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Suspect Motor Failure (SMF) v3.4.1 v3.5.1

(0 reviews)

3 Screenshots

🚔Suspect Motor Failure (SMF) - The (Worlds First) Ultimate Realism Overhaul

Stop the "Tank-AI" once and for all! Tired of suspects driving away like nothing happened after a 100mph head-on collision? Suspect Motor Failure (SMF) brings true consequences to your pursuits. No more immortal AI engines—if they crash hard, their journey ends right there.


🌟 Key Features

  • Dynamic Engine Death: If a vehicle's body is significantly deformed (e.g., after a successful PIT maneuver or a high-speed crash), the engine will automatically fail and stall.

  • [EXPERIMENTAL v3.3] 70/30 Damage Logic: Not every crash is an explosion. SMF features a randomized system:

    • 70% Chance: Engine fails with thick, black smoke (Radiator/Coolant failure).

    • 30% Chance: Engine catches fire immediately for high-intensity scenarios.

  • Adaptive AI Escape: Once the vehicle is disabled, AI suspects realize the car is a paperweight. They will evaluate the situation and flee on foot, creating a seamless transition from a pursuit to a tactical foot chase.

  • Safety-First Exit: Suspects no longer jump out at 100mph. The script ensures they only bail once the vehicle has reached a safe speed, preventing "glitchy" AI deaths.

  • Permanent Disability: Using the IsDriveable = false flag, disabled cars stay dead. Neither the AI nor the player can drive a killed vehicle.

  • Officer Protection (Player Immunity): The script intelligently ignores your cruiser. You can ram suspects and perform PIT maneuvers without fear of your own engine dying.

  • Ultra Lightweight Performance: Optimized with a 500ms tick interval. Zero impact on FPS, even during massive police chases with dozens of backup units.


🛠 Technical Specifications & Compatibility

  • LSPDFR: 100% Compatible and highly recommended for realistic patrols.

  • Damage Mods: Works perfectly with DriveV or Realistic Vehicle Damage.

  • Version Support: Fully optimized for SHVDN v3.7.0.


📂 Installation & Archive

  1. Ensure ScriptHookV and ScriptHookVDotNet v3.7.0 are installed.

  2. Drop the SuspectMotorFailure_v3_4.dll and SuspectMotorFailure_v3_4.ini into your /scripts/ folder.


📝 Note from the Author

"1. Yeah, you guessed it... this description is AI generated."

"2. It's my first GTA modification, so please be kind :)"

"3. I built this because I wanted pursuits to feel earned. When you nail that PIT maneuver, you want to see the smoke, the fire and see the suspect run. Enjoy the realism!"

CoolyGoon

Edited by SuperPyroManiac

What's New in Version v3.5.1

Released

Changelog v3.5.1 (Stable Hotfix)

  • Fixed Versioning Conflict: Simplified filenames to SuspectMotorFailure.dll and SuspectMotorFailure.ini. This prevents issues where old versions (like v3.4) were still running alongside the new ones.

  • Performance Optimization: Improved the script's internal timing (Interval set to 500ms) to reduce CPU usage.

  • Code Cleanup: Removed all unnecessary "EnableFire" and "FireChance" logic for a more stable experience.

  • Configuration: The script now consistently loads settings from the same .ini file, even after future updates.

  • Smoke only: There's a new "smoke only" file.


Short Description

Realistic engine failure for LSPDFR. High damage or PITs stall the engine & force suspects to flee on foot. Lightweight & Stable

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Mod and Mod Content (Substantial)

Entire plugin, description, ini, is all written by AI.

User Feedback

Recommended Comments

Scott Dean

Members

can't wait to try this out ! this is what i been looking for ! much love !

Scott Dean

Members

It doesn’t work for me right now. The PIT does nothing, but vehicles randomly catch on fire while I’m just patrolling — it turns into straight‑up Armageddon out there lol. Keep at it though. What we really need is no fire, just clean engine failure on a successful PIT. Thanks for the work so far.

MrButterHoles

Members

I'm having the same issue, random vehicle catching on fire. It typically happens to cop cars I happen to be next to.

CoolyGG

Members Author

(edited)

📂 Installation:

  1. Ensure ScriptHookV and ScriptHookVDotNet v3.7.0 are installed.

  2. Drop the SuspectMotorFailure.dll and SuspectMotorFailure.ini into your /scripts/ folder.

Edited by CoolyGG

CoolyGG

Members Author

(edited)

@Scott Dean an @MrButterHoles I just uploaded v3.5! It’s currently waiting for staff approval, but it should be live very soon.

What's fixed: 1. No more 'Armageddon': Police and emergency vehicles are now ignored by the script. 2. New .ini file: You can now toggle engine fires on/off (EnableFire = false by default now).

Thanks for the feedback, let me know if it works for you once it's approved!

Edited by CoolyGG

Scott Dean

Members

9 hours ago, CoolyGG said:

@Scott Dean an @MrButterHoles I just uploaded v3.5! It’s currently waiting for staff approval, but it should be live very soon.

What's fixed: 1. No more 'Armageddon': Police and emergency vehicles are now ignored by the script. 2. New .ini file: You can now toggle engine fires on/off (EnableFire = false by default now).

Thanks for the feedback, let me know if it works for you once it's approved!

fire is set to false , however when I loaded in , went to my patrol vehicle and there were cars driving around on fire LOL . thanks for the continued effort

I think I figured out what’s causing the recent issue . Even though the script is updated, as soon as the game loads it generates a new 3.4 INI file, and that file ends up installed with the 3.5 INI file .

MrButterHoles

Members

Having the same issue as Mr. Dean up there, I haven't seen any random fires but still when I'm on scene an emergency vehicle with flame up. Good luck with this, I was hoping to find something that didn't slow my PC down as much as Rich's traffic enhancement so this looks promising if you can tweak it.

mitchell66

Members

havent used this but i think u should just take out the fire or the smoke and just keep the disabled one

CoolyGG

Members Author

(edited)

@MrButterHoles @Scott Dean Hey guys, first of all: I am so sorry! I just realized that I accidentally included the wrong (old) build in the previous upload. That’s why the engine fire bug was still present for you. 🤦‍♂️

I have just uploaded v3.5.1 (the real deal this time).

How to install correctly:
  1. Please delete all previous SuspectMotorFailure_v3_x .dll and .ini files from your scripts folder!

  2. Download the new v3.5.1.

  3. You will notice the files are now simply named SuspectMotorFailure.dll and .ini without version numbers in the filename. This will prevent any file conflicts in the future.

This version has the engine fire code completely removed (only smoke and no more fire) and is much more optimized for performance. Thanks for your patience and for sticking with me!

Edited by CoolyGG

Gruntelicious

Members

Heyho! I love your script, like a cherry on my icecream.

Is it possible to add a chance/possibility to the AI's footpursuit? Like, "x% of the 70% of non-fire crashes are staying in the car" to wait for Officers/Player to approach? Just like the basic LSPDFR/STP-behavior, if you could add a random chance of "affected by flight-script" or "not affected by flight-script" to the logic you already should achieve this behavior.

Just asking, this would make it more random, complete and even more awesome 💪

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