Gameplay::createIncident
p0 could be type
=====================================================
enum IncidentTypes{
FireDepartment = 3,
Paramedics = 5,
Police = 7,
PedsInCavalcades = 11,
Merryweather = 14
};
As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f.
Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV).
Side Note 2: I say it breaks as if you call this proper,
if(CREATE_INCIDENT) etc it will return false if you do as I said above.
=====================================================
Syntax
mp.game.gameplay.createIncident(p0, p2, p3, p4, p5, p6, outIncident);Required Arguments
- p0: int
- p2: float
- p3: float
- p4: float
- p5: int
- p6: float
- outIncident: int
Return value
- int
Example
// todo