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My idea(s) for pursuits/general additions in 1.0d, etc.

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I have the suspect in my vehicle and I want to frisk him, I must take him out of my car, uncuff him, and then frisk him and re-cuff him. In my opinion it can be simplified.

 

This also happens with requesting a pickup unit for the ped, He's still considered fleeing the police in a foot pursuit even if he's handcuffed and on the sidewalk, until he gets into the police car then the pursuit is stopped, and because of GTA's naturally stupid AI it causes more car cleanup for me as well when the police leave their cruisers behind (This only happens sometimes).

 

The debug menu should also be re-added for forcing ambient events  or callouts. I believe it was Alt+F12 or control F12, something along those lines, I found it useful to be honest  :thumbsup:

 

EDIT: I'll continue to add to this/my latest reply with my ideas.

Edited by Sonny236

You can force callouts by pressing ~ then typing startcallout calloutname (an invalid name will cause a random callout to start).

what are all the callout names? if you want a suspect evading police call do i just put " startcallout suspect evading police"?

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I'm guessing they are specified in the script, so I don't know what they all are actually called. For example, LukeD's "Road Traffic Collision" would be "startcallout RTC" because that's what he named the callout in the script I guess.

"Work and ideas get stolen, then you keep moving on doing your thing."

It's specified in the script. The main point of starting _specific_ callouts is for developers testing plugins; if you just want a callout, StartCallout should start a random one,

 if you just want a callout, StartCallout should start a random one,

actually no because if you just put in StartCallout it will say: no callout name given so you must enter at least 1 (random) letter

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Topic status: Derailed  :rolleyes: 

 

I still believe you should be able to frisk/ID already arrested peds, considering dealing with multipule peds is hard during a pursuit. I've had one guy running while I was arresting another, and I had to quickly do something with the first one, so I detained him and he ran to my car. Come back and there's cops ramming MY car telling him to get out, because he wasn't cuffed. This should really be fixed. 

 

As well as being able to get prisoner transport for MULTIPLE suspects. I can already do that but it will send two cars, when police cars can hold up to two suspects (I usually use pstockade, i think that's two as well) and i just think it would save space.

 

​Oh I could sit here all day and come up with idea's for pursuits, transport and just...well general ideas. I think I'll add to this reply every time I think of something.

 

P.S: StartCallout doesn't work. Unless your using wouterscallouts or callouts+,which I'm waiting for updates on because most of the features are broken. The wasteland seems pretty nice right now, and I don't really need the command atm but a debug menu would still be nice.

Edited by Sonny236

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