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.
public branch
License: MIT License
Requirements: Decision Tree
Calling officer without checking if officer is valid
can result in calling invalid officer. causes crash
foreach (var officer in UnitOfficers) {
officer.Delete();
}
Using Decision Tree for more dynamic cop reactions
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)
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.
AI is even when player is not in service trying to call for backup. Resulting in an LSPDFR Callout for the player.
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
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.
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.
detecting wether the player interfered with the suspects or not and to do a different handling then has a problem currently.
This needs again a rework.
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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