Hello everyone,
This is my first official LSPDFR callout, adapted from a FiveM concept to bring the realism of ShotSpotter technology to single-player patrols. The ShotSpotter system uses acoustic sensors to detect and triangulate gunfire locations across the city, dispatching officers to investigate possible shootings.
When responding to a ShotSpotter alert, you will arrive in a defined search area where shots were detected. The outcome of each call is randomized for a more dynamic and unpredictable patrol experience.
Features
Each ShotSpotter activation can result in one of the following outcomes:
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Flee on Arrival – The suspect flees immediately upon your arrival.
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Engage on Arrival – The suspect begins firing as soon as you approach.
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Fired in the Air – The suspect is located and has discharged a firearm into the air.
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Shoot Player then Flee – The suspect engages briefly, then runs from the scene.
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False Alarm – No suspect is located, indicating a false detection or someone who fled prior to your arrival.
INI Configuration
An included .ini file allows full customization of callout behavior, including:
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Adjusting the probability of each possible outcome.
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Forcing specific outcomes for testing or preference.
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Modifying search radius, scene timing, and other response settings.
Edited by virxuis
Updated Desc.
What's New in Version 2.0
Released
Version 2.0 Updates
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Refined suspect AI and weapon-handling behavior.
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Reworked all scenarios
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Included LSPDFR dispatch sound (not sure why I didn't initially...)
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Enhanced callout flow and end conditions for cleaner transitions.
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Reworked blip logic for improved accuracy and responsiveness.
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Added
.inicustomization for outcome probability and scenario control. -
General stability improvements and performance adjustments.
Recommended Comments
Script Example
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