MISC
CREATE_INCIDENT_WITH_ENTITY
0x05983472F0494E60
Jenkins: 0xBBC35B03
Signature
// MISC
BOOL CREATE_INCIDENT_WITH_ENTITY(int dispatchService, Ped ped, int numUnits, float radius, int* outIncidentID, Any p5, Any p6)
Parameters
| Type | Name |
|---|---|
| int | dispatchService |
| Ped | ped |
| int | numUnits |
| float | radius |
| int* | outIncidentID |
| Any | p5 |
| Any | p6 |
Return type BOOL
Build 323
Documentation
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. =====================================================
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