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Specific Ped Characters

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Is there a way to make a callout spawn a Ped,

This is my Script:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Rage;
using LSPD_First_Response.Mod.API;
using LSPD_First_Response.Mod.Callouts;
using LSPD_First_Response.Engine.Scripting.Entities;
 
namespace Heated_Callouts.Callouts
{
    [CalloutInfo("EscapedPrisoner", CalloutProbability.Low)]
    public class EscapedPrisoner : Callout
    {
        private Ped Suspect;
        private Vector3 SpawnPoint;
        private Blip SuspectBlip;
        private LHandle Pursuit;
        private bool PursuitCreated = false;
        public override bool OnBeforeCalloutDisplayed()
        {
            SpawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(300f));
            Suspect = new Ped(SpawnPoint);
            Suspect.IsPersistent = true;
           
            Suspect.BlockPermanentEvents = true;
            this.ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 15f);
            this.AddMinimumDistanceCheck(5f, SpawnPoint);
            CalloutMessage = "Escaped Convict";
            CalloutPosition = SpawnPoint;
            Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_RESIST_ARREST IN_OR_ON_POSITION", SpawnPoint);
            return base.OnBeforeCalloutDisplayed();
        }
        public override bool OnCalloutAccepted()
        {
            SuspectBlip = Suspect.AttachBlip();
            return base.OnCalloutAccepted();
        }
        public override void Process()
        {
            base.Process();
            if (!PursuitCreated && Game.LocalPlayer.Character.DistanceTo(Suspect.Position) < 30f)
            {
                Pursuit = Functions.CreatePursuit();
                Functions.AddPedToPursuit(Pursuit, Suspect);
                Functions.SetPursuitIsActiveForPlayer(Pursuit, true);
                PursuitCreated = true;
            }
            if (PursuitCreated && !Functions.IsPursuitStillRunning(Pursuit))
            {
                End();
            }
        }
        public override void End()
        {
            base.End();
            if (Suspect.Exists()) { Suspect.Dismiss(); }
            if (SuspectBlip.Exists()) { SuspectBlip.Delete(); }
        }
    }
}
 
 
I would like this part
"Suspect = new Ped(SpawnPoint);"
to spawn a specific ped instead of a random ped.
 
Thanks for help!

Brazien

YouTuber

 

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