version you should update

 

KiliHD

Members

Game Version 0.9.5 HOTFIX - LSPDFR Crash more then once when being in and out of an emergency

[1/7/2021 4:16:40 PM.197] LSPD First Response: [FATAL] Forced termination
[1/7/2021 4:16:40 PM.197] LSPD First Response: [TRACE] Released 8 entities from DefaultContentManager
[1/7/2021 4:16:41 PM.567] LSPD First Response: [INFO] LSPDFR has shut down
[1/7/2021 4:16:42 PM.578] LSPD First Response: [AmbientAICallouts] [AmbientResponse] ERROR: System.Threading.ThreadAbortException: Der Thread wurde abgebrochen.
[1/7/2021 4:16:42 PM.579] at Rage.GameFiber.SleepThis(Int32 duration)
[1/7/2021 4:16:42 PM.579] at Rage.GameFiber.Sleep(Int32 duration)
[1/7/2021 4:16:42 PM.579] at AmbientAICallouts.Main.<>c.<Load_AmbientResponse>b__31_0() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Main.cs:line 152
[1/7/2021 4:16:42 PM.698] LSPD First Response: All signs removed
[1/7/2021 4:16:42 PM.950] LSPD First Response: [AmbientAICallouts] [Fiber 83] ERROR: in AICallout object: At Process(): System.Threading.ThreadAbortException: Der Thread wurde abgebrochen.
[1/7/2021 4:16:42 PM.950] at Rage.GameFiber.SleepThis(Int32 duration)
[1/7/2021 4:16:42 PM.950] at Rage.GameFiber.Sleep(Int32 duration)
[1/7/2021 4:16:42 PM.950] at EmergencyCall.EmergencyCall.OfficersAproach() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\Default-AiCallouts-Pack\EmergencyCall\EmergencyCall.cs:line 151
[1/7/2021 4:16:42 PM.950] at EmergencyCall.EmergencyCall.Process() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\Default-AiCallouts-Pack\EmergencyCall\EmergencyCall.cs:line 70
[1/7/2021 4:16:42 PM.951] LSPD First Response: [AmbientAICallouts] [Fiber 83] ERROR: in AiCallout: System.Threading.ThreadAbortException: Der Thread wurde abgebrochen.
[1/7/2021 4:16:42 PM.951] at EmergencyCall.EmergencyCall.Process() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\Default-AiCallouts-Pack\EmergencyCall\EmergencyCall.cs:line 125
[1/7/2021 4:16:42 PM.951] at AmbientAICallouts.AiCalloutManager.ProcessEmergencyLocation() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 357
[1/7/2021 4:16:42 PM.951] LSPD First Response: [AmbientAICallouts] [Fiber 83] INFO: Aborting Code
[1/7/2021 4:16:42 PM.954] LSPD First Response: [AmbientAICallouts] [Fiber 83] ERROR: could not handle vehicle: System.Threading.ThreadAbortException: Der Thread wurde abgebrochen.
[1/7/2021 4:16:42 PM.954] at AmbientAICallouts.AiCalloutManager.ProcessEmergencyLocation() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 372
[1/7/2021 4:16:42 PM.954] at AmbientAICallouts.AiCalloutManager.UnitResponds() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 337
[1/7/2021 4:16:42 PM.955] LSPD First Response: [AmbientAICallouts] [Fiber 83] ERROR: in AICalloutManager object: System.Threading.ThreadAbortException: Der Thread wurde abgebrochen.
[1/7/2021 4:16:42 PM.955] at AmbientAICallouts.AiCalloutManager.UnitResponds() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 341
[1/7/2021 4:16:42 PM.955] at AmbientAICallouts.AiCalloutManager.SetupAiCalloutManager() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 261
[1/7/2021 4:16:42 PM.956] at AmbientAICallouts.AiCalloutManager.<>c__DisplayClass22_0.<.ctor>b__0() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\AiCalloutManager.cs:line 126

 

ziipzaaapM16A4

Insiders Author

(edited)

8 minutes ago, KiliHD said:

Game Version 0.9.5 HOTFIX - LSPDFR Crash more then once when being in and out of an emergency


That is not a crash caused by AAIC 

Simply explained:
These are ThreadAbortion messages that will come ALWAYS when LSPDFR has been ended.
I removed these in the current version 0.9.7.3  because it seems people get confused from them.

To tell you what really crashed i would need the full log file. 

Please update anyway to 0.9.7.3
 

Edited by ziipzaaapM16A4

KiliHD

Members

(edited)

35 minutes ago, ziipzaaapM16A4 said:


That is not a crash caused by AAIC 

Simply explained:
These are ThreadAbortion messages that will come ALWAYS when LSPDFR has been ended.
I removed these in the current version 0.9.7.3  because it seems people get confused from them.

To tell you what really crashed i would need the full log file. 

Please update anyway to 0.9.7.3
 

Oh sorry i didnt know this, thanks for the explanation.

 

log.txt

Edited by KiliHD

ziipzaaapM16A4

Insiders Author

(edited)

15 minutes ago, KiliHD said:


[172021 41640 PM.194] LSPD First Response ==============================
[172021 41640 PM.194] LSPD First Response UNHANDLED EXCEPTION DURING GAME FIBER TICK
[172021 41640 PM.194] LSPD First Response ------------------------------
[172021 41640 PM.194] LSPD First Response Origin Game fiber GangAttack [UnitedCallouts].
[172021 41640 PM.194] LSPD First Response ------------------------------
[172021 41640 PM.194] LSPD First Response Exception type Rage.Exceptions.InvalidHandleableException
[172021 41640 PM.194] LSPD First Response Exception message Operation is not valid because the specified  Rage.Ped is invalid.
[172021 41640 PM.194] LSPD First Response ------------------------------
[172021 41640 PM.194] LSPD First Response Inner exceptions
[172021 41640 PM.194] LSPD First Response ------------------------------
[172021 41640 PM.194] LSPD First Response Stack trace
[172021 41640 PM.194] LSPD First Response at Rage.Entity.get_IsDead()
[172021 41640 PM.194] at UnitedCallouts.Callouts.GangAttack.Processb__15_0() in CUserstoddyDesktopT_O_O_L_SDevelopmentGTA5 DEVELOPMENTUnitedCalloutsUnitedCalloutsCalloutsGangAttack.csline 103
[172021 41640 PM.194] at Rage.GameFiber.Main()
[172021 41640 PM.194] LSPD First Response ==============================


UnitedCallouts crashed here

Edited by ziipzaaapM16A4

ziipzaaapM16A4

Insiders Author

On 12/23/2020 at 2:50 AM, bcc4123 said:

your crashing me dude  

btw updating to the newest version will fix this bug, reduce the unnecessary log and fix other critical bugs too

Hurb

Members

I have been using Ambient AI for a bit now and absolutely love it! Two problems so far though.

1. Initial responding units have a tendency to detach from the call as soon as the suspect is either killed or in custody, would be nice if the units stayed on scene until dismissed through Ultimate backup if possible

2. Ambient AI generates calls when Im on a call, causing whatever call Im on to cancel immediately, would be cool to see a option in the .ini or maybe just a standard feature of Ambient not generating calls while your on a call if possible.

Apart from toughs two problems I absolutely love this! It works almost perfectly with Grammar police with immersive dispatch and is an absolute must have for anyone who wants to add realism to there LSPDFR, really surprised no one has done anything like this before.
 

ziipzaaapM16A4

Insiders Author

(edited)

1 hour ago, Hurb said:

1. Initial responding units have a tendency to detach from the call as soon as the suspect is either killed or in custody, would be nice if the units stayed on scene until dismissed through Ultimate backup if possible

2. Ambient AI generates calls when Im on a call, causing whatever call Im on to cancel immediately, would be cool to see a option in the .ini or maybe just a standard feature of Ambient not generating calls while your on a call if possible.

Apart from toughs two problems I absolutely love this! It works almost perfectly with Grammar police with immersive dispatch and is an absolute must have for anyone who wants to add realism to there LSPDFR, really surprised no one has done anything like this before.


1. Not possible. Ultimate backup has a very small API and so i can't interact with it. Im currently on a better detection where they drive off when it seems logically. 
2. The generated AiCallouts decide when to trigger LSPDFR callout or an AiCallout.
The time distance between the decision to escalate to a LSPDFR Callout and LSPDFR callout itself is at a minimum but sadly enough to call when already there is a call. Im trying to minimize this time distance.

For the last thing: Thank you very much. I appreciate your feedback.  

Edited by ziipzaaapM16A4

Raico121

Members

Hello, I love your work it really adds in to the immersion of having the other police officers actually respond to the calls and go, but I also feel even in the new update that this is crashing my game, but I am not entirely sure. I was hoping if you would be able to look at the log to see if you can easily spot and see if it this that caused the crash and nothing else. Thank you for your work!

RagePluginHook.log

ziipzaaapM16A4

Insiders Author

(edited)

@raico121 Thank you for your report. Couldn't see anything that causes the crash. I only see that an AiCallout aborted but nothing what could cause a crash. 

Edited by ziipzaaapM16A4

Raico121

Members

11 minutes ago, ziipzaaapM16A4 said:

Couldn't see anything that causes the crash. I only see that an AiCallout aborted but nothing what could cause a crash. 

Shame, but thanks anyways!

Officer K Slimm

Members

Hey Officer K Slimm here with another report game crashed again love this new plugin here's my crash log

 

RagePluginHook.log

dzzzan

Members

Last few sessions my game has been crashing because of whatever reason, but it only started doing so after I updated the AAIC to the new version [meanwhile the old one used to simply crash the LSPDFR itself some times but not the whole game], so I thought I should let you know.

RagePluginHook.log

BlueLine Vibes

Members

@ziipzaaapM16A4  Great work on the plugin.

However, I do have a question for you.  Is it normal for the AI that show up on scene to not arrest subjects? Noticed this on almost every call that I assisted with.  

When I go to arrest them, is it normal for the AI to just leave the area?

Thanks for the response.

Sereous313

Members

2 hours ago, OfficerBenzo said:

@ziipzaaapM16A4  Great work on the plugin.

However, I do have a question for you.  Is it normal for the AI that show up on scene to not arrest subjects? Noticed this on almost every call that I assisted with.  

When I go to arrest them, is it normal for the AI to just leave the area?

Thanks for the response.

I noticed they dont do anything.  I dont think the dev has gotten that far yet. 

BlueLine Vibes

Members

(edited)

4 minutes ago, Sereous313 said:

I noticed they dont do anything.  I dont think the dev has gotten that far yet. 

 

Ok thanks, Just making sure it wasn't on my end.  I notice on occasion they will run after them if they flee but not always.  Most of the time if I am the secondary unit like on the fight callout, I arrive on scene and the subjects will put their hands up, the officers have their guns drawn. But then they put their hands down and walk off while officers drive away.

Edited by OfficerBenzo

ziipzaaapM16A4

Insiders Author

19 hours ago, Officer K Slimm said:

Hey Officer K Slimm here with another report game crashed again love this new plugin here's my crash log

 

RagePluginHook.log 107.43 kB · 6 downloads

log shows no trace of any crash. maybe memory error. does this happen frequently?

ziipzaaapM16A4

Insiders Author

5 hours ago, OfficerBenzo said:

@ziipzaaapM16A4  Great work on the plugin.

However, I do have a question for you.  Is it normal for the AI that show up on scene to not arrest subjects? Noticed this on almost every call that I assisted with.  

When I go to arrest them, is it normal for the AI to just leave the area?

Thanks for the response.

initial idea of this was that the Officers in LS are to lazy to arrest 2 fighting idiots and just let them go their way.
Since i don't want to make a pursuit out of every fighting AiCallout & LSPDFR not having a non-pursuit arrest feature its the easier story about these Fighting AiCallouts.
That's why the officers tell the suspect they let them go. (AmbientSpeech) 

 

5 hours ago, Sereous313 said:

I noticed they dont do anything.  I dont think the dev has gotten that far yet. 

yes that's true. next version should actually  have a few more detections to not drive away while in an arrest for the fighting callout.

eggwhiteveggie

Members

I tried it and its really wonderful. Los Santos is no more the lonely place with you as the only cop. 

I had a bunch of crashes but i hope they are fixed in the latest update.!! good work and good luck

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Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.