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kicdjo

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  2. Hey guys, I have another problem. I'm making a callout in which there are 2 possibilities of what can happen. One is when you ring the doorbell of the house, the suspect will open up, the second is that another person will open the door. I'm using this for these possibilities: int r_talk = new Random().Next(1, 2);If r_talk is 1, the suspect spawns, if it's 2 then non-suspect spawns. I have to define the variable at the beginning of the code so it stays the same during whole callout, because if not, a thing can happen where the suspect spawns and he acts like the non-suspect. My problem is, when the r_talk is chosen to be 1 or 2, it will stay the same during the whole game session, so if I repeat the callout, the outcome will be the same, e.g. the suspect will spawn every time. So, is there a way to randomize it over and over again every time the callout is accepted? Thanks in advance
  3. Hello everybody, I'm trying to make a callout plugin but I have a problem. It's the PlayScannerAudioUsingPosition function. This is the line: Functions.PlayScannerAudioUsingPosition("ATTENTION_ALL_UNITS WE_HAVE WARRANT_ISSUED FOR 1_SUSPECTS IN_OR_ON_POSITION", this.SpawnPoint1); The problem is, everything works perfectly except for the "WARRANT_ISSUED", it doesn't play. I extracted the sound file from the game files using OpenIV and put it into my folder in Police Scanner, named it WARRANT_ISSUED.wav but it doesn't work. Any help?
  4.    kicdjo reacted to a post in a topic: Spawn Locations
  5.    kicdjo reacted to a post in a topic: LSPDFR lags on what I think is a good PC
  6. SpawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(300f));-

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