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Everything posted by SuperPyroManiac
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I am currently working on a new callout pack! SuperCallouts is great and all but everyone constantly is requesting more SWAT related callouts. So here you go! Special Response Callouts This will be a SWAT callout pack. I plan to remaster all of the old swat callouts from SuperPlugins as well as add many new ones. They will tie into each other with a couple notable groups such as: San Andreas Crime Family (Mafia) Gangs Of Los Santos (Grove Street Gang) LostMC (Those mean biker dudes from Trevor's campaign) Gangs Of Blaine County (Trailer Park Dudes) Plus some more! Currently I have a very early access beta with only 1 callout to test the waters. You can find it in my discord. I plan for all of the callouts to have at LEAST 3 different scenarios so things don't get old. They also have a low chance of spawning so you will get more random callouts from other packs for MVA's or whatever you have installed, but every now and then the FIB, IAA, NOOSE, or some agency may pop up asking for assistance! I have learned a lot since I first released SuperCallouts. This will be my most detailed and fun plugin yet! The current and only callout that is public right now is a remastered Mafia callout from SuperCallouts. Totally revamped and made much more extreme. It is a crime family after all, they're not the most friendly to cops. Once I have a beta version I am more comfortable with, I will be giving @OfficerBenzo to try, he is a great YouTuber that I would seriously recommend checking out. Anyways, I'll leave you with this one screenshot. (Ignore the "Choose a subject to speak with." text, that is already changed.) PS: Once this is released I plan to remove the old Swat callouts from SuperCallouts. Just thought I'd mention that since this will have a total overhaul of them.
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I am currently working on re-making the plugin. I've come to notice I play without it because I find it annoying. I realize that's now how it should be so with the new version it will be much more ambient, and feel like part of the world. There will be at least 3 scenarios for every event. Multiple dialogue outcomes. Really just a better experience all around.
- 207 comments
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- 945 comments
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- 945 comments
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- 945 comments
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- 945 comments
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- 945 comments
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- 945 comments
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- 945 comments
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- 945 comments
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Update 2.0 Minor update! UPDATE PUBLISHED, MAY TAKE UP TO A DAY TO BE APPROVED BY STAFF Make sure to remove SuperCallouts2.dll, SuperCallouts2.pdb, and SuperCallouts.ini before installing this update!!! Included .pdb file to have error logs more detailed. Added new callout "Toilet Paper Bandit." It's a person who stole a truck load of medical supplies. Fixed major bug in the Hit and Run callout causing LSPDFR to crash entirely. Fixed UI not being enabled in some callouts due to conditions never being met. Fixed some bugs that caused callouts to 'Code-4' as soon as they were accepted. Lots of small bugs fixed that are not important to list here. This is a minor update that fixes multiple bugs from the last version. It's important to update to this version! I made a new discord server where you can report bugs, or just talk! I'll help with all LSPDFR crashes, not just ones related to this plugin! Feel free to join here: https://discord.gg/ZtJE23A Known issues: SWAT callouts may spawn very far from you. (Had to disable distance checking to fix the instant CODE-4 bug) Hope you all enjoy! INSTALATION REPLACE: SuperCallouts.dll SuperCallouts.ini ADD: RageNativeUI.dll (GTA MAIN FOLDER) New callout:
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- 945 comments
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- 945 comments
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This was caused by the MoreRobberies callout pack. Seems outdated I'd remove it. The latest version has it so callouts do not automatically end unless there is an error. I double checked this one and it is still true. Either way with this callout the current version was missing the part where I make them not despawn. It will be fixed in the next update within the next few days. I fixed the blip issue for the next version, but the peds are persistent and the callout does not automatically end in the current version. So if you are on the latest version they shouldn't despawn.
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This was an oversight I made, I have made the suspect and cop both persistent until the call is ended for the next update. This means as long as you do not end the callout until you are done, they will not despawn. I will have an update published within a week adding a couple new calls and some bugfixes including this.
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- 207 comments
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- 945 comments
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- 207 comments
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- 945 comments
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