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3 Screenshots

Definitive Callouts

Welcome to Definitive Callouts! This pack includes some of the most memorable Callouts LSPDFR will ever see!

 

Current and upcoming callouts will include both authentic and cinematic events. From minor traffic incidents up to exploding skyscrapers.

 

Are you tired of Callouts that just cease to exist once they are completed? Many Callouts in this pack feel alive. Shot a suspect during a call? Stick around and you might see the body being picked up after you already left the scene. Drive around the same area and you might spot a police car securing the area later on. The calls will live on in the world. Every action has consequences and the world will reflect this. It will evolve without your input.

 

 

Discord:

https://discord.gg/AjGyy4cN6G

Keybinds

Every key used by this pack can be changed in the DefinitiveCallouts.ini settings.

By default the following keys are used:

 

EndCalloutKey=End

DialogKey=Y

InteractionKey=X 

 

Installation:

NOTICE:  RageNativeUI is necessary for the pack to run correctly. Everything you need is included in this download. Follow the installation guide and you should not get any errors/crashes whatsoever.

 

Copy the plugins folder into your main Grand Theft Auto directory (ex: .../steamapps/common/Grand Theft Auto V/)

If installed correctly it should look like this: Grand Theft Auto V/plugins/LSPDFR/DefinitiveCallouts.dll

Copy the RAGENativeUI.dll and RAGENativeUI.xml into the main Grand Theft Auto V folder (ex: .../steamapps/common/Grand Theft Auto V/)

That's it 🙂 Have fun playing!

 

 

Menu:

It is heavily suggested that you also install Police Menu. This will further inhance your experience with this pack!

 

Current Callouts:

Broken Vehicle: Drive to the area to find a civilian with a broken down Vehicle

Domestic Disturbance: A neighbor called the cops after a loud argument. Drive to the location and find out if everything is alright.

Barricaded Terrorists: Terrorist have taken hostages inside the FIB tower. Meet with the commanding officer to find a strategy to handle the situation.

Neighbor Dispute: Two neighbors are having a lot argument. Drive to the location and help figure things out.

Assist at Public Event: Meet up with the Head of Security and find out how you can help them.

Edited by RicyVasco

What's New in Version 1.1.1

Released

Update Installation 1.1.1:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

Bugfixes:

  • Fixed bug in Barricaded Suspects Callout tthat softlocked the game if you are playing with Damage-altering mods

  • Fixed crash during the Domestic Disturbance Callout

  • Fully removed any traces of the Debug Flage attached to the players hand

 

Previous Changelog:

Spoiler

Update Installation 1.1.0:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

Bugfixes:

  • Fixed bug in Barricaded Suspects Callout that softlocked the game when the Backup Officer dies before killing the Hostagetaker

  • Fixed debug leftover that attached a CS gas prop to the player

Update Installation 1.0.9:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

Misc:

  • Added newest version of RageNativeUI

  • Fixed version of the file not corresponding to the version shown ingame

Update Installation 1.0.8:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

New Callout - Assist at Public Event:

  • Dispatch has sent you to assist at a Public Movie Event. Meet up with the Head of Security and assist them.

 

Bugfixes:

  • Fixed Ped Mouth moving after finishing the dialogue with no choices

  • Added additional crashfixing to DomesticDisturbance Callout

Update Installation 1.0.7:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

Overall Changes:

  • Changed the Dialogsystem to a more RPG-Style one:

  • -> The characters will no longer use ingame voices since they became very repetitive and didn't fit their situations. It is now replaced by convincing animations.

  • -> The dialog will now be focused on either the player or the other person, depending on who is speaking right now.

  • -> The player can (if available) asks questions to find out more about the story told in the callout.

  • Minor bugfixes and removing of unneccesary code leftovers

 

Barricaded Terrorists:

  • Added bomb-defused scenario

  • Changed Bomb Timer to 80 seconds and Defuse Timer to 5 seconds:

  • -> The bomb was always supposed to explode in the old version. Since I added a new scenario where the bomb can be defused now, I increased the Bomb Timer. It is still a challenge to fight off the armored suspects in that time (as is intended), but it is now actually possibe to defuse the bomb.

  • Fixed bug that would not delete objects inside the building when the callout was completed.

 

Misc:

  • Added groundwork for another Callout -> Assist at Public Event:

  • -> This Callout is just for internal testing. It will not appear during normal gameplay yet, forcing the Callout will display a Code 4 message.

 

Update Installation 1.0.6:

IMPORTANT:  If you are updating from a previous version, replace DefinitiveCallouts.dll.

 

Callouts:

  • Removed Legacy Callouts. When porting these older callouts to my new project some bugs appeared due to the new structure. Since those callouts could crash alot and don't meet my current standard for this pack I decided to remove them until I can rebuild them from the ground up.

  • Created groundwork for two upcoming Callouts: Welfare Check and Moneytruck Robbery

 

Interactive Menu:

  • Since many players didn't even know this was a thing I decided to release the menu as a standalone version. The menu is no longer required, but heavily suggested to enhance your gameplay. You can find the new menu here. 

  • If you installed the vehicle_spawn.gfx and vehicle_spawn.ytd files earlier, these can now either be deleted or left alone since neither plugins search for that specific name anymore.

 


Short Description

Interactive, cinematic Callout pack

User Feedback

Recommended Comments

chadc78

Members

OK, after having to do a complete rebuild of my game this callout pack is still very interesting to me, so how is it any feedback from those of you who have installed it?

RicyVasco

Members Author

11 hours ago, chadc78 said:

OK, after having to do a complete rebuild of my game this callout pack is still very interesting to me, so how is it any feedback from those of you who have installed it?

Sorry for the inconvience the autoinstaller caused. I hope in the future the manual install fixes those issues!

 

Apart from the Legacy Callouts (which tend to crash when doing unexpected things) everything should work really well so feel free to try it out

Kingisaac

Members

(edited)

On 8/26/2022 at 10:38 PM, RicyVasco said:

Let me know what you think 🙂

Hey man,

 

just had the time to really try it out! I have to say you did a amazing job, very unique callout pack and love the menu plus the new parking ticket option! This pack made LSPDFR a little more realistic.

 

Are you planning to make the Neighbor Dispute callout that there are more locations like Paleto Bay and Los Santos?

 

I can't wait to see what more callouts are coming! Once again, you did a great job . Keep up the good work!

 

 

Edited by Denzel de Koning

RicyVasco

Members Author

8 minutes ago, Denzel de Koning said:

Hey man,

 

just had the time to really try it out! I have to say you did a amazing job, very unique callout pack and love the menu plus the new parking ticket option! This pack made LSPDFR a little more realistic.

 

Are you planning to make the Neighbor Dispute callout that there are more locations like Paleto Bay and Los Santos?

 

I can't wait to see what more callouts are coming! Once again, you did a great job . Keep up the good work!

 

 

Thanks for the feedback 🙂

 

Yeah I'll eventually bring the Neighbor Dispute call around every major place in the next update or two 🙂

Zack300

Members

Great callouts and amazing menu, Is it possible however to cancel the clipboard animation for writing a ticket? I like the animation but It would be cool to cancel it via the menu or something instead of having to actually write the ticket 

RicyVasco

Members Author

3 minutes ago, Zack300 said:

Great callouts and amazing menu, Is it possible however to cancel the clipboard animation for writing a ticket? I like the animation but It would be cool to cancel it via the menu or something instead of having to actually write the ticket 

I'm afraid I dont' fully understand what you mean.

 

Do you want to cancel it early in case you accidently pressed the button (without having to find a vehicle and pulling up the clipboard first)?

Zack300

Members

20 minutes ago, RicyVasco said:

I'm afraid I dont' fully understand what you mean.

 

Do you want to cancel it early in case you accidently pressed the button (without having to find a vehicle and pulling up the clipboard first)?

Yeah

RicyVasco

Members Author

Just now, Zack300 said:

Yeah

For now you can only cancel it when you pull up the clipboard. Pressing "X" to cancel, or the Checkmark to apply the ticket.

 

I'll make it cancelable earlier in the next update 😛

Cipher04

Members

(edited)

Hello, when trying to accept any of the callouts dispatch would just automatically show a code 4 ending the callout. Is there something Im doing wrong?

Edited by Cipher04

RicyVasco

Members Author

(edited)

2 hours ago, Cipher04 said:

Hello, when trying to accept any of the callouts dispatch would just automatically show a code 4 ending the callout. Is there something Im doing wrong?

Would need your Ragelog for a proper answer, but it sounds like you are too close to thr callout location. Callouts automatically Code4 if you are too close to avoid you seeing stuff spawn in

 

Edit: After checking your logfiles. You are missing the Menu (OpenIV files). Everything will work properly once you install those

Edited by RicyVasco

Gelse16

Members

so these are partially taken from "regular callouts". if i use regular callouts there are no issues. if i remove it and install definitive callouts it will crash lspdfr as soon as i arrive to the scene. in the crashfile regular callouts are adressed even if there are no files from this pack in my gta folder but only definitive callouts. f.e. the same scamming crime i handled many times at the same location in regular callouts are crashing in definitive callouts. so for me i could only use regular callouts without crashing lspdfr.

RicyVasco

Members Author

1 hour ago, Gelse16 said:

so these are partially taken from "regular callouts". if i use regular callouts there are no issues. if i remove it and install definitive callouts it will crash lspdfr as soon as i arrive to the scene. in the crashfile regular callouts are adressed even if there are no files from this pack in my gta folder but only definitive callouts. f.e. the same scamming crime i handled many times at the same location in regular callouts are crashing in definitive callouts. so for me i could only use regular callouts without crashing lspdfr.

Yes, all "Legacy Callouts" as per the description above are from either Regular or Noble Callouts. Since Definitive Callout is using a new system on top of just being a Callout pack these Legacy Callout are not optimized like the rest but still should work just as before as I didn't really change any of the code within those.

 

If it crashes I'd need your Ragelog to figure out the cause of it.

Gelse16

Members

i'll keep regular callouts because it's working without any issues for me.

 

i've attached the relevant log of the crash that happens every time f.e. at the scammer event.

Scammer Log.txt

Nelson7000

Members

 

Here are my ideas of callouts for the next update:

- Attacked Police Station

- Stolen Tank

- Big Terrorist Attack (with at least 10/15 terrorists)

Thanks a lot and keep it up!

pb5572

Members

getting this message when trying to download the interactive menu. This file is undergoing manual approval and is not available yet. Please check back shortly.

RicyVasco

Members Author

1 minute ago, pb5572 said:

getting this message when trying to download the interactive menu. This file is undergoing manual approval and is not available yet. Please check back shortly.

Yeah Mods still need to approve the file upload. It could take a few hours until it's approved

SG44

Insiders

I responded to the domestic disturbance call when LSPDFR crashed after I rang the doorbell. The rage log mentions an invalid ped the callout was trying to spawn. The crash was during the loading screen too so I had to force quit the game since it was stuck loading.

This call doesn't always cause crashes, last night I took this callout and it was a great experience, good work overall!

RagePluginHook.log

  • Community Team

Hi,

 

to the barricated suspects callout:

after the bomb explodes, is there even a way out of the building? i have never ever found a way out?

polar726

Members

it worked on the first few calls and now everytime i respond to one it just says code 4, no officers needed. any idea why? i do have another callout mod installed but they seem to coexist well.

RicyVasco

Members Author

On 1/15/2023 at 5:51 AM, polar726 said:

it worked on the first few calls and now everytime i respond to one it just says code 4, no officers needed. any idea why? i do have another callout mod installed but they seem to coexist well.

You're probably too close to the spawn location when the call happens

Gelse16

Members

new version still crashing after first callout

 

Spoiler

[2/16/2023 10:42:43 PM.632] LSPD First Response: GrammarPolice: [RecognizeCompletedHandler] received RecognizeCompleted event
[2/16/2023 10:42:43 PM.647] LSPD First Response: GrammarPolice: [GrammarHandler] stopping the animation handler
[2/16/2023 10:42:43 PM.647] LSPD First Response: GrammarPolice: [AnimationHandler] stopping the animation...
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [Events] firing listen change event, isListening = False
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [GrammarHandler] elapsed listening time: 3.229653
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [GrammarHandler] processing action code4 from the ActionQueue
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [Events] firing action event, action = code4
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [DispatchHandler] received action: code4, invoking ActionHandler
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [DispatchHandler] adding to dispatcher queue
[2/16/2023 10:42:45 PM.118] LSPD First Response: GrammarPolice: [ActionHandler] invoking action: code4
[2/16/2023 10:42:45 PM.147] LSPD First Response: GrammarPolice: [Action] calling action: code4 at target: GrammarPolice.Actions.Status.Code4
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [PlayerHandler] setting player status to Available
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [PlayerHandler] firing status change event with status = ~g~Available
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [Events] firing status change event, status = ~g~Available
[2/16/2023 10:42:45 PM.175] LSPD First Response: GrammarPolice: [BackupHandler] Releasing 0 vehicles and 0 cops from backup
[2/16/2023 10:42:45 PM.175] LSPD First Response: GrammarPolice: [UltimateBackup] calling UltimateBackup: dismissAllBackupUnits
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] detected action: code4
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] since we heard from the player, we're resetting the officer check ins
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] detected player status: ~g~Available
[2/16/2023 10:43:11 PM.361] LSPD First Response: [TRACE] Kara Denvers (MP_F_FREEMODE_01) was damaged.
[2/16/2023 10:43:11 PM.422] LSPD First Response: [TRACE] Aaron Jack (A_M_Y_GENSTREET_01) was damaged.
[2/16/2023 10:43:11 PM.422] LSPD First Response: [TRACE] Alex Marton (A_M_Y_STBLA_02) was damaged.
[2/16/2023 10:43:11 PM.423] LSPD First Response: [TRACE] Hit and run was invalid
[2/16/2023 10:43:14 PM.946] LSPD First Response: 
[2/16/2023 10:43:14 PM.946] LSPD First Response: ==============================
[2/16/2023 10:43:14 PM.946] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[2/16/2023 10:43:14 PM.946] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Ped is invalid.
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Inner exceptions:
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Stack trace:
[2/16/2023 10:43:14 PM.946] LSPD First Response: at Rage.Entity.Face(ISpatial spatialObject)
[2/16/2023 10:43:14 PM.946] at DefinitiveCallouts.Callouts.DomesticDisturbance.DeadBodyEndingAttackerDead()
[2/16/2023 10:43:14 PM.946] at DefinitiveCallouts.Callouts.DomesticDisturbance.<>c__DisplayClass36_0.<CalloutLos>b__4()
[2/16/2023 10:43:14 PM.946] at Rage.GameFiber.Main()
[2/16/2023 10:43:14 PM.946] LSPD First Response: ==============================
[2/16/2023 10:43:14 PM.946] LSPD First Response: 
[2/16/2023 10:43:14 PM.948] LSPD First Response: [FATAL] Forced termination
[2/16/2023 10:43:14 PM.949] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager
[2/16/2023 10:43:19 PM.106] LSPD First Response: [INFO] LSPDFR has shut down
[2/16/2023 10:43:20 PM.638] LSPD First Response: UB All Police Partners are removed

 

RicyVasco

Members Author

(edited)

19 minutes ago, Gelse16 said:

new version still crashing after first callout

 

  Reveal hidden contents

[2/16/2023 10:42:43 PM.632] LSPD First Response: GrammarPolice: [RecognizeCompletedHandler] received RecognizeCompleted event
[2/16/2023 10:42:43 PM.647] LSPD First Response: GrammarPolice: [GrammarHandler] stopping the animation handler
[2/16/2023 10:42:43 PM.647] LSPD First Response: GrammarPolice: [AnimationHandler] stopping the animation...
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [Events] firing listen change event, isListening = False
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [GrammarHandler] elapsed listening time: 3.229653
[2/16/2023 10:42:43 PM.648] LSPD First Response: GrammarPolice: [GrammarHandler] processing action code4 from the ActionQueue
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [Events] firing action event, action = code4
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [DispatchHandler] received action: code4, invoking ActionHandler
[2/16/2023 10:42:45 PM.092] LSPD First Response: GrammarPolice: [DispatchHandler] adding to dispatcher queue
[2/16/2023 10:42:45 PM.118] LSPD First Response: GrammarPolice: [ActionHandler] invoking action: code4
[2/16/2023 10:42:45 PM.147] LSPD First Response: GrammarPolice: [Action] calling action: code4 at target: GrammarPolice.Actions.Status.Code4
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [PlayerHandler] setting player status to Available
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [PlayerHandler] firing status change event with status = ~g~Available
[2/16/2023 10:42:45 PM.174] LSPD First Response: GrammarPolice: [Events] firing status change event, status = ~g~Available
[2/16/2023 10:42:45 PM.175] LSPD First Response: GrammarPolice: [BackupHandler] Releasing 0 vehicles and 0 cops from backup
[2/16/2023 10:42:45 PM.175] LSPD First Response: GrammarPolice: [UltimateBackup] calling UltimateBackup: dismissAllBackupUnits
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] detected action: code4
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] since we heard from the player, we're resetting the officer check ins
[2/16/2023 10:42:45 PM.559] LSPD First Response: GrammarPolice: [DispatchHandler] detected player status: ~g~Available
[2/16/2023 10:43:11 PM.361] LSPD First Response: [TRACE] Kara Denvers (MP_F_FREEMODE_01) was damaged.
[2/16/2023 10:43:11 PM.422] LSPD First Response: [TRACE] Aaron Jack (A_M_Y_GENSTREET_01) was damaged.
[2/16/2023 10:43:11 PM.422] LSPD First Response: [TRACE] Alex Marton (A_M_Y_STBLA_02) was damaged.
[2/16/2023 10:43:11 PM.423] LSPD First Response: [TRACE] Hit and run was invalid
[2/16/2023 10:43:14 PM.946] LSPD First Response: 
[2/16/2023 10:43:14 PM.946] LSPD First Response: ==============================
[2/16/2023 10:43:14 PM.946] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[2/16/2023 10:43:14 PM.946] LSPD First Response: Exception message: Operation is not valid because the specified  Rage.Ped is invalid.
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Inner exceptions:
[2/16/2023 10:43:14 PM.946] LSPD First Response: ------------------------------
[2/16/2023 10:43:14 PM.946] LSPD First Response: Stack trace:
[2/16/2023 10:43:14 PM.946] LSPD First Response: at Rage.Entity.Face(ISpatial spatialObject)
[2/16/2023 10:43:14 PM.946] at DefinitiveCallouts.Callouts.DomesticDisturbance.DeadBodyEndingAttackerDead()
[2/16/2023 10:43:14 PM.946] at DefinitiveCallouts.Callouts.DomesticDisturbance.<>c__DisplayClass36_0.<CalloutLos>b__4()
[2/16/2023 10:43:14 PM.946] at Rage.GameFiber.Main()
[2/16/2023 10:43:14 PM.946] LSPD First Response: ==============================
[2/16/2023 10:43:14 PM.946] LSPD First Response: 
[2/16/2023 10:43:14 PM.948] LSPD First Response: [FATAL] Forced termination
[2/16/2023 10:43:14 PM.949] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager
[2/16/2023 10:43:19 PM.106] LSPD First Response: [INFO] LSPDFR has shut down
[2/16/2023 10:43:20 PM.638] LSPD First Response: UB All Police Partners are removed

 

I believe it was caused by dismissing all UB Backup Units. Can you try the same callout but without using Ultimate Backup (preferably without UB inside the plugins folder)

Edited by RicyVasco

BlueLine Vibes

Members

(edited)

Hey @RicyVasco  for the Barricaded suspects, cleared all rooms but still getting the message from Swat member to make sure all rooms are clear.  I see the wooden door that I might need to interact with but I am unable to.  

I do have Stop The Ped installed and also Fast Draw installed. So unsure as to what the contents are in the vehicle down below.  Could those plugins be interfering?  Is there a device that I need from that car?  Searched the back of the police vehicle down below and get the message that I was successful with receiving items. However, due to Realistic Weapon system from STP and also my Fast Draw only allowing certain items, I am unsure if there was something else I am missing.

Edited by OfficerBenzo

RicyVasco

Members Author

(edited)

26 minutes ago, OfficerBenzo said:

Hey @RicyVasco  for the Barricaded suspects, cleared all rooms but still getting the message from Swat member to make sure all rooms are clear.  I see the wooden door that I might need to interact with but I am unable to.  

I do have Stop The Ped installed and also Fast Draw installed. So unsure as to what the contents are in the vehicle down below.  Could those plugins be interfering?  Is there a device that I need from that car?  Searched the back of the police vehicle down below and get the message that I was successful with receiving items. 

1. When you first enter the building only one side will be accessable, the other will be blocked by a shelf. Once you kill all suspects, head to the very last office/room on the right side, there will be a hostage situation. After you kill that suspect, the other side will unlock. I've attached a few pictures so you can see what I mean.

 

 

2. The truck you are able to interact with will give you Health, Armor, an AR and a shotgun. If you have StopThePed installed and the RealisticWeaponSystem enabled, it will override the weapons and take them away again. But the truck itself isn't needed for this Callout, it will just give you Armor and Weapons.

 

Attached Images:

Spoiler

1. ClearCorridor.jpg

2. HeadToTheLastOffice.jpg

3. DealWithHostage.jpg

4. OtherSideUnlocked.jpg

 

Edited by RicyVasco

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