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How to configure the report callout pop up

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Hi, so in my callout I create a fight and then I create a pursuit to make a suspect trying to escape however during the callout there is multiple time this pop up and I don't know how to "configure" it or to avoid it. Is there a method already existing or how should i do ?

 

sipatchpoursuit.png

by Mytical.

2 hours ago, Mytical49 said:

Hi, so in my callout I create a fight and then I create a pursuit to make a suspect trying to escape however during the callout there is multiple time this pop up and I don't know how to "configure" it or to avoid it. Is there a method already existing or how should i do ?

 

sipatchpoursuit.png

I am kind of 'green' in respect to lspdfr code, but not in general code, so i can only give some generalized input.
Your issue is a debug situation!
You need to insert some markers that can tell you what circumstances inside your logic leads to public override void End()
where the logic of callout end takes place. But here i am confused by that 
> "multiple time  pop up"
I did not expect that the callout could continue after the End() state.
In the callouts i have studied the End() state is invoked if
* Player dies
* (all) AI dies
* Ai escapes -eg a timeout
* Ai is caught
Those are correct End() situations. Logical termination points, where Game should show that popup.
If you get multiple End() situations, then multiple of other types of events leads to End(), but how to get back to the callout after End() is invoked??
That is beyond me.

(Btw -could you answer this one:

You obviously have the answer since you have invoked your callout 😛

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Author
19 minutes ago, GTAbear said:

I am kind of 'green' in respect to lspdfr code, but not in general code, so i can only give some generalized input.
Your issue is a debug situation!
You need to insert some markers that can tell you what circumstances inside your logic leads to public override void End()
where the logic of callout end takes place. But here i am confused by that 
> "multiple time  pop up"
I did not expect that the callout could continue after the End() state.
In the callouts i have studied the End() state is invoked if
* Player dies
* (all) AI dies
* Ai escapes -eg a timeout
* Ai is caught
Those are correct End() situations. Logical termination points, where Game should show that popup.
If you get multiple End() situations, then multiple of other types of events leads to End(), but how to get back to the callout after End() is invoked??
That is beyond me.

(Btw -could you answer this one:

You obviously have the answer since you have invoked your callout 😛

 

Thansk ! I think i know why i do that, in fact i have multiple "if" who lead to End();  .  I have to clear it

 

by Mytical.

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