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Issues Creating a pursuit

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GameFiber.StartNew(delegate 
                    {
                        while (true)
                        {
                            GameFiber.Yield();
                            if (Game.LocalPlayer.Character.Position.DistanceTo(Police1) <= 3f)
                            {



                                Game.DisplaySubtitle("Murder weapon was a gun sitting next to the victim.", 5);
                                GameFiber.Sleep(50);
                                Game.LogTrivial("First Words.");
                                Game.DisplaySubtitle("We ran the weapon and it returned back. We think we may have the suspect.", 5);
                                Game.LogTrivial("Second Words.");
                                GameFiber.Sleep(50);

                                GetAwayVehicle = new Vehicle(VehicleModels[new Random().Next(VehicleModels.Length)], World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(DistanceSelector)), Game.LocalPlayer.Character.Heading - 180f);
                                Game.LogTrivial("Spawned car.");
                                Suspect = new Ped(PedModelsSuspect[new Random().Next(PedModelsSuspect.Length)], GetAwayVehicle.Position.Around(5f), 106.51f);
                                Game.LogTrivial("Spawned Ped.");
                                GetAwayVehicle.IsPersistent = true;
                                Suspect.IsPersistent = true;
                                Suspect.BlockPermanentEvents = true;

                                SuspectBlip = GetAwayVehicle.AttachBlip();
                                Suspect.BlockPermanentEvents = true;
                                GameFiber.Sleep(10);
                                Suspect.Tasks.EnterVehicle(GetAwayVehicle, -1, EnterVehicleFlags.WarpIn);
                                GameFiber.Sleep(20);

                                LSPD_First_Response.Mod.API.Functions.PlayScannerAudioUsingPosition("OFFICERS_REPORT SUSPECT_LAST_SEEN_01 IN_OR_ON_POSITION", this.deadBody.Position);


                                this.pursuit = LSPD_First_Response.Mod.API.Functions.CreatePursuit();
                                LSPD_First_Response.Mod.API.Functions.AddPedToPursuit(this.pursuit, Suspect);

                                break;
                            }
                        }

                    });

 Hey guys I am having an issue with this doesn't create a pursuit. It creates the suspect, and they drive away, but LSPDFR doesn't recognize this as a pursuit. I can't call for air support or anything. Any idea why this might be happening?

 

-Stacie

  • 2 weeks later...

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