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	<title>Gameplay::createIncidentWithEntity - История изменений</title>
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	<updated>2026-07-24T22:24:54Z</updated>
	<subtitle>История изменений этой страницы в вики</subtitle>
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		<id>https://rage.grandroleplay.ru/index.php?title=Gameplay::createIncidentWithEntity&amp;diff=9776&amp;oldid=prev</id>
		<title>imported&gt;Shr0x: /* See also */</title>
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		<updated>2024-07-22T10:08:53Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;See also&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;p0 could be type (valueused in scripts: 14, 7, 5, 3, 11)&amp;lt;br&amp;gt;p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts.&amp;lt;br&amp;gt;p3 is usually 0f or 3f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;=====================================================&amp;lt;br&amp;gt;enum IncidentTypes{&amp;lt;br&amp;gt;    FireDepartment = 3,&amp;lt;br&amp;gt;    Paramedics = 5,&amp;lt;br&amp;gt;    Police = 7,&amp;lt;br&amp;gt;    PedsInCavalcades = 11, &amp;lt;br&amp;gt;    Merryweather = 14&amp;lt;br&amp;gt;};&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the &amp;#039;police&amp;#039; incident, it will call police cars to you, but unlike PedsInCavalcades &amp;amp;amp; Merryweather they won&amp;#039;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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Side Note 2: I say it breaks as if you call this proper,&amp;lt;br&amp;gt;if(CREATE_INCIDENT) etc it will return false if you do as I said above.&amp;lt;br&amp;gt;=====================================================&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.gameplay.createIncidentWithEntity(p0, p1, p2, p3, outIncident);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;p0:&amp;#039;&amp;#039;&amp;#039; int&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;p1:&amp;#039;&amp;#039;&amp;#039; Entity handle or object&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;p2:&amp;#039;&amp;#039;&amp;#039; int&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;p3:&amp;#039;&amp;#039;&amp;#039; float&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;outIncident:&amp;#039;&amp;#039;&amp;#039; int&lt;br /&gt;
===Return value===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Gameplay_functions_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Shr0x</name></author>
	</entry>
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