Exemple #1
0
        protected override void Process()
        {
            if (Game.LocalPlayer.Character.Position.DistanceTo(_oneSpawn.Spawn) > 150f)
            {
                return;
            }

            if (!_one)
            {
                _one = new Ped(_pData.Model, _oneSpawn.Spawn, _oneSpawn.Heading);
                _one.MakeMissionPed();
                ScenarioHelper();
            }

            if (Game.LocalPlayer.Character.Position.DistanceTo(_oneSpawn.Spawn) < 6f && _beginDialogue == false)
            {
                "Beginning Dialog".AddLog();

                _beginDialogue = true;
                _one.Tasks.Clear();
                GameFiber.Sleep(0500);
                _one.Face(Game.LocalPlayer.Character);
                Game.DisplayHelp("Press ~y~Y~w~ to start the interrogation");
            }
            if (Game.IsKeyDown(Keys.Y) && !_interrStarted)
            {
                if (_areaBlip.Exists())
                {
                    _areaBlip.Delete();
                }
                _one.Face(Game.LocalPlayer.Character);
                GameFiber.Sleep(0500);
                if (Vector3.Distance2D(Game.LocalPlayer.Character.Position, _one.Position) < 1.5f)
                {
                    Game.LocalPlayer.Character.Position = Game.LocalPlayer.Character.RearPosition;
                }
                _interrogation = new Interrogation(InterrogationCreator.InterrogationLineCreator(InterrogationCreator.Type.VictimFamily, _one), _one);
                _interrogation.StartDialog();
                _interrStarted = true;
                _interrStarted = true;
            }

            if (_interrStarted && Game.LocalPlayer.Character.Position.DistanceTo(_one.Position) > 50f)
            {
                _vfData = new ReportData(ReportData.Service.VicFamily, _one, _interrogation.InterrgoationText);
                this.Attributes.NextScripts.Clear();
                this.Attributes.NextScripts.Add("Sa_3b_Wait");
                SetScriptFinished();
            }
        }
Exemple #2
0
        /// <summary>
        /// Test environment.
        /// </summary>
        public static void Main()
        {
            PedModels.BuildLookupDictionary();
            while (true)
            {
                foreach (KeyValuePair <string, PedModelMeta> modelMeta in PedModels.PedModelMetaLookup)
                {
                    Ped demoPed = new Ped(modelMeta.Key, Game.LocalPlayer.Character.GetOffsetPositionFront(1.5f), 0f);
                    demoPed.Face(Game.LocalPlayer.Character);

                    Game.DisplayNotification($"{demoPed.Model.Name}: {PedModels.GetTextDescription(demoPed, PedDescriptionPropertyType.Build | PedDescriptionPropertyType.Clothing | PedDescriptionPropertyType.Extras | PedDescriptionPropertyType.Hair | PedDescriptionPropertyType.RaceSex)}");


                    GameFiber.Sleep(8000);


                    if (demoPed)
                    {
                        demoPed.Delete();
                    }
                }

                GameFiber.Yield();
            }
        }
Exemple #3
0
        public override bool OnCalloutAccepted()
        {
            Game.LogTrivial("UnitedCallouts Log: store callout accepted.");
            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Store Robbery", "~b~Dispatch:~w~ Someone called the police, because of a store robbery. Respond with ~r~Code 3~w~.");

            _V.IsPersistent         = true;
            _V.BlockPermanentEvents = true;

            _A1.IsPersistent         = true;
            _A1.BlockPermanentEvents = true;
            _A1.Armor = 200;
            _A1.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
            _A1.Face(_V);

            _A2.IsPersistent         = true;
            _A2.BlockPermanentEvents = true;
            _A2.Armor = 200;
            _A2.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
            _A2.Face(_V);

            _searcharea = _SpawnPoint.Around2D(1f, 2f);
            _Blip       = new Blip(_searcharea, 20f);
            _Blip.EnableRoute(Color.Yellow);
            _Blip.Color = Color.Yellow;
            _Blip.Alpha = 2f;
            NativeFunction.CallByName <uint>("TASK_AIM_GUN_AT_ENTITY", _A1, _V, -1, true);
            NativeFunction.CallByName <uint>("TASK_AIM_GUN_AT_ENTITY", _A2, _V, -1, true);
            return(base.OnCalloutAccepted());
        }
Exemple #4
0
 public override void Process()
 {
     GameFiber.StartNew(delegate
     {
         if (_Dealer.DistanceTo(Game.LocalPlayer.Character.GetOffsetPosition(Vector3.RelativeFront)) < 75f && !_isArmed)
         {
             _Dealer.Face(_Victim);
             _Victim.Face(_Dealer);
             _Dealer.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
             _isArmed = true;
         }
         if (_Dealer.DistanceTo(Game.LocalPlayer.Character.GetOffsetPosition(Vector3.RelativeFront)) < 60f && !_hasBegunAttacking)
         {
             if (_scenario > 40)
             {
                 new RelationshipGroup("AG");
                 new RelationshipGroup("VI");
                 _Dealer.RelationshipGroup = "AG";
                 _Victim.RelationshipGroup = "AG";
                 Game.LocalPlayer.Character.RelationshipGroup = "VI";
                 Game.SetRelationshipBetweenRelationshipGroups("AG", "VI", Relationship.Hate);
                 _Dealer.Tasks.FightAgainst(Game.LocalPlayer.Character);
                 Game.DisplayNotification("Arresteer de ~o~koper~w~!");
                 _Victim.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                 _hasBegunAttacking = true;
                 GameFiber.Wait(2000);
             }
             else
             {
                 if (!_hasPursuitBegun)
                 {
                     _pursuit = Functions.CreatePursuit();
                     Functions.AddPedToPursuit(_pursuit, _Dealer);
                     Functions.AddPedToPursuit(_pursuit, _Victim);
                     Functions.SetPursuitIsActiveForPlayer(_pursuit, true);
                     _hasPursuitBegun = true;
                 }
             }
         }
         if (Game.LocalPlayer.Character.IsDead)
         {
             End();
         }
         if (Game.IsKeyDown(Settings.EndCall))
         {
             End();
         }
         if (_Dealer.IsDead && _Victim.IsDead)
         {
             End();
         }
         if (Functions.IsPedArrested(_Dealer) && Functions.IsPedArrested(_Victim))
         {
             End();
         }
     }, "Drug [DutchCallouts]");
     base.Process();
 }
Exemple #5
0
        public override bool OnCalloutAccepted()
        {
            Game.LogTrivial("UnitedCallouts Log: store callout accepted.");
            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Store Robbery", "~b~Dispatch:~w~ Someone called the police because of a store robbery. Respond with ~r~Code 3~w~.");
            _V.IsPersistent         = true;
            _V.BlockPermanentEvents = true;

            _A1.IsPersistent         = true;
            _A1.BlockPermanentEvents = true;
            _A1.Armor = 200;
            _A1.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
            _A1.Face(_V);

            _A2.IsPersistent         = true;
            _A2.BlockPermanentEvents = true;
            _A2.Armor = 200;
            _A2.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
            _A2.Face(_V);

            _searcharea = _SpawnPoint.Around2D(1f, 2f);
            _Blip       = new Blip(_searcharea, 20f);
            _Blip.EnableRoute(Color.Yellow);
            _Blip.Color = Color.Yellow;
            _Blip.Alpha = 0.5f;
            NativeFunction.CallByName <uint>("TASK_AIM_GUN_AT_ENTITY", _A1, _V, -1, true);
            NativeFunction.CallByName <uint>("TASK_AIM_GUN_AT_ENTITY", _A2, _V, -1, true);

            new RelationshipGroup("A");
            new RelationshipGroup("V");
            _V.RelationshipGroup  = "V";
            _A1.RelationshipGroup = "A";
            _A2.RelationshipGroup = "A";
            _V.Tasks.PutHandsUp(-1, _A1);
            Game.LocalPlayer.Character.RelationshipGroup = "V";
            Game.SetRelationshipBetweenRelationshipGroups("A", "V", Relationship.Hate);
            Game.SetRelationshipBetweenRelationshipGroups("V", "A", Relationship.Hate);

            if (Settings.ActivateAIBackup)
            {
                Functions.RequestBackup(_SpawnPoint, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit);
                Functions.RequestBackup(_SpawnPoint, LSPD_First_Response.EBackupResponseType.Pursuit, LSPD_First_Response.EBackupUnitType.LocalUnit);
            }
            return(base.OnCalloutAccepted());
        }
        protected override void Process()
        {
            if (Game.LocalPlayer.Character.Position.DistanceTo(_oneSpawn.Spawn) > 150f)
            {
                return;
            }

            if (!_one)
            {
                _one = new Ped(_sData.Model, _oneSpawn.Spawn, _oneSpawn.Heading);
                _one.MakeMissionPed();
                _one.ResetVariation();
                _one.Heading = _oneSpawn.Heading;

                GameFiber.StartNew(delegate
                {
                    "_one.Task.Start".AddLog();
                    while (Game.LocalPlayer.Character.Position.DistanceTo(_one) > 5f)
                    {
                        _one.Task_Scenario(_scenario);
                        while (NativeFunction.Natives.IS_PED_USING_ANY_SCENARIO <bool>(_one))
                        {
                            GameFiber.Yield();
                        }
                        GameFiber.Yield();
                    }
                    NativeFunction.Natives.TASK_TURN_PED_TO_FACE_ENTITY(_one, Game.LocalPlayer.Character, -1);
                });
            }

            if (Game.LocalPlayer.Character.Position.DistanceTo(_oneSpawn.Spawn) < 10f && !_notified)
            {
                _notified = true;
                Game.DisplayHelp("While you don't have enough information to arrest the ~r~suspect~w~ nothing is stopping you from have a conversation!");
                _one.Tasks.Clear();
                GameFiber.Sleep(1000);
                _one.Face(Game.LocalPlayer.Character);
            }

            if (Game.LocalPlayer.Character.Position.DistanceTo(_oneSpawn.Spawn) < 3f && !_beginDialogue)
            {
                _beginDialogue = true;
                if (_areaBlip.Exists())
                {
                    _areaBlip.Delete();
                }
                Game.DisplayHelp("Press ~y~Y~w~ to ask the ~r~suspect~w~ some questions.");
            }

            if (Game.IsKeyDown(Keys.Y) && !_interrStarted)
            {
                _one.Tasks.ClearImmediately();
                GameFiber.Sleep(0500);
                _one.Face(Game.LocalPlayer.Character);

                GameFiber.Sleep(1000);
                _interrogation = new Interrogation(InterrogationCreator.InterrogationLineCreator(InterrogationCreator.Type.Suspect, _one), _one);
                _interrogation.StartDialog();
                _interrStarted = true;
            }

            if (_interrStarted && _interrogation.HasEnded && !_leaveNotified)
            {
                _sReportData   = new ReportData(ReportData.Service.SusFamily, _one, _interrogation.InterrgoationText);
                _leaveNotified = true;
                Game.DisplayHelp("It looks like the ~r~suspect~w~ is done talking, leave the scene before you lose the case");
                StartTimer();
            }

            if (_interrStarted && Game.LocalPlayer.Character.DistanceTo(_one) > 20f)
            {
                if (!_interrogation.HasEnded)
                {
                    return;
                }

                var value = _interrogation.QuestionList.Where(q => q.Value == false)
                            .Aggregate(100, (current, q) => current - 15);

                var medal = MissionPassedScreen.Medal.Gold;
                if (value >= 80 && value < 100)
                {
                    medal = MissionPassedScreen.Medal.Silver;
                }
                else if (value < 80)
                {
                    medal = MissionPassedScreen.Medal.Bronze;
                }

                var handler = new MissionPassedHandler("Suspect Interrogation", value, medal);

                handler.AddItem("Spoke to Suspect", "", MissionPassedScreen.TickboxState.Tick);
                var num = 0;
                foreach (var q in _interrogation.QuestionList)
                {
                    num++;
                    var correct = q.Value ? "Correct" : "Incorrect";
                    handler.AddItem($"Question {num}", correct, MissionPassedScreen.TickboxState.None);
                }

                handler.Show();
                SetScriptFinished();
            }
        }
Exemple #7
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_Seller.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && _startedPursuit == false)
                    {
                        _pursuit = Functions.CreatePursuit();
                        Functions.AddPedToPursuit(_pursuit, _Seller);
                        Functions.AddPedToPursuit(_pursuit, _Buyer);
                        Functions.SetPursuitIsActiveForPlayer(_pursuit, true);
                        _startedPursuit = true;
                    }
                    if (_Seller.DistanceTo(Game.LocalPlayer.Character) < 15f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false && _pursuit == null)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the Seller", 5000);
                        _Buyer.Face(_Car);
                        _Seller.Face(Game.LocalPlayer.Character);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_attack == false && _Seller.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _Seller.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Seller: ~w~Oh, hello Officer, I didn't hear you. How can I help?", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Are you the owner?", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~ah...yes I am the owner! Is anything wrong? ", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Why is there a police car?", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Who is the guy next to the police vehicle?", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~If you are the owner, I'll need to arrest you.", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I don't know. I came in and the police car was here.", 5000);
                            }
                            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch", "The plate of the ~b~" + _Car.Model.Name + "~w~ is ~o~" + _Car.LicensePlate + "~w~. The car was ~r~stolen~w~ from the police station in ~b~Mission Row~w~.");
                            Game.DisplayHelp("~y~Arrest the owner and the buyer.", 5000);
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Only a friend!", 5000);
                                _Buyer.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~No, why?", 5000);
                                _Seller.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Seller, Game.LocalPlayer.Character, 0, 16);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_Seller.IsDead && _Buyer.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_Seller) && Functions.IsPedArrested(_Buyer))
                {
                    End();
                }
            }, "CarTrade [UnitedCallouts]");
            base.Process();
        }
Exemple #8
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && _startedPursuit == false)
                    {
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 6f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the troublemaker.", 5000);
                        _subject.Face(Game.LocalPlayer.Character);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                        if (_Blip.Exists())
                        {
                            _Blip.Delete();
                        }
                    }
                    if (_subject.DistanceTo(Game.LocalPlayer.Character) < 5f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        _subject.Tasks.AchieveHeading(Game.LocalPlayer.Character.Heading);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~r~troublemaker: ~w~Hello Officer! Do you have a problem? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Are you the guy, who is doing some problems around the metro station? (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~r~troublemaker: ~w~...No! (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~So, someone showed us a video about you, where you are really offensive and you hit someone. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, but someone called the police against a person, who is looking like you. (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~hmm, are you really sure? (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~r~troublemaker: ~w~Okay, I hit someone and ran away. (5/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~r~troublemaker: ~w~F**k off! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~r~troublemaker: ~w~Asshole! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_MOLOTOV", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "WantedPerson [UnitedCallouts]");
            base.Process();
        }
Exemple #9
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 25f)
                {
                    if (_Scene1 == true && _subject && _subject.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed && !_getAmbulance)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch", "We are going to call an ~y~ambulance~w~ to your current location, officer. Press the ~y~END~w~ key to end the welfare check callout.");
                        _notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        if (Settings.HelpMessages)
                        {
                            Game.DisplayHelp("Press the ~y~" + Settings.EndCall + "~w~ key to end the wellfare check callout.");
                        }
                        Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);
                        _getAmbulance = true;
                    }
                    if (_Scene2 == true && _SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 8f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch", "Investigate the area. If you don't find anyone here, then ~g~End~w~ the callout.");
                        _notificationDisplayed = true;
                    }
                    if (_Scene3 == true && _subject && _subject.DistanceTo(Game.LocalPlayer.Character) < 25f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the suspect.", 5000);
                        Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout.", 5000);
                        Functions.PlayScannerAudio("ATTENTION_THIS_IS_DISPATCH_HIGH OFFICERS_ARRIVED_ON_SCENE");
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_Scene3 == true && _Scene1 == false && _Scene2 == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Hello Officer, how can I help you? Is everything alright? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Hi. I'm just checking in on this address as we've had a welfare check request come through. Apparently you weren't answering your phone and someone is concerned. Is everything okay here? (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Oh dear! I didn't want to worry anyone. (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I lost my phone on the bus today, I was actually just about to head to a payphone to ring the bus depot. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~My phone battery died because I forgot to charge it earlier! I did see a missed call but didn't think anything of it. (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Let me check... Oops, I had my phone on silent! I'll call them back now. Sorry to cause such trouble! (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Ouch. I'll let dispatch know everything is okay. Good luck finding your phone! (5/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, well as long as everything here is okay, I can leave. You should return that phone call though, the caller was really worried. (5/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~No problem, I'm just glad you're okay. I'll let dispatch know everything is fine here. (5/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 6:
                            if (_callOutMessage == 1)
                            {
                                End();
                            }
                            if (_callOutMessage == 2)
                            {
                                End();
                            }
                            if (_callOutMessage == 3)
                            {
                                End();
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
            }, "WellfareCheck [UnitedCallouts]");
            base.Process();
        }
Exemple #10
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && !HasWeapon)
                    {
                        _subject.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
                        HasWeapon = true;
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the person.", 5000);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Hello Officer! Can I help you?", 5000);
                            storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~We have an arrest warrant against you.", 5000);
                            storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~...me? Are you sure?", 5000);
                            storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~I have to arrest you, because we have an arrest warrant against you. You need to come with me.", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~I have to arrest you, because we have an arrest warrant against you.", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~I have to arrest you, because we have an arrest warrant against you.", 5000);
                            }
                            storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~y~Suspect: ~w~Okay okay, I did something terrible. Arrest me!", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Please don't arrest me!", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I have not done anything.", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "ArrestWarrant [UnitedCallouts]");
            base.Process();
        }
Exemple #11
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_verdachte.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && !HasWeapon)
                    {
                        _verdachte.Inventory.GiveNewWeapon(new WeaponAsset(wapens[new Random().Next((int)wapens.Length)]), 500, true);
                        HasWeapon = true;
                        _verdachte.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _verdachte.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Druk op ~y~Y ~w~om te spreken met de verdachte.", 5000);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_attack == false && _verdachte.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _verdachte.Face(Game.LocalPlayer.Character);
                        switch (storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Verdachte: ~w~Hallo meneer, kan ik u ergens mee helpen?", 5000);
                            storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~Agent: ~w~Hallo, je wordt gezocht door de politie.", 5000);
                            storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Verdachte: ~w~ik...? Weet je dat zeker?", 5000);
                            storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Ik moet je arresteren, omdat je gezocht wordt door de politie, kom met mij mee", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Ik moet je arresteren, omdat je gezocht wordt door de politie.", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Ik moet je arresteren, omdat je gezocht wordt door de politie.", 5000);
                            }
                            storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _verdachte.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~y~Verdachte: ~w~OK, OK, arresteer mij, ik heb iets vreselijks gedaan", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Verdachte: ~w~Alsjeblieft, arresteer me niet!!!", 5000);
                                _verdachte.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _verdachte, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Verdachte: ~w~Ik ben onschuldig!", 5000);
                                _verdachte.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _verdachte, Game.LocalPlayer.Character, 0, 16);
                            }
                            storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_verdachte.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_verdachte))
                {
                    End();
                }
            }, "Gezocht [DutchCallouts]");
            base.Process();
        }
Exemple #12
0
        public override void Process()
        {
            base.Process();

            GameFiber.StartNew(delegate
            {
                if (playerPed.IsDead)
                {
                    this.End();
                }

                if (Dealer.DistanceTo(playerPed.GetOffsetPosition(Vector3.RelativeFront)) < 75f && !isArmed)
                {
                    Dealer.Face(Victim);
                    Victim.Face(Dealer);
                    Dealer.Inventory.GiveNewWeapon(new WeaponAsset(wepList[Common.rand.Next((int)wepList.Length)]), 500, true);
                    isArmed = true;
                }
                if (Dealer.Exists() && Dealer.DistanceTo(playerPed.GetOffsetPosition(Vector3.RelativeFront)) < 60f && !hasBegunAttacking)
                {
                    if (scenario > 40)
                    {
                        new RelationshipGroup("AG");
                        new RelationshipGroup("Vi");
                        Dealer.RelationshipGroup    = "AG";
                        Victim.RelationshipGroup    = "AG";
                        playerPed.RelationshipGroup = "VI";
                        Game.SetRelationshipBetweenRelationshipGroups("AG", "VI", Relationship.Hate);
                        Dealer.KeepTasks = true;
                        Dealer.Tasks.FightAgainst(playerPed);
                        Game.DisplayNotification("Arrest the ~o~buyer~w~, who is surrendering!");
                        Victim.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                        hasBegunAttacking = true;
                        GameFiber.Wait(2000);
                    }
                    else
                    {
                        if (!pursuitS)
                        {
                            pursuit = Functions.CreatePursuit();
                            Functions.AddPedToPursuit(pursuit, Dealer);
                            Functions.AddPedToPursuit(pursuit, Victim);
                            Functions.SetPursuitIsActiveForPlayer(pursuit, true);
                            pursuitS = true;
                        }
                    }
                }
                if (Dealer.IsDead && Victim.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(Dealer))
                {
                    End();
                }
                if (!Dealer.Exists())
                {
                    End();
                }
                if (Dealer == null)
                {
                    End();
                }
                if (pursuit != null && !Functions.IsPursuitStillRunning(pursuit))
                {
                    End();
                }
            }, "DrugDeal [ExampleCallouts]");
        }
Exemple #13
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 25f)
                {
                    if (_Scene1 == true && _subject.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed && !_getAmbulance)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~DutchCallouts", "~y~Meldkamer", "We gaan een ~y~ambulance~w~ sturen naar je huidige locatie, agent, druk op de ~y~END~w~ toets om de callout de beëindigen.");
                        _notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        Game.DisplayHelp("Druk op ~y~END~w~ om de callout af te sluiten. De situatie is ~g~ CODE 4~w~.");
                        Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);
                        _getAmbulance = true;
                    }
                    if (_Scene2 == true && _SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 8f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~DutchCallouts", "~y~Meldkamer", "Er is niemand thuis... <br>Je bent ~g~CODE 4~w~.");
                        _notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        End();
                    }
                    if (_Scene3 == true && _subject.DistanceTo(Game.LocalPlayer.Character) < 25f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Druk op ~y~Y ~w~om met de verdachte te spreken.", 5000);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_Scene3 == true && _Scene1 == false && _Scene2 == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Verdachte: ~w~Hallo agent, wat is er aan de hand? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~Agent: ~w~Hallo, je had vandaag naar de dokter gemoeten voor een controle, maar je reageerde niet.. (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Verdachte: ~w~Oh nee, dat was ik vergeten! (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Verdachte: ~w~Ik ben vanmorgen mijn telefoon verloren. ik kan 'm nergens vinden... (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Verdachte: ~w~De batterij van m'n telefoon was leeg.... (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Verdachte: ~w~Ik zal thuis direct naar de dokter bellen! (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Hm, dat is vervelend, we laten de dokter weten dat alles in orde is. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Druk op ~y~END~w~ om de ~o~Gezondheidscontrole~w~ te beëindigen. De situatie is ~g~ CODE 4~w~.", 5000);
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Prima, zodra de batterij weer opgeladen is bel je de dokter. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Druk op ~y~END~w~ om de ~o~Gezondheidscontrole~w~ te beëindigen. De situatie is ~g~ CODE 4~w~.", 5000);
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Prima, fijne middag verder! (5/5)", 5000);
                            }
                            Game.DisplayHelp("Druk op ~y~END~w~ om de ~o~Gezondheidscontrole~w~ te beëindigen. De situatie is ~g~ CODE 4~w~.", 5000);
                            _storyLine++;
                            break;

                        case 6:
                            if (_callOutMessage == 1)
                            {
                                End();
                            }
                            if (_callOutMessage == 2)
                            {
                                End();
                            }
                            if (_callOutMessage == 3)
                            {
                                End();
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
            }, "GezondheidCheck [DutchCallouts]");
            base.Process();
        }
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 25f)
                {
                    if (_Scene1 == true && _subject.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed && !_getAmbulance)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch", "We are going to call a ~y~ambulance~w~ to you're current location, Officer. Press the ~y~END~w~ key to end the welfare check callout.");
                        _notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        Game.DisplayHelp("Press the ~y~END~w~ key to end the wellfare check callout. The callout is ~g~CODE 4~w~.");
                        Functions.RequestBackup(Game.LocalPlayer.Character.Position, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);
                        _getAmbulance = true;
                    }
                    if (_Scene2 == true && _SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 8f && Game.LocalPlayer.Character.IsOnFoot && !_notificationDisplayed)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch", "No one is at home.<br>You are ~g~code 4~w~.");
                        _notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        End();
                    }
                    if (_Scene3 == true && _subject.DistanceTo(Game.LocalPlayer.Character) < 25f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the suspect.", 5000);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_Scene3 == true && _Scene1 == false && _Scene2 == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Hello Officer, how can I help you? Is everything alright? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Hello, we got a call for a welfare check, because you didn't response to the call. (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Oh no, I forgot that. (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I lost my phone today. I can't find it. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~The battery of my phone was empty. (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Okay, I'll definitely call back now. Thank you! (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Hm, that is annoying. We will let the caller know, that everything is alright. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Okay, everything is alright. If the battery is full now, you can call back. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, no problem! Have a nice day. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            _storyLine++;
                            break;

                        case 6:
                            if (_callOutMessage == 1)
                            {
                                End();
                            }
                            if (_callOutMessage == 2)
                            {
                                End();
                            }
                            if (_callOutMessage == 3)
                            {
                                End();
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
            }, "WellfareCheck [UnitedCallouts]");
            base.Process();
        }
Exemple #15
0
        public override void Process()
        {
            if (playerPed.IsDead)
            {
                this.End();
            }

            base.Process();

            GameFiber.StartNew(delegate
            {
                if (SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 25f)
                {
                    if (Scene1 == true && Scene3 == false && Scene2 == false && subject.DistanceTo(Game.LocalPlayer.Character) < 8f && Game.LocalPlayer.Character.IsOnFoot && !notificationDisplayed && !getAmbulance)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~ExampleCallouts", "~y~Dispatch", "We are going to call a ~y~ambulance~w~ to you're current location, Officer. Press the ~y~END~w~ key to end the welfare check callout.");
                        notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        Game.DisplayHelp("Press the ~y~END~w~ key to end the wellfare check callout. The callout is ~g~ CODE 4~w~.");
                        UltimateBackup.API.Functions.callAmbulance();
                        getAmbulance = true;
                    }

                    if (Scene2 == true && Scene3 == false && Scene1 == false && SpawnPoint.DistanceTo(Game.LocalPlayer.Character) < 8f && Game.LocalPlayer.Character.IsOnFoot && !notificationDisplayed)
                    {
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~ExampleCallouts", "~y~Dispatch", "No one is at home.<br>You are ~g~code 4~w~.");
                        notificationDisplayed = true;
                        GameFiber.Wait(1000);
                        Game.DisplayHelp("Press the ~y~END~w~ key to end the welfare check callout. The callout is ~g~ CODE 4~w~.");
                    }

                    if (Scene3 == true && Scene1 == false && Scene2 == false && subject.DistanceTo(Game.LocalPlayer.Character) < 25f && Game.LocalPlayer.Character.IsOnFoot && alreadySubtitleIntrod == false && pursuit == null)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the suspect.", 5000);
                        alreadySubtitleIntrod = true;
                        wasClose = true;
                    }

                    if (Scene3 == true && Scene1 == false && Scene2 == false && subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(System.Windows.Forms.Keys.Y))
                    {
                        subject.Face(Game.LocalPlayer.Character);

                        switch (storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Hello Officer, how can I help you? Is everything alright? (1/5)", 5000);
                            storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Hello, we got a call for a welfare check, because you didn't response to the call. (2/5)", 5000);
                            storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Oh no, I forgot that. (3/5)", 5000);
                            storyLine++;
                            break;

                        case 4:
                            if (callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I lost my phone today. I can't find it. (4/5)", 5000);
                            }
                            if (callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~The battery of my phone was empty. (4/5)", 5000);
                            }
                            if (callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Okay, I'll definitely call back now. Thank you! (4/5)", 5000);
                            }
                            storyLine++;
                            break;

                        case 5:
                            if (callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Hm, that is annoying. We will let the caller know, that everything is alright. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            if (callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Okay, everything is alright. If the battery is full now, you can call back. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            if (callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, no problem! Have a nice day. (5/5)", 5000);
                            }
                            Game.DisplayHelp("Press the ~y~END~w~ key to end the ~o~welfare check~w~ callout. The callout is ~g~ CODE 4~w~.");
                            storyLine++;
                            break;

                        case 6:
                            if (callOutMessage == 1)
                            {
                                End();
                            }
                            if (callOutMessage == 2)
                            {
                                End();
                            }
                            if (callOutMessage == 3)
                            {
                                End();
                            }
                            storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
            }, "WellfareCheck [ExampleCallouts]");
        }
Exemple #16
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && _startedPursuit == false)
                    {
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 6f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the troublemaker.", 5000);
                        _subject.Face(Game.LocalPlayer.Character);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                        if (_Blip)
                        {
                            _Blip.Delete();
                        }
                    }
                    if (_subject.DistanceTo(Game.LocalPlayer.Character) < 5f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~Hello officer, is there a problem? (1/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~What do you want? (1/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~I'm not drunk! (1/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 2:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~We've had some reports of a male matching your description causing a disturbance here. (2/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, let's stay calm. What are you doing here? (2/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Sure. We've had reports of an intoxicated individual harassing members of the public. That wouldn't be you, would it? (2/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 3:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~Okay, I may have had an argument down by the tracks. I just lost my temper, I'm sorry! (3/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~What do you care? I'm not doing anything wrong. Leave me alone. (3/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~Harassing? Please, I was trying to get the hobo down there to leave the area. I was doing your job! (3/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, well you need to leave the area so that I know there won't be any further issues. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~We've had reports of someone using vulgar and offensive language. (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Alright, well let us deal with that. Please leave the area, you're making people uncomfortable and being a nuisance. (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~Of course, I'm sorry. I'll wait for my friend elsewhere. (5/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~What the f**k has happened to this country? I have free speech you bitch! You can't silence me! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~r~Troublemaker: ~w~Oh am I? Well how about now?! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_MOLOTOV", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject && _subject.IsDead)
                {
                    End();
                }
                if (_subject && Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "Troublemaker [UnitedCallouts]");
            base.Process();
        }
Exemple #17
0
        public override void Process()
        {
            base.Process();

            GameFiber.StartNew(delegate
            {
                if (Seller.DistanceTo(Game.LocalPlayer.Character) < 18f)
                {
                    if (attack == true && startedPursuit == false)
                    {
                        pursuit = Functions.CreatePursuit();
                        Functions.AddPedToPursuit(pursuit, Seller);
                        Functions.AddPedToPursuit(pursuit, Buyer);
                        Functions.SetPursuitIsActiveForPlayer(pursuit, true);
                        startedPursuit = true;
                    }
                    if (Seller.DistanceTo(Game.LocalPlayer.Character) < 15f && Game.LocalPlayer.Character.IsOnFoot && alreadySubtitleIntrod == false && pursuit == null)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the Seller", 5000);
                        Buyer.Face(Car);
                        Seller.Face(Game.LocalPlayer.Character);
                        alreadySubtitleIntrod = true;
                        wasClose = true;
                    }

                    if (attack == false && Seller.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(System.Windows.Forms.Keys.Y))
                    {
                        Seller.Face(Game.LocalPlayer.Character);

                        switch (storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Seller: ~w~Oh, hello Officer, I didn't hear you. How can I help?", 5000);
                            storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Are you the owner?", 5000);
                            storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~ah...yes I am the owner! Is anything wrong? ", 5000);
                            storyLine++;
                            break;

                        case 4:
                            if (calloutm == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Why is there a police car?", 5000);
                            }
                            if (calloutm == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Who is the guy next to the police vehicle?", 5000);
                            }
                            if (calloutm == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~If you are the owner, I'll need to arrest you.", 5000);
                            }
                            storyLine++;
                            break;

                        case 5:
                            if (calloutm == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I don't know. I came in and the police car was here.", 5000);
                            }
                            Game.DisplayNotification("3dtextures", "mpgroundlogo_cops", "~w~ExampleCallouts", "~y~Dispatch", "The plate of the ~b~" + Car.Model.Name + "~w~ is ~o~" + Car.LicensePlate + "~w~. The car was ~r~stolen~w~ from the police station in ~b~Mission Row~w~.");
                            Game.DisplayHelp("Arrest the owner and the buyer.");
                            if (calloutm == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Only a friend!", 5000);
                                Buyer.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (calloutm == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~No, why?", 5000);
                                Seller.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", Seller, Game.LocalPlayer.Character, 0, 16);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            storyLine++;

                            if (Common.rand.Next(1, 4) == 4)
                            {
                                this.pursuit = Functions.CreatePursuit();
                                Functions.AddPedToPursuit(this.pursuit, Seller);
                                Functions.AddPedToPursuit(this.pursuit, Buyer);
                                startedPursuit = true;
                            }
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Seller.Exists() && Functions.IsPedArrested(Seller) && attack && Seller.DistanceTo(Game.LocalPlayer.Character) < 8f && !hasTalkedBack)
                {
                    Game.DisplaySubtitle("~y~Seller: ~w~I don't know, whats wrong with me...", 4000);
                    hasTalkedBack = true;
                }
                if (Buyer.Exists() && Functions.IsPedArrested(Buyer) && attack && Buyer.DistanceTo(Game.LocalPlayer.Character) < 8f && !hasTalkedBack)
                {
                    Game.DisplaySubtitle("~y~Buyer: ~w~I only wanted to safe me with a police car!", 4000);
                    hasTalkedBack = true;
                }
                if (Seller.DistanceTo(Game.LocalPlayer.Character) >= 200f && wasClose)
                {
                    if (startedPursuit)
                    {
                        Game.DisplaySubtitle("The Seller escaped!", 4300);
                    }
                    this.End();
                }
                if (Buyer.DistanceTo(Game.LocalPlayer.Character) >= 200f && wasClose)
                {
                    if (startedPursuit)
                    {
                        Game.DisplaySubtitle("The Buyer escaped!", 4300);
                    }
                    this.End();
                }
                if (Seller.IsDead || !Seller.Exists() || Functions.IsPedArrested(Seller))
                {
                    this.End();
                }
                if (Buyer.IsDead || !Buyer.Exists() || Functions.IsPedArrested(Buyer))
                {
                    this.End();
                }
                if (this.pursuit != null && !Functions.IsPursuitStillRunning(this.pursuit))
                {
                    this.End();
                }
            }, "CarTrade [ExampleCallouts]");
        }
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_Cop1.DistanceTo(Game.LocalPlayer.Character) < 25f && Game.LocalPlayer.Character.IsOnFoot && !Noticed)
                {
                    Game.DisplaySubtitle("Press ~y~Y~w~ to speak with the officer.", 5000);
                    Functions.PlayScannerAudio("ATTENTION_GENERIC_01 OFFICERS_ARRIVED_ON_SCENE");
                    _Cop1.Face(Game.LocalPlayer.Character);
                    if (SpawnLocationBlip)
                    {
                        SpawnLocationBlip.Delete();
                    }
                    Noticed = true;
                }
                if (_Murder.DistanceTo(Game.LocalPlayer.Character) < 25f & !Noticed)
                {
                    if (MurderLocationBlip)
                    {
                        MurderLocationBlip.Delete();
                    }
                    Noticed = true;

                    if (_Scene1 == true && _Scene2 == false)
                    {
                        _DeadPerson2.Kill();
                        _Murder.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_Scene2 == true && _Scene1 == false)
                    {
                        new RelationshipGroup("AG");
                        new RelationshipGroup("VI");
                        _Murder.RelationshipGroup      = "AG";
                        _DeadPerson2.RelationshipGroup = "VI";
                        Game.SetRelationshipBetweenRelationshipGroups("AG", "VI", Relationship.Hate);
                        _Murder.Tasks.FightAgainstClosestHatedTarget(1000f);
                        GameFiber.Wait(300);
                        _Murder.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                }
                if (_Cop1.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                {
                    _Cop1.Face(Game.LocalPlayer.Character);
                    switch (storyLine)
                    {
                    case 1:
                        Game.DisplaySubtitle("~y~Officer: ~w~Hello Detective, we called you because we have a dead body here. (1/5)", 5000);
                        storyLine++;
                        break;

                    case 2:
                        Game.DisplaySubtitle("~b~You: ~w~Do we have anything about the murder? (2/5)", 5000);
                        storyLine++;
                        break;

                    case 3:
                        Game.DisplaySubtitle("~y~Officer: ~w~Yes, we have found something of interest. (3/5)", 5000);
                        storyLine++;
                        break;

                    case 4:
                        if (_callOutMessage == 1)
                        {
                            Game.DisplaySubtitle("~y~Officer: ~w~We checked the cameras around here and there was a man without a mask, so our police department checked the identity. (4/5)", 5000);
                        }
                        if (_callOutMessage == 2)
                        {
                            Game.DisplaySubtitle("~y~Officer: ~w~As the coroner searched the killed person, they found an ID next to the person. (4/5)", 5000);
                        }
                        storyLine++;
                        break;

                    case 5:
                        if (_callOutMessage == 1)
                        {
                            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Police Department",
                                                     "The police department found personal details of the murder:<br>~w~Name: ~b~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).FullName + "<br>~w~Gender: ~g~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).Gender + "<br>~w~DOB: ~y~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).Birthday.Date + "");
                        }
                        if (_callOutMessage == 2)
                        {
                            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Police Department",
                                                     "The police department found personal details of the murder:<br>~w~Name: ~b~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).FullName + "<br>~w~Gender: ~g~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).Gender + "<br>~w~DOB: ~y~"
                                                     + LSPD_First_Response.Engine.Scripting.Entities.Persona.FromExistingPed(_Murder).Birthday.Date + "");
                        }
                        storyLine++;
                        break;

                    case 6:
                        if (_callOutMessage == 1)
                        {
                            Game.DisplaySubtitle("~b~You: ~w~Alright, I'll check the house of the murder. Thank you for your time, officer! (5/5)", 5000);
                        }
                        if (_callOutMessage == 2)
                        {
                            Game.DisplaySubtitle("~b~You: ~w~Okay, thank you for letting me know! I'll find the murder! (5/5)", 5000);
                        }
                        storyLine++;
                        Game.DisplayHelp("The ~y~Police Department~w~ is setting up the location on your GPS...", 5000);
                        GameFiber.Wait(3000);
                        Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Police Department",
                                                 "~b~Detective~w~, we ~o~marked the apartment~w~ for you on the map. Search the ~y~yellow circle area~w~ on your map and try to ~y~find~w~ and ~b~arrest~w~ the ~g~murder~w~.");
                        _searcharea        = _MurderLocation.Around2D(1f, 2f);
                        MurderLocationBlip = new Blip(_searcharea, 40f);
                        MurderLocationBlip.EnableRoute(Color.Yellow);
                        MurderLocationBlip.Color = Color.Yellow;
                        MurderLocationBlip.Alpha = 0.5f;
                        break;

                    default:
                        break;
                    }
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (_Murder && _Murder.IsDead)
                {
                    End();
                }
                if (_Murder && Functions.IsPedArrested(_Murder))
                {
                    End();
                }
            }, "Murder Investigation [UnitedCallouts]");
            base.Process();
        }
Exemple #19
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && _startedPursuit == false)
                    {
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 6f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Druk op ~y~Y ~w~om de praten met de Onruststoker.", 5000);
                        _subject.Face(Game.LocalPlayer.Character);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                        if (_Blip.Exists())
                        {
                            _Blip.Delete();
                        }
                    }
                    if (_subject.DistanceTo(Game.LocalPlayer.Character) < 5f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        _subject.Tasks.AchieveHeading(Game.LocalPlayer.Character.Heading);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~r~Onruststoker: ~w~Hallo meneer, is er iets aan de hand? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~Agent: ~w~Ben jij het persoon die mogelijk onrust veroorzaakt? (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~r~Onruststoker: ~w~ehm... Nee! (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~We hebben een fimpje gekregen van iemand die zeer aggresief gedrag vertoont en u matcht de omschrijving. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~Oké, maar iemand heeft de politie gebeld tegen iemand die op jou lijkt. (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~Agent: ~w~hmm, weet je dat zeker?? (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~r~Onruststoker: ~w~Ik geef toe dat ik het gedaan heb. (5/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~r~Onruststoker: ~w~F**k off! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~r~Onruststoker: ~w~KLOOTZAK! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_MOLOTOV", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "Onruststoker [DutchCallouts]");
            base.Process();
        }
Exemple #20
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_Seller.DistanceTo(Game.LocalPlayer.Character) < 20f)
                {
                    if (_attack == true && _startedPursuit == false)
                    {
                        _pursuit = Functions.CreatePursuit();
                        Functions.AddPedToPursuit(_pursuit, _Seller);
                        Functions.AddPedToPursuit(_pursuit, _Buyer);
                        Functions.SetPursuitIsActiveForPlayer(_pursuit, true);
                        _startedPursuit = true;
                    }
                    if (_Seller.DistanceTo(Game.LocalPlayer.Character) < 15f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false && _pursuit == null)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the Seller", 5000);
                        _Buyer.Face(_Car);
                        _Seller.Face(Game.LocalPlayer.Character);
                        Functions.PlayScannerAudio("ATTENTION_GENERIC_01 OFFICERS_ARRIVED_ON_SCENE");
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_attack == false && _Seller.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _Seller.Face(Game.LocalPlayer.Character);
                        switch (_storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Seller: ~w~Oh, hello officer, I didn't hear you. How can I help? (1/5)", 5000);
                            _storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~Are you the owner? (2/5)", 5000);
                            _storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Ah...yes I am the owner! Is anything wrong? (3/5)", 5000);
                            _storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Is there a reason you have a police vehicle in your garage? (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~That's a police vehicle... what's going on here? (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~I couldn't help but notice that police vehicle. Care to explain? (4/5)", 5000);
                            }
                            _storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~Uh... Yes! It's here because... Ah, forget it. Do what you need to do. (5/5)", 5000);
                            }
                            Game.DisplayNotification("web_lossantospolicedept", "web_lossantospolicedept", "~w~UnitedCallouts", "~y~Dispatch Information", "The plate of the ~b~" + _Car.Model.Name + "~w~ is ~o~" + _Car.LicensePlate + "~w~. The car was ~r~stolen~w~ from the police station in ~b~Mission Row~w~.");
                            Game.DisplayHelp("~y~Arrest the owner and the buyer.", 5000);
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~You weren't meant to see this! (5/5)", 5000);
                                _Buyer.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I could, but there's no point in talking to a corpse! (5/5)", 5000);
                                _Seller.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Seller, Game.LocalPlayer.Character, 0, 16);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _Buyer, Game.LocalPlayer.Character, 0, 16);
                            }
                            _storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_Seller && _Seller.IsDead && _Buyer.Exists() && _Buyer.IsDead)
                {
                    End();
                }
                if (_Seller && Functions.IsPedArrested(_Seller) && _Buyer.Exists() && Functions.IsPedArrested(_Buyer))
                {
                    End();
                }
            }, "CarTrade [UnitedCallouts]");
            base.Process();
        }
        public override bool OnBeforeCalloutDisplayed()
        {
            _Location1       = new Vector3(-10.93565f, -1434.329f, 31.11683f);
            _Location2       = new Vector3(-1.838376f, 523.2645f, 174.6274f);
            _Location3       = new Vector3(-801.5516f, 178.7447f, 72.83471f);
            _Location4       = new Vector3(-801.5516f, 178.7447f, 72.83471f);
            _Location5       = new Vector3(-812.7239f, 178.7438f, 76.74079f);
            _Location6       = new Vector3(3.542758f, 526.8926f, 170.6218f);
            _Location7       = new Vector3(-1155.698f, -1519.297f, 10.63272f);
            _Location8       = new Vector3(1392.589f, 3613.899f, 38.94194f);
            _Location9       = new Vector3(2435.457f, 4966.514f, 46.8106f);
            _DeadPersonSpawn = new Vector3(1162.029f, 2371.788f, 57.66312f);
            _Cop1Spawn       = new Vector3(1174.725f, 2369.399f, 57.59957f);
            _Cop2Spawn       = new Vector3(1167.733f, 2382.189f, 57.61982f);
            _Coroner1Spawn   = new Vector3(1161.486f, 2369.885f, 57.76299f);
            _Coroner2Spawn   = new Vector3(1165.3f, 2374.227f, 57.63049f);
            _CopVSpawn       = new Vector3(1174.684f, 2375.117f, 57.6276f);
            _CoronerVSpawn   = new Vector3(1165.686f, 2360.025f, 57.62796f);

            Random        random = new Random();
            List <string> list   = new List <string>
            {
                "Location1",
                "Location2",
                "Location3",
                "Location4",
                "Location5",
                "Location6",
                "Location7",
                "Location8",
                "Location9",
            };
            int num = random.Next(0, 9);

            if (list[num] == "Location1")
            {
                _MurderLocation = _Location1;
            }
            if (list[num] == "Location2")
            {
                _MurderLocation = _Location2;
            }
            if (list[num] == "Location3")
            {
                _MurderLocation = _Location3;
            }
            if (list[num] == "Location4")
            {
                _MurderLocation = _Location4;
            }
            if (list[num] == "Location5")
            {
                _MurderLocation = _Location5;
            }
            if (list[num] == "Location6")
            {
                _MurderLocation = _Location6;
            }
            if (list[num] == "Location7")
            {
                _MurderLocation = _Location7;
            }
            if (list[num] == "Location8")
            {
                _MurderLocation = _Location8;
            }
            if (list[num] == "Location9")
            {
                _MurderLocation = _Location9;
            }
            scenario = new Random().Next(0, 100);

            _CopV                           = new Vehicle(_CopCars[new Random().Next((int)_CopCars.Length)], _CopVSpawn, 76.214f);
            _CopV.IsEngineOn                = true;
            _CopV.IsInteriorLightOn         = true;
            _CopV.IsSirenOn                 = true;
            _CopV.IsSirenSilent             = true;
            _CoronerV                       = new Vehicle("Speedo", _CoronerVSpawn, 22.32638f);
            _CoronerV.IsEngineOn            = true;
            _CoronerV.IsInteriorLightOn     = true;
            _CoronerV.IndicatorLightsStatus = VehicleIndicatorLightsStatus.Both;

            _DeadPerson  = new Ped(_DeadPersonSpawn);
            _Murder      = new Ped(_MurderLocation);
            _DeadPerson2 = new Ped(_Murder.GetOffsetPosition(new Vector3(0, 1.8f, 0)));
            _DeadPerson2.IsPersistent         = true;
            _DeadPerson2.BlockPermanentEvents = true;
            _Cop1     = new Ped("s_m_y_sheriff_01", _Cop1Spawn, 0f);
            _Cop2     = new Ped("s_m_y_sheriff_01", _Cop2Spawn, 0f);
            _Coroner1 = new Ped("S_M_M_Doctor_01", _Coroner1Spawn, 0f);
            _Coroner2 = new Ped("S_M_M_Doctor_01", _Coroner2Spawn, 0f);
            _DeadPerson.Kill();
            _DeadPerson.IsPersistent         = true;
            _DeadPerson.BlockPermanentEvents = true;

            _Murder.IsPersistent = true;
            _Murder.Inventory.GiveNewWeapon(new WeaponAsset(_WepList[new Random().Next((int)_WepList.Length)]), 500, true);
            _Murder.BlockPermanentEvents = true;
            _Murder.Health = 200;
            _Murder.Armor  = 300;
            NativeFunction.CallByName <uint>("TASK_AIM_GUN_AT_ENTITY", _Murder, _DeadPerson2, -1, true);
            _DeadPerson.Tasks.PlayAnimation("random@arrests@busted", "idle_a", 8.0F, AnimationFlags.Loop);


            Functions.IsPedACop(_Cop1);
            Functions.IsPedACop(_Cop2);
            _Cop1.IsInvincible         = true;
            _Cop1.IsPersistent         = true;
            _Cop1.BlockPermanentEvents = true;
            _Cop1.IsInvincible         = true;
            _Cop1.IsPersistent         = true;
            _Cop1.BlockPermanentEvents = true;

            _Coroner1.IsPersistent = true;
            _Coroner1.IsInvincible = true;
            _Coroner1.Face(_DeadPerson);
            _Coroner1.BlockPermanentEvents = true;
            _Coroner2.IsInvincible         = true;
            _Coroner2.Face(_DeadPerson);
            _Coroner2.IsPersistent         = true;
            _Coroner2.BlockPermanentEvents = true;
            _Coroner1.KeepTasks            = false;
            _Coroner2.KeepTasks            = false;

            Rage.Object camera  = new Rage.Object("prop_ing_camera_01", _Coroner1.GetOffsetPosition(Vector3.RelativeTop * 30));
            Rage.Object camera2 = new Rage.Object("prop_ing_camera_01", _Coroner2.GetOffsetPosition(Vector3.RelativeTop * 30));
            _Coroner1.Tasks.PlayAnimation("amb@world_human_paparazzi@male@idle_a", "idle_a", 8.0F, AnimationFlags.Loop);
            _Coroner2.Tasks.PlayAnimation("amb@medic@standing@kneel@base", "base", 8.0F, AnimationFlags.Loop);
            _Cop2.Tasks.PlayAnimation("amb@world_human_cop_idles@male@idle_a", "idle_a", 1.5f, AnimationFlags.Loop);

            switch (new Random().Next(1, 2))
            {
            case 1:
                _Scene1 = true;
                break;

            case 2:
                _Scene2 = true;
                break;
            }

            ShowCalloutAreaBlipBeforeAccepting(_DeadPersonSpawn, 100f);
            AddMinimumDistanceCheck(10f, _DeadPerson.Position);
            switch (new Random().Next(1, 2))
            {
            case 1:
                CalloutMessage  = "[UC]~w~ We have found a dead body and need the ~y~FIB~w~ here.";
                _callOutMessage = 1;
                break;

            case 2:
                CalloutMessage  = "[UC]~w~ The police found a dead body and need the ~y~FIB~w~ here.";
                _callOutMessage = 2;
                break;
            }
            CalloutPosition = _DeadPersonSpawn;
            return(base.OnBeforeCalloutDisplayed());
        }
Exemple #22
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character.GetOffsetPosition(Vector3.RelativeFront)) < 40f)
                {
                    if (_Blip.Exists())
                    {
                        _Blip.Delete();
                    }
                }
                if (_subject.DistanceTo(Game.LocalPlayer.Character.GetOffsetPosition(Vector3.RelativeFront)) < 70f && !_isArmed)
                {
                    _subject.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
                    _isArmed = true;
                }

                if (_subject.Exists() && _subject.DistanceTo(Game.LocalPlayer.Character.GetOffsetPosition(Vector3.RelativeFront)) < 40f && !_hasBegunAttacking)
                {
                    if (_scenario > 40)
                    {
                        new RelationshipGroup("AG");
                        new RelationshipGroup("VI");
                        _subject.RelationshipGroup = "AG";
                        _V1.RelationshipGroup      = "VI";
                        _V2.RelationshipGroup      = "VI";
                        _V3.RelationshipGroup      = "VI";
                        _subject.KeepTasks         = true;
                        Game.SetRelationshipBetweenRelationshipGroups("AG", "VI", Relationship.Hate);
                        _subject.Tasks.FightAgainstClosestHatedTarget(1000f);
                        Game.DisplayNotification("~b~Dispatch: ~o~Shots Fired~w~ in the near of your postion!");
                        GameFiber.Wait(2000);
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                        _hasBegunAttacking = true;
                        GameFiber.Wait(600);
                    }
                    else
                    {
                        if (!_hasPursuitBegun)
                        {
                            _subject.Face(Game.LocalPlayer.Character);
                            _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                            Game.DisplayNotification("~b~Dispatch:~w~ The person is surrendering. Try to ~o~arrest the person~w~.");
                            _hasPursuitBegun = true;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject.IsDead)
                {
                    End();
                }
                if (Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "ShotsFired [UnitedCallouts]");
            base.Process();
        }
Exemple #23
0
        public override void Process()
        {
            GameFiber.StartNew(delegate
            {
                if (_subject.DistanceTo(Game.LocalPlayer.Character) < 20f && !_wasClose)
                {
                    Functions.PlayScannerAudio("ATTENTION_THIS_IS_DISPATCH_HIGH OFFICERS_ARRIVED_ON_SCENE");
                    _wasClose = true;
                    if (_attack == true && !HasWeapon)
                    {
                        _subject.Inventory.GiveNewWeapon(new WeaponAsset(wepList[new Random().Next((int)wepList.Length)]), 500, true);
                        HasWeapon = true;
                        _subject.Tasks.FightAgainst(Game.LocalPlayer.Character);
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 10f && Game.LocalPlayer.Character.IsOnFoot && _alreadySubtitleIntrod == false)
                    {
                        Game.DisplaySubtitle("Press ~y~Y ~w~to speak with the person.", 5000);
                        _alreadySubtitleIntrod = true;
                        _wasClose = true;
                    }
                    if (_attack == false && _subject.DistanceTo(Game.LocalPlayer.Character) < 2f && Game.IsKeyDown(Settings.Dialog))
                    {
                        _subject.Face(Game.LocalPlayer.Character);
                        switch (storyLine)
                        {
                        case 1:
                            Game.DisplaySubtitle("~y~Suspect: ~w~Hello Officer! Can I help you? (1/5)", 5000);
                            storyLine++;
                            break;

                        case 2:
                            Game.DisplaySubtitle("~b~You: ~w~We have a warrant for your arrest. (2/5)", 5000);
                            storyLine++;
                            break;

                        case 3:
                            Game.DisplaySubtitle("~y~Suspect: ~w~...me? Are you sure? (3/5)", 5000);
                            storyLine++;
                            break;

                        case 4:
                            if (_callOutMessage == 1)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~I have to arrest you because we have an arrest warrant against you. You need to come with me. (4/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Tell that to the court. Don't make this hard! (4/5)", 5000);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~b~You: ~w~Tell that to the court. Don't make this harder than what it needs to be! (4/5)", 5000);
                            }
                            storyLine++;
                            break;

                        case 5:
                            if (_callOutMessage == 1)
                            {
                                _subject.Tasks.PutHandsUp(-1, Game.LocalPlayer.Character);
                                Game.DisplaySubtitle("~y~Suspect: ~w~Okay, fine. (5/5)", 5000);
                            }
                            if (_callOutMessage == 2)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~You're not taking me in, you pig! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_PISTOL", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            if (_callOutMessage == 3)
                            {
                                Game.DisplaySubtitle("~y~Suspect: ~w~I'm not going with you... I'm sorry but I can't go back to prison! (5/5)", 5000);
                                _subject.Inventory.GiveNewWeapon("WEAPON_KNIFE", 500, true);
                                Rage.Native.NativeFunction.CallByName <uint>("TASK_COMBAT_PED", _subject, Game.LocalPlayer.Character, 0, 16);
                            }
                            storyLine++;
                            break;

                        default:
                            break;
                        }
                    }
                }
                if (Game.LocalPlayer.Character.IsDead)
                {
                    End();
                }
                if (Game.IsKeyDown(Settings.EndCall))
                {
                    End();
                }
                if (_subject && _subject.IsDead)
                {
                    End();
                }
                if (_subject && Functions.IsPedArrested(_subject))
                {
                    End();
                }
            }, "ArrestWarrant [UnitedCallouts]");
            base.Process();
        }