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Gunpoint Traffic Stop.


JetlinerX

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Hey, long time no see!

While running around the city, I witnessed a few suspects that were just running over peds, crashing into cars etc. I think we should have the option to get out of our car, stand next to it with our gun drawn, and when your pointing your gun at the car, then you press a key (most likely something on the num pad) and you will yell, or get on a megaphone telling the suspect to step out of the car, facing away from you. Then, you can order them to walk backwards to your voice, and they will walk back, and once within the area of your cop, you can either do a gunpoint arrest, or a normal arrest. Through this whole process, they have the potential to book it by either getting back in their car, or running on foot, or just pulling a gun, and turning around to fire at you.

What do you guys think of this idea?

Thanks!

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First, it could be a great idea, but couldn't go anywhere near the reality. To start, there is no sound for "walk backwards towards the sound of my voice" and a ped cannot walk backwards anyways. Although, they could get out of the car and stay in position, or ultimately turn around to complain and MAYBE get a gun out.

Great idea. :)

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Thanks for your input. I was saying that it would be a command, not necessarily an audio clip. Though I understand it did sound like that. Otherwise, standing in position is cool too!

Thanks!

Edited by JetlinerX
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Felony stops are pretty common in the States, and indeed, I have tried to do something this before. Sadly, it is rather difficult to achieve as in reality, felony stops are usually conducted by a group of officers. To have a synchronised scenario like this would be a lot of work, especially with the outside interference that will happen such as peds getting in the way, smashing into the cars and in general just screwing the whole thing.

In short, felony stops like this are too hard to successfully implement.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

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IF numpad 4 activated, suspect exit vehicle.

Edited by Mage25

[size=4][font=arial]Download LCPDFR: [url="http://www.lcpdfr.com/cops/forum/index.php?/files/category/1-lcpd-first-response/"]http://www.lcpdfr.co...first-response/[/url] (Remember to apply any Hotfixes)
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Felony stops would be nice, but I agree with Sam that from a programming aspect it would be difficult. You would have to have backup units strategically place their cars in a felony stop formation and getting each NPC officer to keep the suspect at gunpoint without firing their weapon would be difficult as the in-game AI is telling the officers to shoot. If you ever noticed this, as soon as you initiate a pursuit the AI officers open fire. The only way I could ever see anything this advanced being possible is if you stripped all NPC officers out of the game and had the mod spawn all officers in the game as well as develop logic and control for their actions. Which would be an extremely large amount of work and would be virtually impossible unless you wanted to wait 10 years for the next release of FR :P

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I don't think it would be quite as difficult if gone about the right way, but I suppose it depends on whether scripts will be powerful enough to allow all this. My suggestion, if I were programming it is this:

-Backup of one or two units comes ASAP. They have set places they need to stop (if it's possible, if not, let them do their own thing).

-Police do not move in, treat it like they treat a shooting. Have them either stand still or perhaps covered behind a car.

-Player must stand near the driver door, AI partner must stand next to the passenger door.

-AI enemy will either need to walk toward the player with hands raised, or if the community decides they need to be facing away, have them step out of the car with hands up and facing away.

-The player will need to approach the enemy slowly, making sure the car is "clear" before hitting ALT & H.

-After the cuffs are on, the enemy will walk back toward a waiting car as normal.

As for civilian AI issues:

-Clear all traffic from spawning within a certain radius of the felony stop when you arrive at the location of the enemy car. Maybe an entire block. This prevents stuff from getting in the way. I know there was a cheat in game for blowing up cars in GTA III, and when playing GTA IV EFLC, if you have a gang war, traffic usually does not approach at all and is very seldomly in the way in the first place. Perhaps there is some sort of in-game command or variable you can set for that, or one that can be created if scripts are powerful enough to do that.

-Pedestrians are usually not an issue unless you stop them on a side walk or in a crosswalk (would be the player's fault for choosing such a location and not waiting).

I think the way the situation should go is "via call out". Dispatch reports the location of a stolen vehicle/robbery suspect/assault or murder suspect, etc, you need to get there quickly and do a normal traffic stop using the shift key, but this time the area you need to park in is further away from the enemy car. The felony stop calls should probably have a % chance of whether they will stop or not.

The best way to go about it in my opinion, is to try and manipulate what the AI can do, and try to "block out" what it can't do. Find work-arounds. If any small things go wrong like a pedestrian walking through 1 out of every 25 stops or whatever, we'll just have to use our imagination. This mod will never be perfect since it's built from an already existing game we don't have the source code to. But I think something suitable can be put together with minor hiccups, provided you are willing to put in the effort. I wouldn't worry about sound for now. When this mod gets complex enough to let these functions work, I think we can then turn to community voice acting, meaning we take volunteers to read off scripts into a decent microphone, and we can edit it in a sound editing program to put the megaphone effect on it. Logically, correct math algorithms should be able to achieve most if not all of what I said above using a C based language.

Edited by unr3al

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I don't think it would be quite as difficult if gone about the right way, but I suppose it depends on whether scripts will be powerful enough to allow all this. My suggestion, if I were programming it is this:

-Backup of one or two units comes ASAP. They have set places they need to stop (if it's possible, if not, let them do their own thing).

-Police do not move in, treat it like they treat a shooting. Have them either stand still or perhaps covered behind a car.

-Player must stand near the driver door, AI partner must stand next to the passenger door.

-AI enemy will either need to walk toward the player with hands raised, or if the community decides they need to be facing away, have them step out of the car with hands up and facing away.

-The player will need to approach the enemy slowly, making sure the car is "clear" before hitting ALT & H.

-After the cuffs are on, the enemy will walk back toward a waiting car as normal.

As for civilian AI issues:

-Clear all traffic from spawning within a certain radius of the felony stop when you arrive at the location of the enemy car. Maybe an entire block. This prevents stuff from getting in the way. I know there was a cheat in game for blowing up cars in GTA III, and when playing GTA IV EFLC, if you have a gang war, traffic usually does not approach at all and is very seldomly in the way in the first place. Perhaps there is some sort of in-game command or variable you can set for that, or one that can be created if scripts are powerful enough to do that.

-Pedestrians are usually not an issue unless you stop them on a side walk or in a crosswalk (would be the player's fault for choosing such a location and not waiting).

I think the way the situation should go is "via call out". Dispatch reports the location of a stolen vehicle/robbery suspect/assault or murder suspect, etc, you need to get there quickly and do a normal traffic stop using the shift key, but this time the area you need to park in is further away from the enemy car. The felony stop calls should probably have a % chance of whether they will stop or not.

The best way to go about it in my opinion, is to try and manipulate what the AI can do, and try to "block out" what it can't do. Find work-arounds. If any small things go wrong like a pedestrian walking through 1 out of every 25 stops or whatever, we'll just have to use our imagination. This mod will never be perfect since it's built from an already existing game we don't have the source code to. But I think something suitable can be put together with minor hiccups, provided you are willing to put in the effort. I wouldn't worry about sound for now. When this mod gets complex enough to let these functions work, I think we can then turn to community voice acting, meaning we take volunteers to read off scripts into a decent microphone, and we can edit it in a sound editing program to put the megaphone effect on it. Logically, correct math algorithms should be able to achieve most if not all of what I said above using a C based language.

This is a pretty good idea. From the look of it, .95 is still a while away, so this may only take an extra week of work, which I'm willing to wait for. And I really want to know who keeps voting peoples ideas/posts down for no reason.

Edited by c13

Sticks and stones may break bones, but 5.56 fragments on impact.

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  • 2 months later...

Even if it was something as simple as using the numpad to have them exit the vehicle and they'd possibly comply. I hate running up to the car and dragging them out.

It doesn't have to be super realistic, I like the idea of a simple solution.

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Yeah, I have a feeling the best way to impliment it without too many bugs would simply be to have an option to order them out of their vehicle at the begining of the stop. for instance:

To order the suspect out of their car, press F4

And have that hover until you get to the window. Then the normal stop insues, and after checking on the computer, the option to order them out of the car from your car still exists.

Just a thought.

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That isn't very realistic. I think we were talking felony grade traffic stops here. Suspect has to walk backwards towards the person with the P.A. system and then gets handcuffed from behind. Logically that shouldn't be too hard. We already have the technology to direct where the peds go, and the behind the back handcuffing animation, so I think it's just a matter of time now.

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  • 2 weeks later...

Hey, long time no see!

While running around the city, I witnessed a few suspects that were just running over peds, crashing into cars etc. I think we should have the option to get out of our car, stand next to it with our gun drawn, and when your pointing your gun at the car, then you press a key (most likely something on the num pad) and you will yell, or get on a megaphone telling the suspect to step out of the car, facing away from you. Then, you can order them to walk backwards to your voice, and they will walk back, and once within the area of your cop, you can either do a gunpoint arrest, or a normal arrest. Through this whole process, they have the potential to book it by either getting back in their car, or running on foot, or just pulling a gun, and turning around to fire at you.

What do you guys think of this idea?

Thanks!

First, it could be a great idea, but couldn't go anywhere near the reality. To start, there is no sound for "walk backwards towards the sound of my voice" and a ped cannot walk backwards anyways. Although, they could get out of the car and stay in position, or ultimately turn around to complain and MAYBE get a gun out.

Great idea. :)

Oh the joy scripting all of that and importing custom WAV files..

Sounds good though.

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  • 3 months later...

Was this worked on in .95? I've noticed some of these issues listed (police AI and the ability to make a person wanted) are addressed in .95RC1.

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  • 3 weeks later...

What I do it point my pistol at the suspects vehicle while i have 2 or 3 backup vehicles arriving or on scene and the press ALT + K [AI will get out of vehicle (only on foot)] But I am running LCPDFR 0.95 fixed and I think that is one of the new features.

Phil Tank

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It's simply too hard to implement any form of felony traffic stop just because of the open world nature of the game. You'll have cars smashing into you, backup units getting stuck, people getting in the way -- it's just completely impractical.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

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It's simply too hard to implement any form of felony traffic stop just because of the open world nature of the game. You'll have cars smashing into you, backup units getting stuck, people getting in the way -- it's just completely impractical.

I think at least some variant of it would be doable. Even if you can initiate a felony traffic stop by yourself it would be a big improvement for realism and therefore; fun. Just don't make a felony traffic stop near a crosswalk and don't call for backup. Cars wait for peds in most cases.

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