I have been learning to develop specifically so that I could make mundane callouts. I listened to the police scanner for my local town while playing and it gave me a lot of ideas for what are "routine" calls.
(By the way, HUGE thanks to TitanSloth, AlexGuirre, Albo, Stealth, and all the other developers that have been patiently answering my questions as I learn to program. I can't wait to release this callout pack. TitanSloth and Stealth specifically gave me samples of their callouts to use so that I could learn how they work. Titansloth actually took the time to write my first callout for me based on my criteria, which also gave me a huge boost into seeing how everything works.)
For all of these callouts, the dispatcher will typically call out a description and/or identity of the subjects and vehicles if they are known.
There are only a handful of actual callouts in the pack, however there will appear to be dozens as the dispatch message changes based on the context of the call. This is very similar to what other modders have done (such as the arrest warrant callout) but with more mundane crimes.
The format goes something like this:
Callout 1 (Single stationary victim, single suspect)
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Callout 4 (Single car crash VS Ped/Animal/Object)
Callout 5 (Two or more cars involved in an accident)
Callout 6 (A suspicious vehicle called in by a caller)
Based on those 5 callouts, I can attach probably 50 different scenarios to each one, and change the dispatch message accordingly depending on which one is assigned, giving the game the illusion of having hundreds of callouts.
Examples:
Callout 1 (Single stationary victim, single suspect)
Domestic
Assault (physical)
Assault with a deadly weapon
Restraining order violation
Theft from a person
Vandalism
Making threats
Burgarly
Attempted car jacking
Attempted robbery
Solicitation
Tried to sell illegal drugs
etc.
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Basically a group version of any of the above
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Alarm company reports motion in (random room/sensor)
Caller reports a stranger in their neighbors house/business
Casing buildings
Casing vehicles
Acting emotionally distraught
Making loud noise
Screaming at passerbys
Asking passerbys for change
Following passerbys
etc.
Callout 4 (Single car crash VS Ped/Animal/Object)
Car vs Pedestrian
Car vs Deer (if in country)
Car slid off road
Car hit pole
Car hit median
Car overturned
etc
Callout 5 (Two or more cars involved in an accident)
2 car
3 car
4+ car pileup
etc.
Callout 6 (A suspicious vehicle called in by a caller)
Vehicle idling by side of road
Vehicle idling in parking lot
Vehicle circling the block
Vehicle parked with someone standing/talking to the driver
Other cool features:
EXTREMELY LOW CHANCE OF VIOLENCE. You shouldn't be arresting and shooting 8 people per shift. There is about a 1 in 30 chance the suspect will have a weapon and an even lower chance that they'll use it on you. The caller may or may not warn you the suspect is armed.
NO BLIPS OR SEARCH RADIUS OTHER THAN THE PERSON WHO CALLED THE POLICE except to tell you the location of the call. You are given a description (sometimes just gender, other times to include clothing, and sometimes full name and DOB) and you have to diligently search the area. The game will confirm you found the right person when you are within conversation range. Same for vehicles, you are given the description of the vehicle and have to find it. You don't even get a search radius.
For every situation there is a chance the suspect will stay at the location he was reported in, a chance he will casually walk away, or run away, on foot or in a vehicle. If you or another cop spots him, he may either walk casually hoping you don't notice, or just put his hands up and stop. He may also run away or start attacking you. His demeanor could change at any point.
Other cops will have a chance to intercept the suspects before you do if you take too long to find him (due to not having a blip). Every (random number) of seconds, another unit has a chance to intercept the (invisible to you) suspect on foot or in his vehicle. If found, the cop will attempt to stop him. If he is on foot the cop will just talk to him, and if he is in a vehicle the cop will perform a traffic stop and wait for your arrival. Once another cop intercepts your suspect, you are then given a blip to go and complete the callout. There is a chance the suspect could flee from the officer that stopped him as well before you get there, and you wind up joining the pursuit.
Additionally I want to make a separate plugin (so that it can be used with all callouts, not just this one) that compiles a madlib statement/story/accusation. It will literally just be a giant madlib that pulls in nouns, verbs and adjectives from different lists and compiles a computer generated story.
You can use the content of this story to make your decision, or you can choose to take action against the caller if their story keeps changing (there's a chance it will). There's also a chance that different witnesses and suspects could have slightly different stories. This plugin will take some time to develop, but I want to do it as a separate plugin so that it can be used with any callout, not just mine.
I will post videos demonstrating some of the mechanics as soon as the callouts are stable enough to do so.
Would love to hear feedback now and once you see them as far as what you want to see, and ways to accomplish things I may not have thought of.