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26 Screenshots

 

Could contain: text, sky, outdoor, building, commercial building, sign

LC-infopage.gif.82cf03d6fe0cc3eedc79f813d971c632.gif

 

LC-warning.gif.40ed5545d46c8a8a6cc61ca93efa8eaa.gif

 

 

Official GitHub with plugin documentation and guides for Lore Callouts

https://github.com/ZPhDevs/Lore-Callouts

Edited by ZPhDevs

What's New in Version 1.1.7

Released

Quote

Developers note for 1.1.7 and why you should upgrade

 

The latest version of Lore Callouts saw updates to the Partner script, which is enabled by default from this release forward and it integrates fluently with LSPDFR. To get started, simply walk up to any cop standing about in the game world. Some intensive work went into optimizing the BodyInteraction script which lets the user drag and frisk bodies. It should now be less janky and more fluent. Some callouts received updates to increase the variety and should now feel more dynamic. But perhaps the biggest feature of this update was the CruiserInventory script. This script lets users access an inventory with two stingers and three traffic cones from their vehicle trunks. The GUI is a weapon wheel type of interface heavily influenced on the base game selection wheel. If you have any suggestions what else should be inside of this ivnentory, let me know!  And as always, a few hotfixes and  general minor adjustments was made as well. Much joy! /ZPhDevs

1.1.7 PUBLIC
- Updated and optimized the Partner script, which is now enabled by default in the initialization file. Walk up to a cop to get started.
- Updated and further optimized the BodyInteraction script, it should now work more fluently and cost less performance.
- Updated the TrafficStop callout with more variety. Suspects may now accidently drop suspicious items when they get out of their vehicle to further incentivise an investigation.
- Updated witness pointing animations to more natural looking ones.
- Fixed a bug to prevent a plugin crash when the player was taking down a suspect inside an interior on the exit marker.
- Added a new feature, CruiserInventory, which is a weapon-wheel GUI where users can select stingers and traffic cones from the back of their cruisers. Press and hold the weapon select key (TAB by default) near the back of your cruiser to interact with it. 
- Witnesses labeled as victims will now stay on the scene until users dismiss them.
- If the scanned ped (while using the helicopter camera) is a callout suspect, they will now be marked on the camera HUD and can be reported by pressing the crime report button (B by default).
- AI Cops may now issue a tickets on the TrafficStop callout, and more traffic infractions were added as reason for the stop.
- The first witness encountered on a crime scene will now reveal the victim's body (if they are dead) unless you've already located it.
- Suspects should now stay after they have been arrested even when they have been stopped/arrested using other plugins.
- Additional minor fixes and adjustments.

 

 

1.1.6 PUBLIC
- Cleaned up callout Motor vehicle accident, removed outdated code and made the call more straightforward.
- Added player ambient speech when responding to calls. This may be toggled on and off in the initialization file by changing PlayerAmbientSpeech.
- Fixed an issue with callout Shoplifting where if the player tried to engage the suspect before arriving at the store, subtitles and HUD elements would not update accordingly.
- Added a new scenario to callout Shoplifting, the shopkeeper may now attempt to apprehend the thief on their own.
- Added log entries to when a callout is denied because the spawnpoint is too far away from the player.
- Added a few more spawnpoints for callouts.
- Added dispatch radio for which traffic offence the suspect in callout TrafficStop was pulled over for, to provide some context for the scenario.
- Experimental feature implemented for wanted suspects to carry over between sessions, as it has been requested heavily. Suspects are now stored in suspects.dat found under /.../Plugins/LSPDFR/Lore Callouts. This file can be removed if users wants to start over. It will be rebuilt next time the plugin starts.
- Added a new scenario to callout Warrant to increase immersion, which tasks the player to transport suspects to court houses throughout the State. This scenario is on a 6 minute timer (8 minutes on the countryside) and fails if it runs out ( to simulate court house open hours and add some challenge).
- Added new world event to the pool, which lets the user find dumped narcotics andd weapons in the area. This world event is investigative and adds an entry to suspects.dat which allows users to also serve an arrest warrant/court order later on.
- Added a notification when the user goes on duty for the first time each session which details how many active cases (outstanding suspects) there are active. These will then trigger the Warrant callout later.
- Fixed an issue where the script accidently could register the player as a witness on Trespassing crime scenes.
- Added a couple of new apartments and properties for Burglary/Warrant callouts

 

1.1.5 PUBLIC
- Added a dynamic callout trigger range which can vary depending on which world zone the call is triggered from, allowing for longer distances in e.g Grand Senora Desert.
- Added player radio action, speech and dispatch radio sound to callout termination.
- If a callout is denied at creation because the requirements haven't been completed (E.g Helicopter support and the player is in a ground vehicle), it will now immediately trigger another callout to prevent unnecessary long down time between calls.
- Text messages can now be twice the lenght. Sometimes, if the person had a long name and the location was e.g Los Santos International Airport, the text was cut short.
- Merged a few tutorial text messages into one.
- Activated the Mechanic contact. Users may now call this contact to have their last police vehicle delivered.
- Opening the phone while the text notification is still active above the radar now immediately opens the text message on the phone.
- Completely overhauled the spawnpoints. All callouts now share a common spawnpoint logic with all areas having a display name for subtitles, two locations for vehicles, and a primary, secondary, tertiary and quantenary location for pedestrians. This should make the callouts feel a lot more dynamic. The plugin no longer needs to rely on randomly generated positions, which should result in less janky situations (as per GTA standards).
- Added interiors to apartment locations (e.g the ones used in Warrant). If the suspect can't be found outside, they are most likely inside their apartment and the user may enter these to look for them.
- Burglary suspects can now spawn inside interiors as well (at selected spawnpoints where interiors are available).
- Added a new variant to Disturbance. The new scenario involves a firearms possession threat. In addition, the property damage variant was changed to now involve an aggressor smashing the victim's vehicle.
- Added a balaclava and a shoulder bag to the main bank robbery suspect.
- Added an experimental partner feature (disabled by default, you may enable it inside the initialization file). Users can recruit/dismiss a partner by holding down the context key (E by default) and make them stay/follow by pressing the secondary context key (Q by default).
- Added realistic response for EmergencyServices. All ambulances spawned by the plugin are now dispatched from the closest ambulance station.
- Added a new callout, Vicious animal, which takes the user out in the wilderness to find dangerous animals on hiker trails.
- Removed callout Helicopter support and merged it into Suspect resisting arrest.
- Added a new callout, Shoplifting, which takes the user to various stores in San Andreas.
- Added a few new settings to the initialization file, namely TimerBars.TimerMultiplier which scales the timer based on distance (1.0f is default 1:1 ratio, 0.5f is half the time, 2.0f is double the time etc) and Scenario.Timeout (default 120 seconds).
- Due to a name change of the plugin DLL itself (From LoreCallouts.dll to Lore Callouts.dll), a check has been implemented to make sure the user isn't accidently running an older version simultaneously.
- Added the option to set the officer, deputy, paramedic and coroner ped models to the initialization file. These are found under "Pedestrians".
- Removed script VehicleControl (indicators and brake lights) and merged into another (as of writing) unreleased plugin.
- Added a new callout, Traffic stop.
- Added more clear instructions how to progress the drug deal callout.

 

1.1.4 PUBLIC
- The plugin now requires the latest initialization file to be used, or else it won't start.
- Default value for WorldEvents.MinTimeBetween has been increased to 45 (was 35).
- Re-enabled VehicleSpawns.
- Attempted to fix an issue with DynamicVehicleSearch and BodyInteration where in combination with other plugins or heavy script-related workload could crash LSPDFR.
- Cleaned up and deleted old and unnecessary code.
- Optimized relevant code and merged some callout features into common libraries for standardization.
- Added random gang member waves to CriminalActivity to slightly increase the difficulty for the player to run away with criminal goods.
- Callouts are now terminated by holding down the DEL key/X button for a few seconds (a progresss bar will show the status on screen). This was done to prevent accidental callout terminations for keyboard users and also as a quality of life improvement for controller users (who might have X keybinded to something else)
- Added idle animations for witnesses and also made them turn to face the player in a natural manner (previously they snapped to face the player before waving.)
- Improvements was made to EmergencyServices code. A few new animations was added as well.
- Some adjustments made to HeliCam, right-clicking on a target for police action should now be more fluent and the HUD text updated accordingly.


1.1.3.5 PUBLIC
- Disabled VehicleSpawns because of consistent plugin crashes for users.

 

1.1.3 PUBLIC
- Updated callout CriminalActivity so the suspect will attempt to take back the confiscated item from the player.
- Replaced WorldEvent spawnpoints with a set of new ones and fixed an issue which sometimes caused events to spawn at the center of the map X:0, Y:0, Z:0. This could also cause a LSPDFR crash for some users.
- Tuned WorldEvents loop to not send a new one immediately after the player interated with and completed the last one. The loop will now properly start over and trigger a new one after a cooldown.
- Added Amphibious variant to CriminalActivity.
- A helicopter now spawns at Downtown Police Station, two settings for this feature has also been added to the initialization file. VehicleSpawns to toggle the feature and PoliceHelicopter to set the model.
- Fixed callout CriminalActivity where, in combination with other plugins, some users got stuck on the prep stage with taking the Police Transport/Police Predator.
- Updated for Controller support, most (if not all) keys should now properly work on a controller as well.
- Added BodyInteraction, a new feature which allows players to interact with bodies in the game world. Hold E to drag the body, or hold Q to frisk them. In addition to this, a setting to toggle the feature has been added to the initialization file (BodyInteraction).
- Fixed animations for callout DrugDeal. The dealer and the buyer will now properly shake hands when the player arrives.
- Added a few more items for the investigative callouts.
- Update DynamicVehicleSearch, users must now press and hold the context key (E by default) to search a vehicle. A progress bar has been added as well.


Short Description

For Your Minimalistic Callout Needs

User Feedback

Recommended Comments

J T

Members

now this is a callout pack

ZPhDevs

Members Author

On 1/1/2023 at 9:25 PM, chadc78 said:

Every Callout that comes up I accept it and it clears as if it went code 4 or it was declined etc

If you attach a log from one of your sessions I will take a look and see what causes the issue for you.

chadc78

Members

4 hours ago, ZPhDevs said:

If you attach a log from one of your sessions I will take a look and see what causes the issue for you.

 

RagePluginHook.log

Thanks

 

ZPhDevs

Members Author

On 1/3/2023 at 2:28 PM, chadc78 said:

I can not find any issue with LoreCallouts. It seems, based on the log, that this is happening rather frequently for you with other callout packs as well. If you are running a lot of different callout packs I suggest you try to clean out your plugin folder and add them back one by one to see which one causes the issue. It could be caused by a lot of things, such as, in no particular order; System hardware, perhaps a CPU thing on your end, outdated plugins, incompatible plugins, sound files, et cetera et cetera.

 

Good luck! I hope you find and can resolve the issue 

SGT SANTIGO

Members

i have notice that when im looking for the wanted person that you have too search for i dont end up seeing them inside the yellow circle anyone having this issue too?

ZPhDevs

Members Author

(edited)

21 hours ago, deeznuttz420 said:

i have notice that when im looking for the wanted person that you have too search for i dont end up seeing them inside the yellow circle anyone having this issue too?

The wanted person might wander outside of the circle and the circle will not follow them. I should update the script to let users know that if too much time is spent looking, chances are the wanted person have left the area. This is a design oversight from my part, apologies! I will implement something for upcoming builds. Thank you for pointing this out to me.

Edited by ZPhDevs

julien.s

Members

hey ! je viens de télécharger la nouvelle version du callout, j'ai trouvé le fichier "ZPhDevs.Common.dll" est il obligatoire ? faut-il le mettre dans la racine du jeu ? merci 

Zufcenak

Members

Hi, I just want to say I am having the same problem - when there is Lore Callout starting, it will say "problem with your .ini file, revert any changes" and it will terminate the callout. Not sure what the problem is, as I definitely haven't made any changes in the config file.

ZPhDevs

Members Author

1 hour ago, Zufcenak said:

Hi, I just want to say I am having the same problem - when there is Lore Callout starting, it will say "problem with your .ini file, revert any changes" and it will terminate the callout. Not sure what the problem is, as I definitely haven't made any changes in the config file.

This should not be caused by Lore Callouts, because the script can currently only detect if the .ini file is missing or not. If it is missing, it will rebuild it automatically with default values. Can I see the log from that session please?

tritratratsche

Members

(edited)

I fell in love with this callout pack! You can tell that a lot of love was put into the detail.

Please continue to work so carefully on this plugin!  Very much like more of it!

 

What I also particularly like is the clean and detailed documentation work 🙂

Edited by tritratratsche

ZPhDevs

Members Author

6 hours ago, tritratratsche said:

I fell in love with this callout pack! You can tell that a lot of love was put into the detail.

Please continue to work so carefully on this plugin!  Very much like more of it!

 

What I also particularly like is the clean and detailed documentation work 🙂

Thank you for the kind words! It makes all the effort worth it 🙂

Gelse16

Members

great callout pack. thx for putting so much time in efforts and updates!

Luartes

Members

The police convoy and suspicious vehicle call show an error that is not executed in its entirety. It even starts, but soon after it is finished.

 

RagePluginHook.log

ZPhDevs

Members Author

18 hours ago, Luartes said:

The police convoy and suspicious vehicle call show an error that is not executed in its entirety. It even starts, but soon after it is finished.

 

RagePluginHook.log 323.86 kB · 0 downloads

You seem to be getting an awful lot of errors from Callout Interface, related to date and time. Both of my callouts seem to be aborting when GetClockMinutes is called.

I will have to look into this further. Can you try running only Lore Callouts and trigger these callouts again through the console to see if you get the same result?

Luartes

Members

(edited)

19 hours ago, ZPhDevs said:

You seem to be getting an awful lot of errors from Callout Interface, related to date and time. Both of my callouts seem to be aborting when GetClockMinutes is called.

I will have to look into this further. Can you try running only Lore Callouts and trigger these callouts again through the console to see if you get the same result?

I tried to do that, but your calls don't show up in the console list of the rage plugin. I use the StartCallout command, but there is no mention of Police Convoy and Suspicious Vehicle in the call list.

 

Is there another command for me to find your mod's call list in the console?

 

Edited by Luartes

pahuljko

Members

this new update of lorecallouts keep crashing? any idea

ZPhDevs

Members Author

3 hours ago, pahuljko said:

this new update of lorecallouts keep crashing? any idea

I am going to need to see your log file to determine what causes the crash for you.

I suggest you delete all Lore Callouts files from these locations

- lspdfr/audio/scanner/LoreCalloutsAudio

- plugins/lspdfr

 

If you used any previous version, remove ZPhDevs.Common.dll

If you used Lore Interaction, remove that plugin as well. It has been discontinued and merged into Lore Callouts so there will be conflicts if using both at the same time.

 

Then install the new version of Lore Callouts.

pahuljko

Members

3 hours ago, ZPhDevs said:

I am going to need to see your log file to determine what causes the crash for you.

I suggest you delete all Lore Callouts files from these locations

- lspdfr/audio/scanner/LoreCalloutsAudio

- plugins/lspdfr

 

If you used any previous version, remove ZPhDevs.Common.dll

If you used Lore Interaction, remove that plugin as well. It has been discontinued and merged into Lore Callouts so there will be conflicts if using both at the same time.

 

Then install the new version of Lore Callouts.

zxanks i just drag and drop new over old... and use zphdevs ... i will try that your suggestion

retrocidalTV

Members

it is working but i have no clue what to do there just isnt any info all you get is soime random tip and i have no idea they have warrant but where are they ?

its not like i can just find there address i am so lost 

ZPhDevs

Members Author

47 minutes ago, retrocidalTV said:

it is working but i have no clue what to do there just isnt any info all you get is soime random tip and i have no idea they have warrant but where are they ?

its not like i can just find there address i am so lost 

It is recommended you use the police records to search for the name of the suspect (to get a mugshot) or the police helicopter camera scan function to scan peds in that area mentioned in the text. It is intentionally vague to let users get creative in ways to find said person. When you get within a 100 or so meters of the location the plugin will tell you so by showing a subtitle text encouraging you to look in that specific area as well. Best of luck! 🙂

DooVan

Members

the helicopter camera functions does not work very intuitively and scanning are complicated. when the helicopter is moving the camera lag a lot. The idea is good but surely need more update 

LBGaming

Members

hey, i'd like to know what can i do when i get informant's message?

ZPhDevs

Members Author

9 hours ago, DooVan said:

the helicopter camera functions does not work very intuitively and scanning are complicated. when the helicopter is moving the camera lag a lot. The idea is good but surely need more update 

The camera overlay itself is basically a scaleform movie which could affect performance. I am going to have to toy around a little bit more to see if it can be improved upon.

Since you are having these issues and I'm unable to replicate them myself on my system, would you be okay with testing a beta build in the future? Thanks for your report, I really appreciate it.

Pitypangharcos

Members

(edited)

Hey, I really like your Callout pack. Keep up the good work 🙂

Edited by Pitypangharcos

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