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In Development - "Shots Fired!"

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"Shots Fired" Callout 

- Respond to a call of shots fired, whether the shooter is still active or inactive will vary on your response time, the actions of the shooter, or the amount of victims present at the location 

Features

> "Shots Fired" will only trigger at locations that are a certain distance from the player, no more calls that are right around the block. 

> Shooter(s) proximity detection! If you do not cut your siren a certain distance from the shooter, he will hear your approach and may flee, take cover, or wait for your arrival. 

> Not just your average run and gun call. The shooter may take a hostage, or threaten to shoot himself which will require you to talk to the shooter down using an interaction menu built with a casual in game UI. 

*please note that the UI will not interfere with your ability to lay down fire if need be* 

> Advanced backup system! 

Don't you even think about calling additional units to the scene. They are already on their way. 

There will be a configuration for the amount of units that will respond with you to the call however the distance at which they are from the location will always be a determined variable randomly selected which can be broken down into 3 categories. 

Close - Depending on where you are, they may get there before you. Usually, they are only about a 45 second lights and sirens drive from the location 

Proximity - These units will not beat you to the call unless you drive like a grandma, but remember, lives are at stake. These units will most likely arrive on scene about 15-30 seconds after you do, where they will join your 'team' and follow you to take down the shooter. 

Far - These units will most likely not arrive until after the shooter has been taken down, fled the scene, in hiding, or is threatening to kill himself or another person. These units will either block off the nearest roads if your team has you and 3 other officers or run to the shots fired whether where ever they may be coming from. 

The backup configuration will work like so: 

Set (X) amount of units on the city shift (number ranging from 3-14) 
* 1480836234_emsstage2.thumb.png.142fd5abfdd2b1b58f3e131bb7d22091.pngnumber is 10 
Set (X) amount of units on the county shift (number ranging from 3-14) 
* recommended number is 10 

**DO NOT** call for units via the LSPDFR backup menu. This will cause the plugin to crash. I am working on a way to disable it while the plugin is active. 

> Fire / EMS standby. After the shooter is taken care of, fire and ems will be on standby. You will need to press a key to ensure that the scene is safe and then emergency units will begin to spawn. 

The amount of EMS / Firetrucks that will respond will depend on the amount of registered injured victims and the location 

> Location list will be released in the next update 

This is just a brief description of the callout. More features and more details will be revealed soon following the release of 0.4. Thank you for reading and I hope to see you on the download page in the times to come! 

Here are some images!
 

ems stage 1.png

Edited by Officer777

  • 3 weeks later...

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