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MAKING A SUSPECT HAVE NOTHING WRONG WITH THEM

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I'm making another vehicle crash callout, and I want the player to check the suspect out, and I want the suspect to have no warrants or anything bad on them, and when the player checks the vehicle plate, I don't want it to have any flags.

 

Suspect is called SuspectPed (For easier reference)

Suspect's vehicle is called SuspectVehicle

Persona SuspectPersona = Functions.GetPersonaForPed(Suspect);
Functions.SetPersonaForPed(Suspect, new Persona(Suspect, SuspectPersona.Gender, SuspectPersona.BirthDay, 0, SuspectPersona.Forename, SuspectPersona.Surname, ELicenseState.Valid, 0, false, false, false));

Just rename Suspect to SuspectPed

also you might need to set the stolen flag of the vehicle to false:

vehicle.IsStolen = false;
  • Author

Would anyone know how to make the player talk to the suspect after checking the vehicle licence plate? For example:

 

I want the player to talk to the suspect (I've already done) and then I want the player to walk behind the vehicle, run the plate and then go back to the suspect and talk. This is my talking to the suspect part.

 

            calloutState = ECalloutState.SpokeWithVictimPed;
            if (SuspectPed)
            {
                if (SuspectPed.IsAlive)
                {
                    if (Game.LocalPlayer.Character.Position.DistanceTo2D(SuspectPed) <= 2.5f)
                    {
                        SuspectPed.PlayAmbientSpeech("GENERIC_HI");

                        calloutState = ECalloutState.SpeakWithSuspect;
                    }
                }
            }
            calloutState = ECalloutState.SpeakWithSuspect;
            if (SuspectPed)
            {
                if (SuspectPed.IsAlive)
                {
                    if (Game.LocalPlayer.Character.Position.DistanceTo2D(SuspectPed) <= 2.5f)
                    {
                        if (Game.IsKeyDown(Keys.T))
                        {
                            if (dialog == EDialog.Dialog1)
                            {
                                if (dialog3WithSuspectPedIndex < dialog3WithSuspectPed.Count)
                                {
                                    Game.DisplaySubtitle(dialog3WithSuspectPed[dialog3WithSuspectPedIndex]);
                                    dialog3WithSuspectPedIndex++;
                                }
                            }
                        }
                    }
                }
            }
        }

 

 

So I've done that, but I don't know how to do something for a vehicle  to run it's plate and go back to the suspect and to them again

 

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