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Realistic Taser 1.1.3

(9 reviews)

5 Screenshots

Realistic Taser

By YobB1n | Version 1.1.3 | Released August 19, 2022

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Join My Discord Server for Updates and Early Releases,

and find more of my Mods at my Website.

Introduction

 This plugin aims to change one of the most unrealistic parts about LSPDFR - the taser. As it currently stands now, the taser will always successfully stun the suspect up until a certain threshold, where the taser is then out of range and ineffective. This plugin has two options - either a user-defined probability of the taser being effective regardless of the range, or a probability depending on how far away the taser is from the suspect.

 

Requirements

  • LSPDFR 0.4.9 (Or Newer, if applicable)

  • Most Recent Version of RagePluginHook

  • Most Recent, Legal Copy of GTAV (Steam, Epic, or Retail All Work)

 

Installation Instructions

Unzip the file. Copy ALL of the Contents of the “Grand Theft Auto V” folder into your MAIN “Grand Theft Auto V” or “GTAV” Directory, which contains “GTAV.exe” in it.
 

Features

All these features can be customized and enabled/disabled in the RealisticTaser.ini Config File.

 

  • Taser Success Probability - Specify the probability of the taser being successful, regardless of how far away the player is from the Suspect

  • Taser Success Based on Range - The probability of the taser being successful depends on how far the player is from the Suspect. A detailed description is below.

    • Scale Factor - Change how the Taser behaves based on your “feel” for the game.

  • Limit Reloads - Limit the taser to a certain amount of shots (default is 2) as in real life. Reload Animations can be enabled/disabled.

    • Replenish Taser in Vehicle - The Taser will replenish to the specified amount of shots every time the player enters a Police Vehicle

  • UI - A basic UI indicating how many shots are left in the Taser, similar to the Ammo Counter for other weapons. Can be adjusted or disabled entirely.

  • Dry Fire - The Taser will produce a Dry Fire (click) sound if fired when not reloaded.

 

How the Plugin Works

As mentioned, there are two main options with this plugin. A detailed description of how each option works is below:

User-defined Taser Success Probability

Using the “Taser Success Probability” option in the Config file, you can specify the probability that the taser will be effective, regardless of how far the player is from the suspect, provided the suspect is within the default taser range. Setting this to 0 means the taser will never work, and 100 will always work (provided the suspect is in range).

 

By default, this is set to 69% (nice), the average taser effectiveness reported by Police Departments in 12 major U.S. cities in 2015, according to a 2019 NPR article titled “Despite Widespread Use, Police Rate Tasers As Less Effective Than Believed”.

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Range-defined Taser Success Probability

This is, in my opinion, the better option. When “Taser Success Based on Range” is set to true in the Config file, the chance of an effective taser deployment will depend on how far away the player is from the suspect. This is the default setting.

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Using the above data from the same article from both New York and Fort Worth, it is clear that taser effectiveness is far higher when the suspect is between 3 feet (1 meters) and 10 feet (3 meters) away. Effectiveness drops significantly after this threshold. Extrapolating this data results in the following graph (note the probability of success (%) is the y-axis, and the range (in meters) is the x-axis.

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If you are curious, this results in the function

y = 60.7539 / x^0.824732 - 12.821

where x is the range between the Suspect and Officer in meters. Of course, this is only an approximation based on yearly data from just two Police Departments, but it’s what I went with. This means that you will have to be quite close to the suspect in order for the taser to be reliable, which is true to life. The taser may still work at farther distances, but its reliability will drop off considerably quickly as demonstrated in the above graph.

 

GTAV Distance Scaling - Important!

An important note, GTAV does not have the same distance scale as real life (distances in GTAV are much larger than they would feel in real life). Think about how you can easily drive over 150 km/h on a city street in GTAV, but it seems far slower than 150 km/h would actually be. The setting “Scale Factor” will multiply the distance between the player shooting the taser and the suspect to compensate for this. The default is 3, higher values will increase the taser’s effective range, lower values will decrease it. You can adjust this to what feels realistic and natural for you.

 

How to Use

This is an LSPDFR plugin. It is placed in the Plugins/LSPDFR folder. It will be available once you load LSPDFR and go on duty. This plugin originally was intended as an RPH standalone plugin, however there was a bug that seemed to occur whenever LSPDFR was loaded. I may release the standalone version of this plugin in the future if people request it.
 

Bug Reporting and Requests

Please report all bugs or issues so that I can work on them. Please Do NOT report bugs in the review of the plugin. Instead, please leave a message on my discord server in the bug reports channel, or a comment on the plugin page of LSPDFR with a concise description of the problem and a solution if you have one. If you have any improvements for the plugin, or suggestions for future plugins/callouts, please also leave a message in my discord.

 

Support

For the best support, please either use the support channel on my server, or the official RagePluginHook Discord Server.

 

Support the Effort 🙂

If you enjoy these plugins please share them with your friends and leave a positive review, and report bugs so the experience can be better for everyone. Also, it would mean a lot if you consider supporting me on PayPal, https://bit.ly/3iBmnsn

 

Check out my Other LSPDFR Mods:

 

Credits

  • I’ve had this idea for a while, but I was finally spurred on by this Forum post.

  • Big Thanks to NPR for doing all the research for me lol.

  • Thanks to all who reported issues or contributed feedback/ideas to this Plugin!

 

Once again, thank you for downloading and have fun! Take care 🙂

 


Please do not redistribute or reupload any of my plugins to other sites. Thank You!

Edited by YobB1n

What's New in Version 1.1.3

Released

Release 1.1.3 Changelog

  • Fixed a bug that would spam the log with debug messages when the player is in a vehicle.

This is a very minor release and you do not have to update to recieve the same functionality.


Short Description

Customize the effectiveness of the Taser based on real-world data!

User Feedback

Recommended Comments

YobB1n

Members Author

13 minutes ago, Talia Kuznetsova said:

If you could implement repeated taserings causing issues that'd be nice. I'd recommend a baseline of 2.5% and then further taserings increase it by about double. 

https://cvpcs.asu.edu/sites/default/files/content/projects/Taser Media CPP.pdf  See here how the first two taserings on page 14 has an increase of about 200% give or take. Baseline fatal chance is 2.5 as its enough to make gameplay interesting, irl the chance is 0.25% according to a DOJ survery. 

Very interesting. Thanks for the info.

Considering that most players will likely only enable two shots in their taser, I suppose the first shot will be 2.5%, then 5% if used on the same Suspect.

53 minutes ago, YobB1n said:

Very interesting. Thanks for the info.

Considering that most players will likely only enable two shots in their taser, I suppose the first shot will be 2.5%, then 5% if used on the same Suspect.

That would be a good way to go about it. It wouldn't be a supreme chance but its still something to be cognizant about and rethink your tactics. 5% might not seem like a lot but with how many tasings you do it can add up fast.  

Likely how the ini should be configured is Taser modifier in decimal format so 2.0 for baseline. Then do 

     LastTazeDeathChance*SuccessionModifier = NewDeathChance. 

Which might look like 0.025*2.0=0.05. 

Granted my coding experience is Unity C# so I'm not too familiar with gta5 coding. 

Thatone404

Members

Damn, man! It's a very deep and  extensive research about the topic. Great job!

Robo22

Members

This mod works very well, zero issues

Nice Plugin but is it intended that suspects that are getting tased do not fall down anymore?

wakey

Members

Still is telling me in-game that there is an update (1.1.1) for it but I already have 1.1.1 installed.

YobB1n

Members Author

6 hours ago, wakey said:

Still is telling me in-game that there is an update (1.1.1) for it but I already have 1.1.1 installed.

Yea I messed up the version, will be fixed in the next update. Sorry about that

wakey

Members

9 hours ago, YobB1n said:

Yea I messed up the version, will be fixed in the next update. Sorry about that

Ah ok, sounds good.

Warleader6

Members

I have the latest version from the download link here. Taser seems to work great but on load in, i get a warning there is a newer version, tet the version listed is the newer one, please advise and great additions too, thanks

Rizencraft

Members

With the newest version, everything works fine, except that the ammo counter UI doesn't show up at all. Occasionally the laser for STP didn't work, but it may or may not have been this mod, or some other one I installed. Attached is my RPH log file.

RagePluginHook.zip

  • Community Team

Have you considered adding a taser draw animation? Seems like "Cop Holster" have removed the taser animation in the lastest version. :turned: 

YobB1n

Members Author

16 hours ago, Rizencraft said:

With the newest version, everything works fine, except that the ammo counter UI doesn't show up at all. Occasionally the laser for STP didn't work, but it may or may not have been this mod, or some other one I installed. Attached is my RPH log file.

RagePluginHook.zip 1.32 MB · 1 download

Yeah it seems to be pretty inconsistent, you may have to experiment with moving around the UI coordinates in the INI file. It's not a huge concern for me since it's actually more realistic without the UI, but I am not 100% sure why it doesn't show up for everyone.

15 hours ago, unitedOrange66 said:

Have you considered adding a taser draw animation? Seems like "Cop Holster" have removed the taser animation in the lastest version. :turned: 

This has been requested, I'll look into it for the next update.

TJster

Members

Getting a crash right after this plugin loads when going on duty here is the log.

 

RagePluginHook.log

YobB1n

Members Author

4 hours ago, TJster said:

Getting a crash right after this plugin loads when going on duty here is the log.

 

RagePluginHook.logUnavailable

Hello, thanks for reporting. It says the log is unavailable, if you could try to reupload it again or send it to me on Discord that'd be great. Thanks!

TJster

Members

Hey, sorry for the confusion but I figured out that it was actually another plugin when going on duty that was causing the crash and not this one. Absolutely love the mod though, something I've wanted for a long time now and it's finally here. 🙂

 

MadMaks

Members

i've been waiting for this kind of mod a very long time. I wrote this idea to SuperPyroManiac, but he couldn't do it, but you Yobbin did that and you're the best! Really great plugin. it would be great if the taser still came with an animation of releasing cartridges with electrodes from the taser itself. It would be very awesome. But anyway thanks for your work and keep it up! 

14 minutes ago, MaksimHand said:

i've been waiting for this kind of mod a very long time. I wrote this idea to SuperPyroManiac, but he couldn't do it, but you Yobbin did that and you're the best! Really great plugin. it would be great if the taser still came with an animation of releasing cartridges with electrodes from the taser itself. It would be very awesome. But anyway thanks for your work and keep it up! 

Oh, and addition to my comment, I would advise you to add a function for the ped to die if the taser hits a certain part of the body. As far as I know, the lethal outcome of a person from a taser can be caused by a hit in the head and in the heart. If it could be added somehow, it would be great, or as another user wrote, add a chance that a person can die from a taser

YobB1n

Members Author

On 12/3/2022 at 3:02 PM, MaksimHand said:

i've been waiting for this kind of mod a very long time. I wrote this idea to SuperPyroManiac, but he couldn't do it, but you Yobbin did that and you're the best! Really great plugin. it would be great if the taser still came with an animation of releasing cartridges with electrodes from the taser itself. It would be very awesome. But anyway thanks for your work and keep it up! 

Oh, and addition to my comment, I would advise you to add a function for the ped to die if the taser hits a certain part of the body. As far as I know, the lethal outcome of a person from a taser can be caused by a hit in the head and in the heart. If it could be added somehow, it would be great, or as another user wrote, add a chance that a person can die from a taser

That would be really cool, I'll look into it, and thanks!

rockwl

Members

maybe add to the config that allows you to shoot 2 shots before reloading? Similar to the X2 taser I think that would be very cool.

gosving

Members

Can you tell me an addition to the EUP that adds labels ''poll,polll, sergeant ...'''?

aidey1234

Members

Mod has issues and doesn't allow most of Bejoijo mods too load. How unfortunate 

MarlowAlle

Members

Mod works fine until the dry fire, that keeps crashing my game

Bakun

Members

 

when i shoot from taser 2 time, and take a pistol, a cant shoot. Sound like i havent ammo

deeman

Members

good idea to complex

Nicholas27

Members

how do I turn the laser off?? 

Lightning200

Members

One suggestion I have for this plugin is a ability to reactivate the taser if the prongs are still in the suspect and the ability to remove the prongs. Otherwise, great plugin 

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