Callouts
AI Callouts
Welcome to the future of gaming with PoliceMP's latest innovation! Our team has been hard at work crafting a groundbreaking addition to the PoliceMP experience, designed to take your gameplay to new heights. Say hello to our new AI dynamic callout system, a feature that puts the power in your hands like never before.
Gone are the days of monotony on patrol. With our innovative system, players now have the freedom to engage with calls at their own discretion, seamlessly toggling between responding to emergencies and enjoying uninterrupted gameplay on our PoliceMP server. No more feeling tied down to a linear gaming experience – now, you can immerse yourself fully in the world of law enforcement, experiencing the thrill of unpredictable emergencies whenever you choose.
What sets our dynamic system apart is its versatility. With a diverse array of preset AI-generated emergencies, each moment on duty offers a fresh challenge and endless excitement. From high-speed chases to intense hostage situations, there's something for everyone, regardless of your skill level. Whether you're a seasoned veteran or a rookie officer, our system ensures that every call is an opportunity for adventure.
Curious about how our dynamic system works? It's as simple as a few clicks! Here's a quick rundown:
Clocking On
First things first, you'll need to clock on to start receiving callouts. Head to the F1 menu, select the "Callout" category, and click "Clock on." Alternatively, you can use the command /calloutclockon. Once you've done this, get ready to dive into the action!
Receiving Callouts
Once you're clocked on, get ready to receive a variety of callouts periodically. Each division within PoliceMP boasts its own set of unique callouts, ensuring that there's always something fresh and exciting on the horizon. Whether you're patrolling the streets or investigating a high-stakes crime, there's a callout waiting for you.
Switching Roles
Planning to switch roles or take on a different division? No problem! Just remember that you automatically clock off when changing roles. And when you're back in action, simply clock on again to resume receiving callouts tailored to your current division.
Accepting Callouts
Received a callout that piques your interest? You can easily accept it using the command /acceptrecentcallout or by navigating back to the F1 menu. With just a click, you'll be on your way to tackling the next thrilling challenge.
Taking a Break
Everyone needs a breather now and then, and our system makes it easy to take a break without missing a beat. Simply use the command /calloutclockoff or select "Clock off" from the F1 menu to temporarily pause your callouts. When you're ready to jump back into action, just clock back on and get ready for the excitement to resume.
Civilian Callouts
The type of callouts to expect, and what divisions they are best tailored to.
Division | Callout | Grade | Primary Unit | Additional |
---|---|---|---|---|
All Units | Non Firearm Panic Button | Grade 0 | All Units | All Units |
AFO | Firearm Panic Button | Grade 0 | AFO | FSD |
AFO | Armed FTS | Grade 0 | AFO | FSD/PAS |
AFO | Bomb Threat | Grade 0 | EOD | CTSFO/EDD |
AFO | Armed Robbery | Grade 1 | AFO | FSD/PAS |
AFO | Hostage Situation | Grade 1 | AFO | FSD/HCN/PAS |
CID | Death | Grade 2 | CID | LHS |
CID | Drugs Marker | Grade 2 | CID | DSU |
CID | Forensic Callout | Grade 3 | Forensics | AA/DSU |
CID | Means Enquiry | Grade 3 | CID | DSU |
CID | Missing Persons | Grade 2 | CID | DSU/PAS |
CID | PIS Statement | Grade 3 | CID | N/A |
CID | Scrapped Marker | Grade 3 | CID | ME Recovery |
CID | Wanted Marker | Grade 2 | CID | DSU/PAS |
CID | Written Off Marker | Grade 3 | CID | ME Recovery |
DSU | Decamp | Grade 1 | DSU | PAS |
DSU | Drugs Marker | Grade 2 | DSU | CID |
DSU | Missing Person | Grade 2 | DSU | CID/PAS |
DSU | Suspect With Melee Weapon | Grade 1 | DSU | ERT/PAS |
ERT/JRU | Anti Social Behaviour | Grade 3 | ERT/JRU | DSU/TSG |
ERT/JRU | Arson | Grade 1 | ERT/JRU | CID |
ERT/JRU | Assault | Grade 2 | ERT/JRU | DSU |
ERT/JRU | Burglary | Grade 1 | ERT/JRU | DSU/SCD |
ERT/JRU | Drunk & Disorderley | Grade 2 | ERT/JRU | N/A |
ERT/JRU | Muggings | Grade 2 | ERT/JRU | DSU/PAS |
ERT/JRU | Theft | Grade 2 | ERT/JRU | CID/DSU/PAS |
ERT/JRU | Vehicle Markers | Grade 2 | ERT/JRU | RTPC |
RTPC | ANPR Hits | Grade 2 | RTPC | ARO/DSU |
RTPC | CAT A Escort | Grade 3 | RTPC/SEG | AFO/CID/ERT/PAS |
RTPC | Checkpoints | Grade 3 | RTPC | All Relevant Units |
RTPC | Fail to Stop | Grade 1 | RTPC | AFO/ARO/DSU/NPAS |
RTPC | Road Traffic Collision | Grade 1 | RTPC/SCIU | ERT/JRU |
RTPC | Street Race | Grade 2 | RTPC | ARO/DSU/ERT/PAS |
Response Grades
The different response grades based on the severity of the callout.
Grade 0
Highest Priority Full Lights and Sirens
(Extremely high risk to life and or property)
Callout | Units |
---|---|
Panic button | ANY and ALL Units to attend (Firearms: AFO only) |
A person with a knife | 2x Taser Trained Officers and/or Dog (if available) |
Gang war | AFO ONLY |
Bank heist | AFO ONLY |
Grade 1
Highest Priority Full Lights and Sirens increased by safe speed
(high risk to life and/or property)
Callout | Units |
---|---|
FTS / Ongoing pursuit | RTPC and PAS (if available) |
Missing Persons | Dogs and PAS (if available) |
Drugs Intel | Dogs and PAS (if available) |
RTC | RTPC and SCIU (if available) |
Ongoing assault | Any unit may attend |
Fight in progress | Any unit may attend |
Weapons Intel | AFO ONLY |
Grade 2
Medium Priority Attendance - Lights and Sirens safe speeds 20mph over speed limit MAX
(Medium Risk to Life or Property)
Callouts | Units |
---|---|
Shoplifting | Any unit may attend |
Sudden Death | CID (if available) |
FTS Marker | RTPC ONLY |
Street Race | RTPC ONLY |
Grade 3
Routine Attendance - Following Road Laws
(Medium Risk to Life or Property)
Callout | Units |
---|---|
Abandoned Vehicle | Any unit may attend |
Public Nudity | Any unit may attend |
Illegal Immigrants | Any unit may attend |
ANPR Hits | RTPC ONLY |