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Is it possible to increase the odds of suspects fleeing from traffic stops?


Quadnick

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I hope I'm posting this in the right place. Anyways, I just got back into LSPDFR after being away from it for quite a while. I was wanting to wait until GTA Online died, but it looks like that'll never happen. There's a few things I've noticed since I started back up again. One of them is that the traffic stops are less risky. I've pulled over close to 100 people, and not one of them has fled; either when I light them up, or after I've pulled them over and started walking to their car. I used to sometimes feel like it happened too often. But now I miss it. I haven't had anyone jump out and try to fight or shoot at me either. I know plugins can have a big effect on these things, so I have included a picture of the plugins I have installed.

 

Also, one of the worst things I've noticed is how rigid the suspect's vehicles are during most pursuits. They are practically glued to the road. I searched the forum for this issue a couple times and some people were saying it's Rockstar's fault. And while I think there is some truth to that, I don't think that's completely accurate. I can pit cars like normal when choosing a victim at random, but during pursuits it's much harder. Even when using the armored Karuma or the Duke o' Death. I'm using Killatomate's Realistic Driving V handling meta as well.

 

I would really appreciate it if someone could help me out on this.

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  • Management Team

This might not be the most immersive way, but you can open the console and type in "SetVar TrafficStop.ForceScenario true" which will force all traffic stops thereafter to force a random scenario when being pulled. And since there is currently only one scenario, the resist one, they will resist and flee.

 

You could probably bind this to a key using the Bind <key> <command> logic to make it a bit more accessible, too.

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So in stoptheped.ini there are these two lines
PedResistanceProbability=5
PedAttackProbability=50
These allow you to pick the probability of fleeing and the probability of attacking instead of fleeing.
If you set these too high you'll have everyone drawing guns on you whenever you stop them so be careful with that

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12 minutes ago, Mud said:

So in stoptheped.ini there are these two lines
PedResistanceProbability=5
PedAttackProbability=50
These allow you to pick the probability of fleeing and the probability of attacking instead of fleeing.
If you set these too high you'll have everyone drawing guns on you whenever you stop them so be careful with that

Doesn't this only affect stopping peds using the features STP offers? OP is asking for traffic stops.

 

1 hour ago, Quadnick said:

I can pit cars like normal when choosing a victim at random, but during pursuits it's much harder.

Same here, the suspect's car is just being pushed to the side I'm pushing it to, for some reason it won't spin out most of the time. Even with a mod for less tire traction.

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37 minutes ago, TheUniT said:

Doesn't this only affect stopping peds using the features STP offers? OP is asking for traffic stops.

I'm not sure if it will have them run off in cars as I haven't ever tested but I know for a fact that if you get them out for a search or field sobriety testing and such it will allow for them to resist then, but if I remember right it a allows them to run away when you ask them to get out of the car through stoptheped. Stoptheped also effects the rest of traffic stops if I'm not mistaken.

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6 hours ago, LMS said:

This might not be the most immersive way, but you can open the console and type in "SetVar TrafficStop.ForceScenario true" which will force all traffic stops thereafter to force a random scenario when being pulled. And since there is currently only one scenario, the resist one, they will resist and flee.

 

You could probably bind this to a key using the Bind <key> <command> logic to make it a bit more accessible, too.

 

Not super immersive, no. But it does sound fun. Thanks for the tip.

6 hours ago, Mud said:

So in stoptheped.ini there are these two lines
PedResistanceProbability=5
PedAttackProbability=50
These allow you to pick the probability of fleeing and the probability of attacking instead of fleeing.
If you set these too high you'll have everyone drawing guns on you whenever you stop them so be careful with that

 

I also thought this only affected the ped interactions, but I think I'll just set fleeing to max for quick testing purposes. Pull people over for a while afterwards and see if it affects the initial traffic stop. It's worth a shot. Thanks.

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5 hours ago, TheUniT said:

Same here, the suspect's car is just being pushed to the side I'm pushing it to, for some reason it won't spin out most of the time. Even with a mod for less tire traction

 

I've noticed some variables to it. Such as, if the suspect bails out of their original vehicle and steals another one, that vehicle behaves normally, allowing for easy pit maneuvers. I haven't tested it significantly, so I can't say for sure if it's always like this. I hope it gets ironed out though, whatever it is. And I hope Eddlm decides to update his Hollywood Rollover script around the same time. LSPDFR + realistic handling meta + Hollywood Rollover = good times.

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You should only reply here to ask for more information from Quadnick or to answer the person's issue.

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