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JBCallout

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Everything posted by JBCallout

  1. New Version 1.0.0 coming today with a new Callout: Agressive Road Rage Driver
  2. Hello go into the JBCallout.ini and look for the Line "Current = de" and change "de" to "en" than it is english On the last lines there is also a descreption to create your own language 🙂
  3. Thank you❤️ Oh yes you say it, the different outcome is very cool but this is only the Start from the AI Reactions. One possibility: for example, in a fight, everyone might give up, run away, or a mixed group might participate. Or Perpetrators react to weapons and types of weapons, whether Tasers or pistols, etc. But yes a Dialogue System would be cool. I will check the possibilities😊 And please let me know if the Bug is solved with the double cashier. I test it few times and it was always correct. If not let me know or make Ticket on my Discord. Thanks
  4. 0.0.0.7 goes Live in few Minutes! Join also my Discord for Bug Reporting and Support and Future Changelogs!
  5. Sure yes. More Callouts will come. Right now i will develop Dynamic Suspect Reactions and will maybe test it today and also publish. :)
    • 9,469 downloads
    • Version 1.0.0
    JBCallout – Dynamic Callout Pack for LSPDFRJBCallout is an evolving callout pack for LSPDFR focused on dynamic, AI-driven police encounters with high replay value. Instead of fixed scripts, every scenario is powered by internal behavior systems that react to player actions, distance, weapons, and situational pressure in real time. JBCallout currently features multiple fully implemented callouts, including Store Robbery, Road Rage Driver and Street Fight, with additional scenarios actively in development. 🔥 Current Callouts🏪 Store Robbery (Interior-Based)Robberies take place inside real store interiors Suspect and clerk spawn at realistic interior positions Scenes feel alive and believable from the moment you arrive High replay value – no two encounters play out the same 🥊 Street Fight (Dynamic Open-World Encounter) A highly dynamic callout built around spontaneous street violence. Fights break out organically in open-world locations – no scripted feel Multiple suspects spawn early and behave independently Integrated stress & reaction system: suspects escalate, flee, or freeze based on player behavior Visual cues via SignalDirector make tension readable before violence erupts Every encounter evolves differently – from verbal confrontation to full pursuit Extremely high replay value – unpredictable outcomes every time 🚗 Aggressive Road Rage Driver (Dynamic Traffic Encounter) A highly dynamic callout centered around escalating road rage incidents. The suspect initially blends into normal traffic with no obvious threat Aggression escalates dynamically based on player proximity, sirens, or police presence Optional victim vehicle enables realistic road rage scenarios in live traffic Integrated stress & reaction system: suspects may confront, flee, crash out, or pull a weapon Realistic road rage driving behavior including brake checks, cutting off, and side-swiping Encounters can evolve into vehicle pursuits, foot chases, or armed confrontations Extremely high replay value with unpredictable escalation paths every time 🧠 Dynamic Suspect AIJBCallout introduces a custom dynamic suspect AI system shared across all current and future callouts. Suspects react dynamically to: Officer distance Weapon state Aiming & sprinting Calm vs. aggressive approach Emotional states evolve during the encounter: Calm Nervous Aggressive Panicking Behavior changes naturally based on player actions, timing, and pressure. 📊 Stress & Courage Based BehaviorAn internal Stress & Courage system controls suspect decisions: Stress rises and falls dynamically instead of using fixed triggers Different suspect types behave differently: Nervous Junkie (panics easily) Average Criminal Professional (controlled, aggressive under pressure) Random escalation can occur even during calm negotiations No HUD indicators – stress is communicated through movement, reactions, and behavior 🗣️ Advanced Negotiation SystemA core system used across all JBCallout scenarios. Multi-stage negotiations (command → warning → final ultimatum) Dynamic success chances based on player behavior: Weapon drawn Aiming Sprinting Calm approach Outcomes are never guaranteed Negotiations may succeed, fail, or escalate organically 🚔 Dynamic OutcomesEach callout can end in multiple ways: Peaceful surrender Foot pursuit Vehicle escape Results depend on randomized logic combined with player decisions, ensuring strong replayability. 📡 Signal-Based Behavior System (NEW)JBCallout uses an internal signal-based AI system to translate AI states into visible behavior: Subtle weapon movements Backing away under pressure Sudden aggression Panic escalation The system is fully modular, allowing new behaviors to be added without modifying existing callouts. 🌍 Full Multi-Language SupportFull support for English and German Custom languages can be added via INI files All callout messages use a centralized localization system AI feedback, negotiations, and update notifications are fully localized 🔔 Automatic Update SystemIn-game update notifications Changelog displayed once per version Update behavior configurable via INI Fully multi-language update messages 🛠️ Stability & QualityFixed multiple entity spawn edge cases Automatic self-healing for invalid ped models Robust state machine for callout flow Clean separation between callout logic and AI systems Extensive debug logging for modders Performance-safe AI update intervals 📌 RequirementsGTA V (PC) LSPDFR (latest version) RagePluginHook 🚧 Development StatusJBCallout is actively developed. Features may change based on community feedback. A public Discord server is available for: Bug reports Feedback & suggestions Development previews General discussion Development / Roadmap: https://trello.com/b/8xm6uwhj/jbcallout Discord: https://discord.gg/4bAXrz263q

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