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Tiryll

Mission specific police radio

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Tiryll

I wanted to use the police scanners in with my mod, however some of these are too specific to use that way. Perhaps you could find a use for these.

AUDIO.PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_ARMENIAN_1_02", 1)AUDIO.PLAY_POLICE_REPORT(""SCRIPTED_SCANNER_REPORT_ARMENIAN_1_01"", 0)AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BARRY_3A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_ASS_MULTI_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_ASS_BUS_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_PS_2A_03", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_GETAWAY_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_Sol_3_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_Sol_3_02", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_PS_2A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_PS_2A_02", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_NIGEL_1D_01", 0.0);AUDIO::PLAY_POLICE_REPORT("LAMAR_1_POLICE_LOST", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_LAMAR_1_01", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JOSH_4_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JOSH_3_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_PREP_2A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_PREP_2A_02", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_PREP_1B_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_PREP_1A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_2A_05", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_2A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_2A_02", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_2A_04", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_JSH_2A_03", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_Franklin_2_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_FRANLIN_0_KIDNAP", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_FIN_C2_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_PREP_A_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_PREP_B_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_2B_03", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_2B_04", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_2B_02", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_2B_01", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_BS_2A_01", 0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_FIB_1_01", 0.0);AUDIO::PLAY_POLICE_REPORT("SCRIPTED_SCANNER_REPORT_DH_PREP_1_01", 0.0);

And some miscs

AUDIO::START_AUDIO_SCENE("PROLOGUE_POLICE_SHOOTOUT");AUDIO::STOP_AUDIO_SCENE("ARM_1_LOSE_COPS");AUDIO::_153973AB99FE8980((l_36d[5/*6*/]), "PS_2A_RAMMING_POLICE_CAR", 0);AUDIO::PLAY_SOUND_FROM_ENTITY(-1, "LAMAR1_FAKE_POLICE_SIREN2_MASTER", PLAYER::PLAYER_PED_ID(), 0, 0, 0);AUDIO::PLAY_SOUND_FROM_ENTITY(-1, "DROP_STINGER", (l_10bb), "BIG_SCORE_3A_SOUNDS", 0, 0);AUDIO::PLAY_SOUND_FROM_COORD((l_d51), "SIRENS_DISTANT_01_MASTER", 844.7, -2213.3, 57.9, 0, 0, 0, 0);AUDIO::PLAY_SOUND_FROM_COORD((l_d51), "Distant_Sirens_Skip_Start", 913.5999755859375, -2301.6, 34.0, "FBI_04_HEAT_SOUNDS", 0, 0, 0);AUDIO::PLAY_SOUND_FROM_COORD((l_d51), "Distant_Sirens", 913.5999755859375, -2301.6, 34.0, "FBI_04_HEAT_SOUNDS", 0, 0, 0);AUDIO::PLAY_SOUND_FROM_COORD(-1, "Securicar_Horn", ENTITY::GET_ENTITY_COORDS((l_4a7), 1), "FBI_04_HEAT_SOUNDS", 0, 0, 0);AUDIO::PLAY_SOUND_FROM_COORD((l_4da), "Cops_Arrive_2", 3532.400390625, -4676.85009765625, 113.2427978515625, "Prologue_Sounds", 0, 0, 0);AUDIO::PLAY_SOUND_FROM_ENTITY((l_134e), "Destroy_Cop_Car", (a_0), "JEWEL_HEIST_SOUNDS", 0, 0);AUDIO::SET_AUDIO_FLAG("OnlyAllowScriptTriggerPoliceScanner", 1);AUDIO::SET_AUDIO_FLAG("OnlyAllowScriptTriggerPoliceScanner", 1);

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quickfingers

Wow this is cool, thanks. I was wondering how do you find the names of the sound files and sets?

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Tiryll

Wow this is cool, thanks. I was wondering how do you find the names of the sound files and sets?

I personally scan each decompiled script by eye, line by line, not only for the information I'm looking for, but a rough idea on how they've programmed the game and other useful things like that. after a while you start to notice a pattern in them and they're easy to pick up quickly scrolling through. Probably a waste of my time, but I'm learning the language too as I go. Thankfully things like this, finding these bits of information, are quickly coming to an end as people are very good at digging them out (not myself, I barely touched them) which gives the modders lots of cool new stuff to play with. :)

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quickfingers

Interesting, these scripts for the full game, how did you get hold of / decompile those? That sounds like fun :D

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Tiryll

Interesting, these scripts for the full game, how did you get hold of / decompile those? That sounds like fun :D

I have been using the ones from NativeDB. You can see them here, not exactly full game, but there's enough sauce in there to make a meal IYKWIM. Add in the OpenIV and the information contained in there, bit of to and fro between the two. :)

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quickfingers

so cool, thanks for the heads up. This rabbit hole goes pretty deep :) Didn't quite plan on getting this involved but its a lot of fun :D

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Tiryll

You're not wrong there buddy! :) long may it continue

 

(ps your mod looks great btw. keep up the good work)

Edited by Tiryll

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quickfingers

Thanks man, it'd be nothing without these forums helping out along the way :) Strong community going on here

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