Gameplay::createIncidentWithEntity: Difference between revisions

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p0 could be type (valueused in scripts: 14, 7, 5, 3, 11)<br>p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts.<br>p3 is usually 0f or 3f<br><br>=====================================================<br>enum IncidentTypes{<br>    FireDepartment = 3,<br>    Paramedics = 5,<br>    Police = 7,<br>    PedsInCavalcades = 11, <br>    Merryweather = 14<br>};<br><br>As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades &amp; 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. <br><br>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).<br><br>Side Note 2: I say it breaks as if you call this proper,<br>if(CREATE_INCIDENT) etc it will return false if you do as I said above.<br>=====================================================
p0 could be type (valueused in scripts: 14, 7, 5, 3, 11)<br>p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts.<br>p3 is usually 0f or 3f<br><br>=====================================================<br>enum IncidentTypes{<br>    FireDepartment = 3,<br>    Paramedics = 5,<br>    Police = 7,<br>    PedsInCavalcades = 11, <br>    Merryweather = 14<br>};<br><br>As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades &amp; 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. <br><br>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).<br><br>Side Note 2: I say it breaks as if you call this proper,<br>if(CREATE_INCIDENT) etc it will return false if you do as I said above.<br>=====================================================
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">gameplay.createIncidentWithEntity(p0, p1, p2, p3, outIncident);</syntaxhighlight>
<syntaxhighlight lang="javascript">mp.game.gameplay.createIncidentWithEntity(p0, p1, p2, p3, outIncident);</syntaxhighlight>
=== Required Arguments ===
=== Required Arguments ===
*'''p0:''' int
*'''p0:''' int
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==Example==
==Example==
<syntaxhighlight lang="javascript">
<syntaxhighlight lang="javascript">
todo
// todo
</syntaxhighlight>
</syntaxhighlight>
==See also==
==See also==
{{Gameplay_function_c}}
{{Gameplay_functions_c}}
[[Category:Clientside API]]
[[Category:Clientside API]]
[[Category:TODO: Example]]
[[Category:TODO: Example]]

Latest revision as of 10:08, 22 July 2024

p0 could be type (valueused in scripts: 14, 7, 5, 3, 11)
p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts.
p3 is usually 0f or 3f

=====================================================
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.createIncidentWithEntity(p0, p1, p2, p3, outIncident);

Required Arguments

  • p0: int
  • p1: Entity handle or object
  • p2: int
  • p3: float
  • outIncident: int

Return value

  • int

Example

// todo

See also