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Safer Chases (Smarter Driving for Cops) 1.5

(46 reviews)

7 Screenshots

No more derbies between cops while in pursuit.

 

So, I have grow tired of seeing people being afraid of calling police Backup because the NPC Cops drive too aggresively. This the result of my frustration.

This script attempts to make chases safer, for both you as well as the suspect, by slowing down police vehicles on certain circumstances, like when you're recovering from a crash and another cop car passes by, or you're near the suspect.

 

RAGEHOOK/LSPDFR VERSION RELEASED.

Special thanks to Guadmaz, who took the time to port the script for me and helped me finetune it.

Delete the original .NET version from your game!

 

Features

  • NPC Cops won't ram the suspects ever again. Despite that statement, you can disable this behavior this mid-pursuit if you change your mind. If you hit the suspect's vehicle yourself, NPC Cops will take it as a sign that the suspect is to be stopped by all means, and will resume HOT COP ACTION behind the suspect like this script never happened. You will be immersively notified of this change on their behavior.
  • NPC Cops will slow down when passing by you, preventing cop-to-player crashes this way. If they're directly behind you, they will brake harder to make sure they don't rear-end you. They ignore you if your vehicle is stopped, however.
  • NPC Cops will allow the player to be the primary unit when he's close to the suspect, leaving some space between them and the suspect's vehicle. They will take primary position again if the player falls too far behind.
  • NPC Cops can now yield to you. Simply honk and all nearby units will slow down.
  • NPC Cops will now try to manage traffic better. They overtake more carefully and brake to avoid running over running pedestrians or crashing into slow-moving vehicles. They even take into account other police vehicles!

 

WARNING

I consider this script resource intensive.

If you experience noticeable frame drops, disable some of the features in the .ini file to lighten the load on the CPU.


Settings
You can change multiple settings inside "SaferChases.ini" to tune the script's behavior to your likings.

  • Finetune how fast cops can pass by you [speed in KM/H]
  • Allow Primary Unit support [enable/disable]
  • Prevent the NPC cops from ramming the suspects[enable/disable]
  • Allow the NPC cops to try and manage traffic better [enable/disable]
  • Allow the player to force other units to yield to him [enable/disable]
  • Debug notifications [enable/disable]

 

Installation
Place "SaferChasesRPH.dll" and "SaferChases.ini" inside the \Grand Theft Auto V\Plugins\LSPDFR\ folder.

How to use

The script should start working automatically. You don't have to do anything.

The script will load its settings from the .ini again for any new pursuits you join, so feel free to tweak it mid-game.


Plans for future updates

  • Experiment on more, better ways to approach the issue this script adresses.
  • Port the script to RageHook if it people like it Done.
  • Let the player toggle the Ram Suspect feature while ingame, mid-pursuit. Done.
  • Let the player make other police vehicles yield, so you don't have to fight for a position in a pursuit. Done.

 

 

Troubleshooting
  • If you experience any kind of crash and you think Safer Chases has something to do with it, upload the RagePluginHook.log file you will find inside your main GTAV folder, detailing the situation you and the suspects where when it crashed.
 

Don't consider this a polished script, but a "cheap" workaround to a frustrating problem until better options are available.

Feedback is what I need to know what to change. Here is the discussion thread, and, if anyone wants the sourceode, you can find it here.

What's New in Version 1.5

Released

Tweaks

  • Updated for LSPD:FR 0.3.1.
  • Improved code optimization, hopefully by a lot.
  • You can now undo PIT authorization by honking near the suspect's vehicle.
  • Removed Primary Unit notifications, as I saw they were confusing people. The cops still allow primary if you're near the suspect.

User Feedback

Recommended Comments

xAzDKr

Members

41 minutes ago, Eddlm said:

Guys, the script doesn't touch the NPC AI, doesn't even touch them until they're closer than 30meters around you, nad even then, it only pushes the vehicles back via applied force. I highly doubt these AI problems are related to Safer Chases.

3 people have reported the same issue after installing your script, there's gotta be some correlation. 

Eddlm

Members Author

Are you sure you're talking about Safer Chases? Because there's already a script that is causing these issues.

Andartu

Members

(edited)

1 hour ago, Eddlm said:

Guys, the script doesn't touch the NPC AI, doesn't even touch them until they're closer than 30meters around you, nad even then, it only pushes the vehicles back via applied force. I highly doubt these AI problems are related to Safer Chases.

 

The script has been compiled with ScriptHookVDotNet v2.5, updated just a few days ago. Could that be the problem?

I had the same problem with the stuck backup as others mentioned. Then i checked i saw my ScriptHookVDotNet was out of date. Updated= everything fine now... at least in my case that was the solution.

48 minutes ago, Eddlm said:

Are you sure you're talking about Safer Chases? Because there's already a script that is causing these issues.

Ah and i have Albo´s Auto Pursuit Backup Disabler not installed at the moment...

But can you please add a changelog?

Edited by Andartu

Browndog

Members

8 hours ago, tylerkirk76 said:

i don't see a  scripts folder do i make one?

I have this issue to

Albo1125

Insiders

Awesome job, you beat me to it :thumbsup:

If you need any help porting this to RPH please let me know! I'd be glad to help.

Eddlm

Members Author

(edited)

17 minutes ago, Albo1125 said:

Awesome job, you beat me to it :thumbsup:

If you need any help porting this to RPH please let me know! I'd be glad to help.

I am struggling to compile any plugin for either RPH or LSPD:FR, there's always some kind of error. Guadmaz has given me the sourcecode of a RPH port of Safer Chases but I can't compile it either! (Probably because I don't know the required references in Visual Studio)

The moment I have a working base plugin for the game, I'll port the entire script for sure.

 

After that's done, I'd have no problem in sharing the development of the script with anyone who wants to help. Although I've been following Youtube LCPD:FR/LSPD:FR roleplay for some years now, I'm new to the community itself, so you people know what you need and how you want it better than me.

Edited by Eddlm

Synthacrat

Members

3 hours ago, Eddlm said:

Guys, the script doesn't touch the NPC AI, doesn't even touch them until they're closer than 30meters around you, nad even then, it only pushes the vehicles back via applied force. I highly doubt these AI problems are related to Safer Chases.

 

The script has been compiled with ScriptHookVDotNet v2.5, updated just a few days ago. Could that be the problem?

Actually, it was Developer Mode being "True."    It crashed, so I looked at the log and it said developer error or something like that. The logs actually help out.

obikenobi

Members

I have been waiting for something like this for so long!!! Seems awesome, can't wait to try it out! :)

 

mclmrtn

Members

(edited)

3 hours ago, Andartu said:

I had the same problem with the stuck backup as others mentioned. Then i checked i saw my ScriptHookVDotNet was out of date. Updated= everything fine now... at least in my case that was the solution.

Ah and i have Albo´s Auto Pursuit Backup Disabler not installed at the moment...

But can you please add a changelog?

Yes, I too do not use Albo's backup disabler.  Safer Chases is the only new mod I have added to my set up.  The backup isn't really stuck, but the cars never turn on.  The cars and the officers just sit there where the car spawned and do not start or move.  The headlights, emergency lights, and engine are off.  They do not clear when a pursuit or call ends either.  They stay there.  When the next pursuit happens, all the dead cars spring to life and respond.  No idea what is causing it, but never encountered the error before installing Safer Chases.  

Safer Chases not being a part of my mod suite isn't an option anymore.  Not after I have tasted the fruits of the author's labor.  The mod doesn't just enhance game play, it puts polish on LSPDFR as a whole.  Uninstalling isn't an option!

I have updated ScriptHookVDotNet to version 2.5.1 and had the issues afterward still.  I have not encountered this error again in subsequent plays.  It seems to happen unexpectedly for some reason under certain circumstances.

Edited by mclmrtn

Scoobz187

Members

Actually i do have the same problems. I do not use Auto Pursuit Backup Disabler. As far as it goes for me i dont have a clue what causes the problem.

 

grimdar

Members

This works! Finally and big thank you.

The only issue that seems to be left is when backup arrives from head on. They still ram the suspect vehicle at full speed. Once they're behind you they behave.

Beren

Members

(edited)

I absolutely love the idea of this mod, but I'm also having the issue with backup AI just sitting there. They spawn, but they don't do anything or even appear as blips on the map. Will hold off from using this until that issue is resolved.

Also, not sure if this was something that was intended, but whenever I drive close to the suspect I'm chasing, my car is forced to slow down after reaching a certain distance, preventing me from ramming or even touching their vehicle. I think the script was treating me like an NPC. This happens every time I've been on a pursuit. I see the message telling me that I'm primary, but it doesn't allow me to pit, block, or ram the suspect's car myself.

Edited by Beren

Street001

Members

I've had the issue with AI backup just sitting with no lights/siren on and not moving but that was happening to me even before I installed this mod. I also never installed Auto Pursuit Backup Disabler so I'm pretty sure it is not related to either of these scripts.

Scoobz187

Members

1 hour ago, Street001 said:

I've had the issue with AI backup just sitting with no lights/siren on and not moving but that was happening to me even before I installed this mod. I also never installed Auto Pursuit Backup Disabler so I'm pretty sure it is not related to either of these scripts.

I never had this problem before i used this mod. Do you talk about the Cop Cars standing on the side of Highways?

 

Albo1125

Insiders

8 hours ago, Eddlm said:

Are you sure you're talking about Safer Chases? Because there's already a script that is causing these issues.

I don't think it's directly related to my script as the overwhelming majority of users do not experience this problem. Seems to be a rather random issue people are having as far as I can tell.

liberto

Members

Having the issue as well. First time I'm having it, first time I'm using this script, btw.

The issue started once I died. I mean, I'm using Skin Control, my "custom" character died, so I insta popped as Mickael, but died in the following second (for real this time). I reloaded the custom ped, and since then I had the issue.
After unloading / reloading LSPDFR I got it fixed. I didn't try to reproduce these steps tho (my gaming time is over for tonight), but maybe this will help to understand.

Eddlm

Members Author

(edited)

17 minutes ago, Albo1125 said:

I don't think it's directly related to my script as the overwhelming majority of users do not experience this problem. Seems to be a rather random issue people are having as far as I can tell.

I am starting to think maybe RDE has something to do about it, as I have seen some reports of the exact same issue.

However, this script of mine runs each tick, so maybe it could be a performance issue too. I'm currently rewriting (and optimizing) it for RPH, we'll see if the correct version stops these weird problems.

... 'cuz the script doesn't even touch vehicles far from the player!

Edited by Eddlm

Hornby

Members

Glad you're porting it to RageHook cant wait to use it...

Drewster327

Members

well I got the units to respond but no change in driving style, still crashing and pitting me out of the way. I had to uninstall it, I'll have to wait for the RageHook version

xAzDKr

Members

Since you're working on porting to Rage, theres no point in trying to troubleshoot the current issue, as frustrating as it may be. May as well wait for the Rage version before picking up on troubleshooting. Mod works great for AI not spawned in as backup so great work!

cpe5040

Members

what happens when a pursuit has come to an end without the user touching the vehicle?

Suspect wrecks, gets out of vehicle on own, user follows.  Will AI police stay back or will they engage?

 

Andartu

Members

(edited)

Just curious. What is the reason you made in v1.1 the default CopMaxRelativeSpeed in the .ini from 20 down to 5 km/h?

Edited by Andartu

Eddlm

Members Author

(edited)

Are you afraid they will run him over? :tongue:

They behave normally if you or the suspect aren't inside your respective vehicles, so they will pursue him on foot, arrest him, etc.

41 minutes ago, Andartu said:

Just curious. What is the reason you made in v1.1 the default CopMaxRelativeSpeed in the .ini from 20 down to 5 km/h?

Because in the first version, the translation from KM/H to m/s (Game's speed units) was wrong. Now the game translates it correctly.

 

Anyway I made a mistake again and it didn't translate correctly in v1.1, I've fixed this in v1.2. 1 m/s now actually translates to 3,6KM/H, so the current default is 20KMH, that is 5m/s, that is ~12MPH.

Edited by Eddlm

Andartu

Members

56 minutes ago, Eddlm said:

Are you afraid they will run him over? :tongue:

They behave normally if you or the suspect aren't inside your respective vehicles, so they will pursue him on foot, arrest him, etc.

Because in the first version, the translation from KM/H to m/s (Game's speed units) was wrong. Now the game translates it correctly.

 

Anyway I made a mistake again and it didn't translate correctly in v1.1, I've fixed this in v1.2. 1 m/s now actually translates to 3,6KM/H, so the current default is 20KMH, that is 5m/s, that is ~12MPH.

Thanks.

10 DAVID 01

Members

Not sure if its something else on my end running, or if its this mod, but apparently now, the responding backup units will not engage suspects out of the vehicle, i was breaking up a fight and arresting or attempting to arrest the subjects, others got involved because it was in sandy shores, rednecks proceeded to beat on me whilst i tried to cuff the original suspects, all the while the other deputies stood there out of thier car doing nothing. 

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