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Callout Expansion Pack 1

Thirty extra callouts for Emergency Response Simulator, for the police, ambulance, fire and tow services.

Callout Expansion Pack 1 is a callout expansion for ERS. It runs as its own resource, night_ers_cp1, beside night_ers. It adds thirty callouts: fires, hazardous materials, crime scenes, medical emergencies, water recoveries and tow jobs.

Callout Services Dispatch text
Camper theft from campsite Police Caller reports someone driving off in their parked motorhome while they were away from the pitch.
Carbon monoxide — unresponsive person(s) Ambulance Welfare check: caller reports an unresponsive person in a badly ventilated enclosed space; fumes or exhaust may be involved.
Chemical leak Ambulance, Fire Hazardous chemical leak reported at an industrial site; evacuate area and request HAZMAT and fire.
Cold case lead — submerged evidence Police Cold case unit has received an anonymous tip pointing to evidence dumped offshore years ago. Dive team requested to recover items from the seabed for re-examination.
Contaminated water — underwater source recovery Police, Ambulance, Fire Environmental unit reports a chemical sheen on the water; HazMat suspects illegal drum disposal below the surface. Recover submerged containers for lab trace — minimise exposure. One civilian pulled from the water and held for observation on shore.
Crime scene — disturbing discovery Police Disturbing scene reported at this address. First responding officer has secured the perimeter and is requesting a second unit. Nature of the scene is not suitable for the faint-hearted.
Deer herd — public grounds Police Caller reports a large cluster of deer on manicured grounds beside leisure buildings — vehicles stacking on adjoining roads.
DUI Checkpoint — Custody Transport Police Checkpoint unit has a driver in custody after a positive roadside screening. They need a transport unit to run the subject to the custody center.
Festival pyrotechnics malfunction Fire Pyrotechnics malfunction at a festival; stray sparks and smoke. Fire units respond.
Fire caused by lightning Fire Structure fire started by lightning strike; electrical hazards possible. Fire units respond.
Fire in difficult-to-reach location Fire Fire reported in a remote or hard-to-access area; terrain and access may complicate response. Fire units respond.
Fireworks warehouse fire Fire Major fire reported at a fireworks storage warehouse; volatile materials on site—all fire units respond.
Forest fire Fire Large forest fire reported; vegetation and brush alight. Fire crews required to contain spread.
Highrise fire Fire Major fire reported in a highrise building; multiple floors affected. All fire units respond.
Highway vehicle impound pickup Tow Tow requested for a single vehicle still on the highway after emergency clearance. Scene reported safe — recover to impound or a designated garage per instructions.
Illegal fireworks display Police Reports of illegal fireworks being set off; suspects possibly on scene. Police respond.
Illegal Radioactive Waste Dump Police, Fire Anonymous tip received — someone is illegally dumping radioactive material at this location. Suspect vehicle may still be on scene. Intercept immediately.
Large Scale Highway Incident Police, Ambulance Multiple vehicles down on the highway. Reports of injured parties still in and around their vehicles. Scene is not yet secured — proceed with caution.
Mass food poisoning — public event Police, Ambulance Multiple casualties at a street fair — severe nausea and collapse after eating from shared vendors. EMS mass-casualty protocol; PD assist with interviews and perimeter.
Murder scene — Evidence Collection Police Homicide detectives request a second unit to walk the scene and document blood spatter patterns. Forensics is staging — perimeter is live.
Neighbourhood Shootout Police, Ambulance Multiple shots fired reports flooding in from this neighbourhood. Callers describe two groups exchanging fire in the street. Approach with extreme caution.
Offshore aircraft wreck — salvage & recovery Police, Ambulance Mayday trace ended over open water; sonar has a fuselage on the bottom. Marine unit requests law enforcement to secure the site and recover secured cargo drifting from the break-up.
Park fire Ambulance, Fire Fire reported in a park; vegetation and structures alight. Fire units and ambulance requested.
Radioactive Transport Incident Police, Ambulance, Fire, Tow Reports of an overturned military transport vehicle on the highway. Hazardous cargo has been spilled — radioactive material confirmed on scene. All units respond with extreme caution.
Radiologic leak — source investigation Police, Fire HazMat unit reports an uncontrolled radiologic leak at this location. Source unknown. All units to respond — evidence of origin must be documented before containment can begin.
Reports of rifle shots fired Police Multiple 911 calls reporting gunshots in the area; origin unknown. Units to respond and locate the source.
Residential burglary in progress Police Caller reports a break-in at a residence; several unknown persons seen leaving in a vehicle. Units to attend and secure the area.
Shipment container fire Fire Fire reported in a shipment container yard; containers alight. Fire response required.
Spreading fire in the neighbourhood Ambulance, Fire Fire spreading between properties in a residential area; multiple structures involved. All fire units respond.
Toxic Munitions Discovery Police, Ambulance, Fire Civilian reports discovering what appears to be old military munitions at this location. Preliminary assessment suggests chemical or toxic agents — all units respond with full protective protocols.

The dispatch text shown is the first of each callout’s descriptions. Every callout has several.

  • Emergency Response Simulator (night_ers) and its dependencies, installed and properly configured. The resource’s manifest declares night_ers as a dependency.
  1. Put the night_ers_cp1 folder in your server’s resources folder.
  2. Make sure night_ers is installed and properly configured.
  3. Add these lines to server.cfg:
ensure night_ers
ensure night_ers_cp1
  1. Restart your server.

Each callout has its own file in night_ers_cp1/config/callouts/. The manifest leaves config/*.lua and config/callouts/*.lua outside the asset escrow, so you can edit them. The file config/config.lua only holds the config version and the event prefix, and needs no changes.

Every callout file has these settings:

Setting What it does
Enabled Turns the callout on or off. All thirty are true
CalloutName The name of the callout
CalloutDescriptions The list of dispatch descriptions
CalloutUnitsRequired The services the callout is for: policeRequired, ambulanceRequired, fireRequired and towRequired
CalloutLocations The places where the callout can start, numbered from [1]

The ped settings (PedChanceToFleeFromPlayer, PedChanceToAttackPlayer, PedChanceToSurrender, PedChanceToObtainWeapons, the two timeouts, PedActionOnNoActionFound and PedWeaponData) are the same ones explained on the Callout Creator Pack page.

The nine fire callouts (festival pyrotechnics, fire in a difficult-to-reach location, fire caused by lightning, fireworks warehouse, forest fire, highrise fire, spreading neighbourhood fire, park fire and shipment container fire) place their fires with FirePositionSets. The comment in the file explains it:

-- Pre-set fire positions per location (index matches CalloutLocations). Each entry is a list of vector3
-- with correct ground Z—no random spread. Add more vector3s per set for multiple hotspots (pre-measured in-game).
--
-- Recommended ceiling: 15 spawns per scenario. Beyond that the client-side
-- particle FX rate-limit and seed-queue drain time (~300 ms/spawn) start to
-- bite and the HUD baseline inflates with pending spawns.
Setting What it does
FirePositionSets One list of fire positions for each location, matched to CalloutLocations by number

Thirteen callouts have evidence for the player to collect. They share these settings:

-- How many evidence positions are activated each run (capped to available positions).
EvidenceCountMin = 2,
EvidenceCountMax = 6,
-- Radius (metres) the player must be within to collect an item
CollectRadius = 1.5,

The values above are from the crime scene callout. Each callout has its own values.

Setting What it does
EvidenceCountMin and EvidenceCountMax How many evidence positions are activated each run, capped to the positions available
CollectRadius How close, in metres, the player must be to collect an item

Read through the instructions again if you have not managed to install the resource. Can’t get it to work still? Create a ticket through our dedicated support system in Discord:

Nights Software Discord