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Calm AI Updated 1.8.5

(0 reviews)

5 Screenshots

Hey everyone we are excited to release our enhanced version of the popular Calm-AI script for FiveM! This update adds realistic emergency vehicle avoidance behavior to AI-controlled vehicles, making your server's traffic feel more alive and realistic. Also I will try to get Photos but it wont be easy really.

 


Advanced Emergency Vehicle Detection
- Supports ALL emergency service vehicles (police, fire, medical, military, prison, FIB, security)
- 50+ vehicle models recognized
- Only triggers when lights & sirens are active

 

Realistic Pull-Over Behavior

- Advance Detection: AI pulls over when emergency vehicles are within 100 meters
- Smart Positioning: Pulls to the correct side based on emergency vehicle position
- Blinker Activation: Turn signals automatically activate when pulling over
- Realistic Timing: 1-2 second delay before resuming normal driving after emergency passes

 

Special Behaviors
- Jerk AI: 5% of vehicles ignore emergency vehicles entirely (just like real life!)
- Side Awareness: Left emergency vehicle = pull right, Right emergency vehicle = pull left
- Middle Position Handling: Smart splitting when emergency vehicle is directly ahead

 


Support
For issues, suggestions, or contributions, please contact Nightz Development.
Make your FiveM server's traffic feel more realistic with our enhanced Calm-AI!

What's New in Version 1.8.5

Released

New Features

Performance

- Rewrite: Rewrote the emergency vehicle scanning thread from a nested loop to a single-pass active scan .

- Reduced Idle CPU usage

- Native Class-18 Support: Native detection

Upgrades

- Code 2 vs. Code 3 Emergency Handling: Added discrete handling for Code 2 (siren lights only, silent) vs. Code 3 (siren lights and audio active) responses.

- Dynamic Weather & Time Visibility Scaling: Detection ranges now adjust realistically according to atmospheric visibility. Poor weather conditions (heavy rain, blizzards, thick fog)

- Heavy Vehicle Hazards & Cruise Exceptions: Special sub-state rules for large, slow-maneuvering vehicles (Classes 10: Industrial, 11: Utility, 12: Vans, 20: Commercial).

- ERS (Emergency Response Simulator) Compatibility: Fully integrated with Nights Software's Emergency Response Simulator (`night_ers`). Fleeing suspects under active ERS pursuits are detected dynamically via Entity State Bags and Decorators, ensuring they bypass the avoidance routine and continue fleeing at high speed.

Smooth Deceleration

- Braking Deceleration: Vehicles steer and decelerate smoothly over a 4-second window before engaging a solid max speed limit of `0.1`.

- UK & Left-Hand Drive Support: Introduced `Config.TrafficBehavior.DefaultPullOverSide` configurable parameter. Setting it to `"left"` causes middle-approaching emergency vehicles to signal and pull traffic to the left side (ideal for UK or Australian custom maps).

Asynchronous Traffic Resumption

- Non-Blocking Queue: Removed blocking `Citizen.Wait` statements from the main check thread.

- Task Freeze Fix: Resolved the common FiveM Calm-AI bug where NPCs remain frozen in the road forever. NPCs now have their tasks safely cleared and are reassigned standard wander driving

- Duplicate Prevention: Safety mechanisms prevent the resume queue from running if an NPC has been re-triggered by another approaching emergency vehicle during the delay period.

3D Visual

- **Visual Overlays: Render real-time active detection zones

- **Developer Command: Toggle debugger instantly using chat command `/calmaidetection`.

ERS [BETA]

- ERS (Emergency Response Simulator) Compatibility**: Seamless integration with Nights Software's Emergency Response Simulator (`night_ers`). When enabled, fleeing suspects under active pursuit will ignore emergency sirens and light bars, ensuring AI suspect chases do not break or pull over.



Short Description

New and Updated Calm AI

User Feedback

Recommended Comments

0pheIia

Members

10 minutes ago, SejeChrille said:

can you make this for singleplayer too please!!!

So theres a mod like this already for sp and its called Realistic AI Traffic (An LSPDFR Plugin).

It needs to be updated a bit for highway patrol use but it works great in city and county.

Nightz Development

Members Author

On 8/3/2025 at 8:05 PM, SejeChrille said:

can you make this for singleplayer too please!!!

Hey SejeChrille,

 

Currently we dont make much Single Player Scripts just because I'm not use to making it with RPH

 

But Ophelia is Correct there is on but I believe it needs a update. 

Nightz Development

Members Author

(edited)

On 8/3/2025 at 8:05 PM, SejeChrille said:

can you make this for singleplayer too please!!!

I can try again

On 8/3/2025 at 8:16 PM, 0pheIia said:

So theres a mod like this already for sp and its called Realistic AI Traffic (An LSPDFR Plugin).

It needs to be updated a bit for highway patrol use but it works great in city and county.

I will be trying to port it over

Edited by Nightz Development

(edited)

cool but latest update runs over 0.8 ms kinda to high

Edited by Officer Joey Kuffman

Nightz Development

Members Author

(edited)

9 hours ago, Officer Joey Kuffman said:

cool but latest update runs over 0.8 ms kinda to high

Thanks for the feedback, I will get a patch out soon. Also did you have /calmaidetection) on

Edited by Nightz Development

JakeKindaSus

Members

does this fix Ai not moving over as well? because when installed cars still pile up and refuse to go around the vehicle unless lights are completely off

Nightz Development

Members Author

21 hours ago, JakeKindaSus said:

does this fix Ai not moving over as well? because when installed cars still pile up and refuse to go around the vehicle unless lights are completely off

What you mean.

JakeKindaSus

Members

On 6/2/2026 at 10:58 AM, Nightz Development said:

What you mean.

not sure if its because the server was also running advance ai and other ai scripts for traffic, but when a vehicle is stationary blocking 1 lane the ai is able to go around. However, when using a emergency vehicle with its lights turned on, vehicles just pile up instead of properly going around

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