All Releases
v3.0.0.
Cryptic Callouts
23
Added
22
Changed
18
Fixed
7
Removed
Version 3.0.0 is a complete rebuild and expansion of Cryptic Callouts, introducing a new shared foundation, four brand-new callouts, custom callout audio, improved stability, better entity management, and major improvements across the existing callout pack.
Added
23
Feature
Add an Illegal Street Racing Callout
Could you add an Illegal Street Racing callout involving multiple vehicles and suspects? It would be interesting if some racers attempted to flee while others remained at the scene.
REQ-42324
Feature
Add an Officer Needs Assistance Callout
Could you add an Officer Needs Assistance callout where another officer requires immediate backup during an active situation?
REQ-22063
Feature
Add a Road Rage Callout
I'd love a Road Rage callout where the situation can have different outcomes, such as an argument, physical fight, weapon incident, or vehicle pursuit.
REQ-54132
Feature
Add a Vehicle Pursuit Assistance Callout
I'd love a callout where officers respond to assist units that are already involved in an active vehicle pursuit.
REQ-84884
Feature
Add a Burglary in Progress Callout
I'd like to see a Burglary in Progress callout with different possible outcomes, such as suspects hiding inside, fleeing on foot, or escaping in a vehicle.
REQ-97548
Officer Needs Assistance
Introduces a new callout featuring an AI officer already engaged with one or more suspects when the player arrives.
Officer Needs Assistance Scenarios
Introduces four scenario variants: a resisting suspect, a suspect attempting to flee, multiple suspects and an armed standoff.
Officer Needs Assistance Outcomes
Introduces different suspect outcomes including fleeing, fighting and surrendering, as well as a unique outcome if the assisting officer is incapacitated before the player arrives.
Illegal Street Racing
Introduces a new callout featuring a configurable gathering of racing vehicles.
Street Racing Vehicle Count
Introduces the MinCars and MaxCars configuration options for controlling the number of racing vehicles.
Independent Driver Behaviour
Allows individual street racing drivers to independently flee or remain at the scene.
Burglary in Progress
Introduces a new burglary scenario.
Vehicle Pursuit Assistance
Introduces a new callout featuring an already-active LSPDFR pursuit when the callout is accepted.
Vehicle Pursuit Backup
Provides an additional backup unit for Vehicle Pursuit Assistance.
Custom Callout Audio
Introduces custom callout audio throughout CrypticCallouts.
CrypticRandom
Introduces CrypticRandom.cs for shared, thread-safe randomisation.
ProximityGate
Introduces ProximityGate.cs for reusable one-shot distance threshold tracking.
FiberScope
Introduces FiberScope.cs for cooperative cancellation of delayed and background GameFiber operations.
SceneEntities
Introduces SceneEntities.cs for centralised tracking and cleanup of spawned peds, vehicles and blips.
Catalog
Introduces Catalog.cs to centralise ped, vehicle, weapon and landmark data.
NegotiationMenu
Introduces NegotiationMenu.cs as a reusable dialogue and negotiation system.
SpawnHelper Improvements
Introduces safer vehicle dismissal and pursuit start/join helpers to SpawnHelper.
Configuration Validation
Introduces configuration validation through CalloutConfig.Validate().
Changed
22
CrypticCallouts Foundation
Completely rebuilds the shared CrypticCallouts foundation.
Existing Callout Foundation
Rebuilds all 11 existing callouts on the new shared foundation.
Callout Migration
Migrates Armed Mugging, Bank Robbery, Store Robbery, Hostage Situation, Riot, Gang Fight, Volatile Pursuit, Street Shooting, Stolen Vehicle, Domestic Disturbance and Road Rage to the new systems.
Entity Management
Improves entity tracking and cleanup across the callout pack.
Randomisation
Replaces individual Random instances with the shared CrypticRandom system.
Distance Handling
Replaces repeated distance checks with the shared ProximityGate system.
Background Fibre Handling
Improves delayed and background fibre handling to prevent stale tasks from interacting with ended callout entities.
Model and Landmark Data
Centralises model pools and fixed landmark locations that were previously duplicated across callouts.
Negotiation Systems
Replaces separate negotiation menu implementations in Hostage Situation, Domestic Disturbance and Road Rage with the shared NegotiationMenu system.
Road Rage Structure
Splits Road Rage into RoadRage.cs, RoadRage.Scene.cs and RoadRage.Negotiation.cs for improved maintainability.
Road Rage Preservation
Preserves the existing Road Rage scenarios, dialogue and stages during the rebuild.
Spawn Location Selection
Improves spawn location selection using progressive widening when suitable locations are not immediately available.
Configuration Validation
Ensures distance settings remain in a sensible order.
Outcome Weight Protection
Improves protection against malformed INI values affecting outcome weights.
Burglary Interaction System
Changes Burglary in Progress to use an interactive question, detain and let-go system.
Burglary Suspect Behaviour
Keeps suspects stationary until interaction or an outcome is triggered.
Bank Robbery Outcomes
Changes Bank Robbery to use foot-flee and fight-in-place outcomes instead of vehicle getaways.
Store Robbery Outcomes
Changes Store Robbery to use foot-flee and fight-in-place outcomes instead of vehicle getaways.
Getaway Vehicle Weighting
Folds existing Bank Robbery and Store Robbery GetawayVehicle weighting into the foot-flee weighting so existing INI configurations remain usable.
Volatile Pursuit System
Changes Volatile Pursuit to operate without its custom relationship group system.
Volatile Pursuit Behaviour
Changes Volatile Pursuit to use the existing pursuit and direct combat systems for suspect behaviour.
Optional System Handling
Improves handling of optional systems and group creation failures to prevent unnecessary callout termination.
Fixed
18
SpawnHelper Landmark Selection
Fixes SpawnHelper.PickNear incorrectly selecting landmarks outside the intended spawn distance.
Initial Spawn Fallbacks
Fixes Bank Robbery, Store Robbery and Armed Mugging frequently failing to display after the initial spawn fallback correction.
Spawn Distance Handling
Fixes callouts incorrectly returning no valid location when suitable locations were outside the initial distance range.
Declined Callout Cleanup
Fixes Armed Mugging, Stolen Vehicle and Bank Robbery leaking spawned entities when the callout was declined.
Road Rage Negotiations
Fixes Road Rage negotiations automatically resolving while the player is still investigating the scene.
Road Rage Statements
Fixes gathering statements from both parties incorrectly triggering an automatic resolve check.
Bank Robbery Getaway
Fixes Bank Robbery suspects failing to reliably enter their getaway vehicle before the pursuit starts.
Store Robbery Getaway
Fixes Store Robbery suspects failing to reliably enter their getaway vehicle before the pursuit starts.
Robbery Flee Behaviour
Fixes suspects appearing to teleport or flee on foot when the robbery getaway vehicle sequence fails.
Burglary Vehicle Spawning
Fixes Burglary in Progress spawning vehicles that are not required for the scenario.
Burglary Suspect Movement
Fixes Burglary in Progress suspects walking away while the player is attempting to interact with them.
Burglary Wander Behaviour
Fixes unwanted Wander behaviour during Burglary in Progress interactions.
Volatile Pursuit Crash
Fixes Volatile Pursuit crashing immediately after the callout is accepted.
Volatile Pursuit Code 4
Fixes Volatile Pursuit incorrectly going Code 4 on acceptance.
Volatile Pursuit Relationship Error
Fixes the ArgumentNullException caused by the custom Volatile Pursuit relationship group.
Stale Background Fibres
Fixes stale background fibres potentially continuing to run after a callout has ended.
Entity Cleanup
Fixes entity cleanup issues across rebuilt callouts.
Malformed Configuration
Fixes malformed configuration values being able to invalidate outcome-weight sections.
Removed
7
Volatile Pursuit Relationship Group
Removes the custom Volatile Pursuit relationship group system.
RelationshipScope Dependency
Removes the Volatile Pursuit dependency on RelationshipScope.
Robbery Vehicle Getaways
Removes Bank Robbery and Store Robbery vehicle getaway outcomes.
Burglary Getaway Vehicles
Removes getaway vehicles from Burglary in Progress.
Burglary Wander Behaviour
Removes Burglary in Progress suspect Wander behaviour.
Duplicated Model and Landmark Data
Removes duplicated model and landmark data from individual callout files.
Separate Negotiation Menus
Removes separate hand-built negotiation menu implementations in favour of the shared negotiation system.