INJURED STATE 2.0
Welcome to InjuredState v2.0 — the most significant update to the plugin since its initial release. This version completely transforms the injury experience for LSPDFR, moving far beyond a simple ragdoll and countdown system into a fully dynamic emergency response simulation.
When an NPC attacks you, the game now responds like it should. Police units are automatically dispatched Code 3 to pursue the suspect, an ambulance races to your location, and a tracking blip marks the attacker on your minimap in real time. If the suspect is taken down by responding units the blip turns into a skull at their last known position. If they are arrested it disappears cleanly. When paramedics successfully treat you, you automatically rejoin the active pursuit — no menus, no keypresses, no interruptions to immersion.
Vehicle strikes are handled separately — any NPC driver that hits you triggers pursuit backup units to chase them down, with an ambulance only called if the impact actually injures you.
Every injury type now has its own behavior. A headshot gives you just 60 seconds before your condition becomes critical. A leg shot sends you limping immediately. Torso hits are handled by health degradation as before. Treatment is no longer a guaranteed outcome. Paramedics have an 80% chance of saving you from a normal injury and a 50% chance from a headshot — reflecting the severity of the wound. If they fail, the screen fades and you bleed out.
All of these values are fully configurable in the InjuredState.ini file that is automatically created on first run, along with toggles for the officer down system and vehicle pursuit backup.
Both PolicingRedefined and UltimateBackup are fully supported with matching behavior — pursuit backup, ambulance dispatch, and treatment animations work the same regardless of which backup mod you have installed.
Requirements
To fully use all v2.0 features you will need the following installed:
LSPDFR.
RagePluginHook.
DamageTrackerFramework (DTF) — required for bone-specific injuries, headshot detection, leg shots, vehicle strike detection, and the automatic officer down system. Without DTF the plugin runs in v1.0 compatibility mode — health polling, limping, and manual ambulance call only.
PolicingRedefined or UltimateBackup — at least one is required for backup dispatch and ambulance. The plugin detects whichever is installed automatically at runtime — no configuration needed.
Installation
Drop the compiled InjuredState.dll into Grand Theft Auto V/Plugins/LSPDFR/
⚠️ Beta Notice — v2.0 is currently in beta. The core systems are functional and have been tested, however some edge cases and unexpected behaviors may still occur. If you encounter any bugs please report them at the discord below. Thank you for testing.
Discord Server: https://discord.gg/FNcj6qhM
Name: Deputy Director Duvi, feel free to ask anybody around as well.
Edited by xDuvii
What's New in Version 2.0
Released
v2.0 — Current
Added automatic officer down system — police + ambulance dispatched instantly when injured by an NPC.
Added LSPDFR pursuit on attacker with red tracking blip — becomes skull icon on death, removed on arrest or despawn.
Added vehicle strike detection — any NPC vehicle hit triggers pursuit backup to chase the driver.
Added DTF bone-specific injuries — headshot (60s countdown), leg shot (instant limp), torso (health polling).
Added hit region text at bone position for 5 seconds.
Added treatment success chance — 80% normal, 50% headshot.
Added
"Paramedics could not save you."HUD on treatment fail.Added in-vehicle slump animation on injury (Work still in progress).
Added
InjuredState.ini— configure treatment chances and toggle officer down / pursuit backup.Full UB parity with PR — pursuit backup, ambulance on officer down, balanced treatment time.
Various bug fixes and code cleanup.
v1.0 — Initial release
Injury + ragdoll at health 130, 120 second countdown.
Limping below health 160.
Press E to call ambulance via PR or UB.
PR: CPR + assist animations, UB: medkit treatment.
Animated HUD, enemy flee on injury, scare away after recovery.
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