public override bool OnCalloutAccepted() { PoliceCar = new Vehicle(CopCarModel, SpawnPoint, SpawnHeading); PoliceCar.RandomiseLicencePlate(); PoliceCar.MakePersistent(); PoliceCar.IsSirenOn = true; PoliceCar.IsSirenSilent = true; PoliceOfficer = PoliceCar.CreateRandomDriver(); PoliceOfficer.MakeMissionPed(); PoliceOfficerBlip = PoliceOfficer.AttachBlip(); PoliceOfficerBlip.Color = Color.Green; PoliceOfficerBlip.IsRouteEnabled = true; PoliceOfficer.RelationshipGroup = "PLAYER"; SuspectCar = new Vehicle(GroundVehiclesToSelectFrom[AssortedCalloutsHandler.rnd.Next(GroundVehiclesToSelectFrom.Length)], PoliceCar.GetOffsetPosition(Vector3.RelativeFront * 9f), PoliceCar.Heading); SuspectCar.RandomiseLicencePlate(); SuspectCar.MakePersistent(); Suspect = SuspectCar.CreateRandomDriver(); Suspect.MakeMissionPed(); Suspect.WarpIntoVehicle(PoliceCar, PoliceCar.PassengerCapacity - 1); Functions.SetPedAsArrested(Suspect, true); Suspect.RelationshipGroup = "TBACKUPCRIMINAL"; MainLogic(); return(base.OnCalloutAccepted()); }
public override bool OnCalloutAccepted() { SuspectCar = new Vehicle("STOCKADE", SpawnPoint); SuspectCar.MakePersistent(); new Ped(Vector3.Zero); Suspect.MakeMissionPed(); SuspectBlip = Suspect.AttachBlip(); SuspectBlip.Color = Color.Red; Suspect.Inventory.GiveNewWeapon(new WeaponAsset(firearmsToSelectFrom[AssortedCalloutsHandler.rnd.Next(firearmsToSelectFrom.Length)]), -1, true); Suspect.WarpIntoVehicle(SuspectCar, -1); if (!CalloutRunning) { CalloutHandler(); } return(base.OnCalloutAccepted()); }
public override bool OnBeforeCalloutDisplayed() { //Create our ped in the world Suspect myPed = new Suspect("Suspect1", "a_m_y_mexthug_01", SpawnPoint.Around(10), 0); //Create the vehicle for our ped Vehicle myVehicle = new Vehicle("DUKES2", SpawnPoint); //Now we have spawned them, check they actually exist and if not return false (preventing the callout from being accepted and aborting it) if (!myPed.Exists()) { return(false); } if (!myVehicle.Exists()) { return(false); } //Add the Ped to the callout's list of Peds Peds.Add(myPed); //If we made it this far both exist so let's warp the ped into the driver seat myPed.WarpIntoVehicle(myVehicle, -1); // Show the user where the pursuit is about to happen and block very close peds. this.ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 15f); this.AddMinimumDistanceCheck(5f, myPed.Position); // Set up our callout message and location this.CalloutMessage = "Example Callout Message"; this.CalloutPosition = SpawnPoint; //Play the police scanner audio for this callout (available as of the 0.2a API) Functions.PlayScannerAudioUsingPosition("CITIZENS_REPORT CRIME_RESIST_ARREST IN_OR_ON_POSITION", SpawnPoint); return(base.OnBeforeCalloutDisplayed()); }