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default-aicallouts-pack's Introduction

Default AiCallouts Pack

Every folder represents a C# AiCallout Project

You can modify them, use them for your code, and send me pull requests. Since writing AiCallouts is not my main goal I'm not actively working on them except when you send me pull requests.

default-aicallouts-pack's People

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ziipzaaapm16a4 avatar michael21107 avatar

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default-aicallouts-pack's Issues

Rework MVA

Requirements: Decision Tree

  • Detection if suspect is beeing questioned (use code from Fighting. It work's there)

Problem with UB

STP has the opportunity to create a partner who will follow you in their car. When the AiCallouts calls the unit, then the partner behind the wheel accepts it and drives away, although it should not. (sry 4 my eng)

Stops response far away when driving by location

Units sometimes declare them self as on scene and will walk the rest to the caller.
It has to be an skipping due to reaching the time limit.

  • Add higher timeout for parking attempt
  • add teleport?

Fighting: improve reaction to dead ped and investigating

  • Arrest when one of the Peds is dead (investigative chase).
    • 2.Officers Scenario "Tent do Dead". if not able or finished attach to chase.
      • 2. officer what should he do when arrest has been fullfilled.
    • what happens when the Player gets involved
  • Write a Ticket on both. -> Never flee anymore
  • investigative Pursuit when parking and someone died

PrankCall: Use flashlight scenario at nights

When units investigate the scene of the PrankCall they should use flashlights at night.

Scenario works good but creates no Lightspot.

Maybe with shadows when player is close.

Testing Code:

Rage.Native.NativeFunction.Natives.TASK_START_SCENARIO_IN_PLACE(player, "WORLD_HUMAN_SECURITY_SHINE_TORCH", durration, playEnterAnim);
Rage.Native.NativeFunction.Natives.GET_ENTITY_BONE_INDEX_BY_NAME<int>(player, "SKEL_L_Hand");
for (int ia = 0; ia < 5000; ia++)
{
    var pos = Rage.Native.NativeFunction.Natives.GET_PED_BONE_COORDS<Rage.Vector3>(player, bone, 0f, 0f, 0f);
    var rot = Rage.Native.NativeFunction.Natives.GET_ENTITY_BONE_OBJECT_ROTATION<Rage.Vector3>(player, bone);       //these kind somehow never work. but i need the rotation
    Rage.Native.NativeFunction.Natives.DRAW_SPOT_LIGHT(pos, pos-rot, 255, 255, 255, 100.0f, 1f, 1.0f, 13.0f, 1f);
    GameFiber.Yield();
}

This Issue is a child of #14

Consistent scene spawn point search

Currently there are 3 different codes for probably the same goal.
affecting EmergencyCall, Fighting and Prankcall
Needs improvements.

Causing: Fighting: Spawn points in the desert.

Rework PrankCall

Reworking PrankCall.

Decision Tree for more dynamic less scripted reactions of police officers.

MVA & Officer Requiring Assistance: STP not supported

There is a feature in MVA & Officer Requiring Assistance which requires the player to frisk the suspect.
But currently only LSPDFR frisks are supported.
If StopThePed is used there is no lspdfr frisk task the player could do.

ShotsFired: Setup(): crash when tasking invalid peds

Crash when calling invalid peds to task them.

Line: 33

foreach (var suspect in Suspects) { 
    suspect.Tasks.TakeCoverFrom(location, 140000); 
    if (suspect.Tasks.CurrentTaskStatus != Rage.TaskStatus.Preparing && suspect.Tasks.CurrentTaskStatus != Rage.TaskStatus.InProgress)
    {
        suspect.Tasks.TakeCoverFrom(Game.LocalPlayer.Character.Position, 13000);
    }
}

Reported Error Log: (anonymized)
RagePluginHook.log

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