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More dramatic Pullovers

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Any idea on why the new LSPDFR does not have that same suspenseful/thriller feeling that I can remember in GTA 4 with LCSPDFR when walking up to a pull over vehicle? I don't need every stop to have a suspect take off on me or a shootout but why the boring constant pullovers now? I went 6 hrs of game time with no takeoffs or shootouts after pulling a vehicle over? I missed that feeling of pulling over a car is gonna have that the same boring scenario feeling but then BAM you gotta rush for cover bc a gun was pulled on you or haul ass back to your car and get the car pursuit started? I've try looking at the lspdfr ini file but I don't see anything that can be adjusted to increase this option? Or did the LSPDFR team do this reduce scenario for a reason? If anyone has any clue then please let me know. Thanks  

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  • You will be thrilled to know that the 0.4.8 update last night introduced a new variable called TrafficStop.ScenarioMult (default value: 1.0f) which can be used to increase the chance for a random scen

  • Deactivated Member
    Deactivated Member

    I would say LSPDFR could benefit from a slightly higher chance for the driver to run when you pull them over since stuff like that does happen in the real world but I wouldn't say the chance needs to

  • Deactivated Member
    Deactivated Member

    Or they can add some random scenarios very rare for example during pulling someone over in Pillbox Hill there is 34.3 % chance of NPC leaving the vehicle and going towards your police car, he doesn't

6 hours ago, Irish1Brian said:

Any idea on why the new LSPDFR does not have that same suspenseful/thriller feeling that I can remember in GTA 4 with LCSPDFR when walking up to a pull over vehicle? I don't need every stop to have a suspect take off on me or a shootout but why the boring constant pullovers now? I went 6 hrs of game time with no takeoffs or shootouts after pulling a vehicle over? I missed that feeling of pulling over a car is gonna have that the same boring scenario feeling but then BAM you gotta rush for cover bc a gun was pulled on you or haul ass back to your car and get the car pursuit started? I've try looking at the lspdfr ini file but I don't see anything that can be adjusted to increase this option? Or did the LSPDFR team do this reduce scenario for a reason? If anyone has any clue then please let me know. Thanks  

Hi, so in my opinion the reason why LSPDFR doesn't feel that scary during pulling someone over for something just like LCPDFR did was the fact that in Gta IV the engine was much better ?, if that makes sense to you, for example in Gta IV during my LCPDFR session with hardcore mode on I always did feel vulnerable to death and got feeling of playing as a NPC another that could get killed very fast just like you could kill npc in single player very easy (Ragdoll Physics on Npc was way diffrent and much hardcore instead of arcade that was made in Gta V, because let's be clear here it was made for the fact that Gta IV got franchise much more popular than for example GTA:SA, and also the first version of gta V was made with PS3 & Xbox 360 in mind so some things had to be made much easier for casual players).

Another thing worth mentioning is the fact that in Gta V vanilla you need to be shot tons of times before you could die, so in lspdfr I always had a feeling i was some kind of hero and even callouts wasn't that much exciting because the guy with a pistol shooting me wouldn't do much to me in Gta V but in LCPDFR pulling someone over could provoke npc to use smg or other much better weapon, even drug deals had NPC's armed with assault rifles etc. so you had to call swat team because alone you would die pretty easily, and to answer the question i think that LSPDFR team did something to reduce it since i remember my days when 0.3 was around and I had to chase a military rhino during hot pursuit which had already sometimes being chased by FIB agents but overall I think LSPDFR feels more boring after a while ?, It might be because i did spend more in LCPDFR but again i would love to hear other people opinion on the subject too.

  • Author
11 hours ago, PatrykWinner said:

Hi, so in my opinion the reason why LSPDFR doesn't feel that scary during pulling someone over for something just like LCPDFR did was the fact that in Gta IV the engine was much better ?, if that makes sense to you, for example in Gta IV during my LCPDFR session with hardcore mode on I always did feel vulnerable to death and got feeling of playing as a NPC another that could get killed very fast just like you could kill npc in single player very easy (Ragdoll Physics on Npc was way diffrent and much hardcore instead of arcade that was made in Gta V, because let's be clear here it was made for the fact that Gta IV got franchise much more popular than for example GTA:SA, and also the first version of gta V was made with PS3 & Xbox 360 in mind so some things had to be made much easier for casual players).

Another thing worth mentioning is the fact that in Gta V vanilla you need to be shot tons of times before you could die, so in lspdfr I always had a feeling i was some kind of hero and even callouts wasn't that much exciting because the guy with a pistol shooting me wouldn't do much to me in Gta V but in LCPDFR pulling someone over could provoke npc to use smg or other much better weapon, even drug deals had NPC's armed with assault rifles etc. so you had to call swat team because alone you would die pretty easily, and to answer the question i think that LSPDFR team did something to reduce it since i remember my days when 0.3 was around and I had to chase a military rhino during hot pursuit which had already sometimes being chased by FIB agents but overall I think LSPDFR feels more boring after a while ?, It might be because i did spend more in LCPDFR but again i would love to hear other people opinion on the subject too.

I kind of had the same feeling that it was done by lspdfr. Maybe it helps reduce crashes? I was just hoping just maybe I was missing something in the (ini) file that I could adjust to add more frequently events like; Suspects take off as you're walking up to the car for ID, or the suspect pulls his gun out instead of his ID. Outside of modder callouts. The game is rather boring. I probably gave out like 60-80 tickets for minor violations and yet have one suspect take off in his car or pull a gun out on me?  Just wish something could be adjusted a little to create some "more" action. 

17 hours ago, Mud said:

I would say LSPDFR could benefit from a slightly higher chance for the driver to run when you pull them over since stuff like that does happen in the real world but I wouldn't say the chance needs to be too much higher

Or they can add some random scenarios very rare for example during pulling someone over in Pillbox Hill there is 34.3 % chance of NPC leaving the vehicle and going towards your police car, he doesn't have to be armed.

Since I find it very dumb that someone who got pulled over by me and then knowing he has a warrant for he's arrest is waiting patiently inside he's vehicle for my next action, also person driving without insurance wouldn't be stopping but instead could try to escape police.

49 minutes ago, PatrykWinner said:

Or they can add some random scenarios very rare for example during pulling someone over in Pillbox Hill there is 34.3 % chance of NPC leaving the vehicle and going towards your police car, he doesn't have to be armed.

Since I find it very dumb that someone who got pulled over by me and then knowing he has a warrant for he's arrest is waiting patiently inside he's vehicle for my next action, also person driving without insurance wouldn't be stopping but instead could try to escape police.

 

I would love this. I've pulled over dozens of people with active warrants. I think maybe, MAYBE one of them has run. 

2 hours ago, PatrykWinner said:

Or they can add some random scenarios very rare for example during pulling someone over in Pillbox Hill there is 34.3 % chance of NPC leaving the vehicle and going towards your police car, he doesn't have to be armed.

Since I find it very dumb that someone who got pulled over by me and then knowing he has a warrant for he's arrest is waiting patiently inside he's vehicle for my next action, also person driving without insurance wouldn't be stopping but instead could try to escape police.

Exactly
I've pulled someone over with warrants, several illegal drugs and a stolen gun in his car (which was also stolen) and he was completely calm and patient until I took him out of his car, a better chance for people like that to resist would be nice to have.

  • Author

I'm not saying adjust the ratio high if there was an option to do that. I mean just a little bit though? Like I said before. I've played for like 6 hrs straight and I never encounter a driver taken off from me nor pull a gun out on me? Or a scenario were a suspect just panics due to drugs, warrant, or suspended license. It's rather boring on normal pullover situations  if you ask me. I don't ever remember LCPDFR under GTA 4 being anywhere like this?  Would be nice if you have the option to 1) add the ratio and 2) Change the difficulty. Thank guys for responding. I just wanted to make sure I wasn't the only one going through boring pullovers. 

  • Management Team

The items a ped is carrying and their location do actually influence the chance to resist a traffic stop. There is currently no way to change the chance yourself, but if you are okay with the loss of immersion, you can toggle a console variable to force a scenario on the next traffic stop. I can see why it would be beneficial to tweak the chances with a multiplier, though.

 

SetVar TrafficStop.ForceScenario true - Forces a random scenario when the cop approaches (currently there is only one, which is the resist one)

SetVar TrafficStop.ForceFleeing true - Makes the ped flee and never pull over in the first place

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author
5 hours ago, LMS said:

The items a ped is carrying and their location do actually influence the chance to resist a traffic stop. There is currently no way to change the chance yourself, but if you are okay with the loss of immersion, you can toggle a console variable to force a scenario on the next traffic stop. I can see why it would be beneficial to tweak the chances with a multiplier, though.

 

SetVar TrafficStop.ForceScenario true - Forces a random scenario when the cop approaches (currently there is only one, which is the resist one)

SetVar TrafficStop.ForceFleeing true - Makes the ped flee and never pull over in the first place

 

Hey I missed this little tidbit option. Anything is better than nothing. Ill give this a try. Thanks!!!! 

  • Management Team
1 hour ago, Irish1Brian said:

 

Hey I missed this little tidbit option. Anything is better than nothing. Ill give this a try. Thanks!!!! 

 

You did not really miss it, it is undocumented (or was...) 😛

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • 2 weeks later...
  • Management Team
On 1/7/2021 at 4:04 AM, Irish1Brian said:

I've try looking at the lspdfr ini file but I don't see anything that can be adjusted to increase this option? Or did the LSPDFR team do this reduce scenario for a reason? If anyone has any clue then please let me know. Thanks  

 

You will be thrilled to know that the 0.4.8 update last night introduced a new variable called TrafficStop.ScenarioMult (default value: 1.0f) which can be used to increase the chance for a random scenario during a traffic stop.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

On 1/10/2021 at 12:58 AM, LMS said:

The items a ped is carrying and their location do actually influence the chance to resist a traffic stop. There is currently no way to change the chance yourself, but if you are okay with the loss of immersion, you can toggle a console variable to force a scenario on the next traffic stop. I can see why it would be beneficial to tweak the chances with a multiplier, though.

 

SetVar TrafficStop.ForceScenario true - Forces a random scenario when the cop approaches (currently there is only one, which is the resist one)

SetVar TrafficStop.ForceFleeing true - Makes the ped flee and never pull over in the first place

where it can be changed??

what sort of XML or INI file?

  • Management Team
6 hours ago, sosezi said:

where it can be changed??

what sort of XML or INI file?

 

These two variables could be specified via the lspdfr.ini, but I recommend using the console so they are not always set.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

7 hours ago, LMS said:

 

These two variables could be specified via the lspdfr.ini, but I recommend using the console so they are not always set.

I've opened Lspdfr.ini but Hmm there are no trace of such setting 

latest 0.4.8

 

by the way resisting scenario>>> resisting by shooting trough windshield of own car and killing a cop... happened to me when I've pulled over a guy for overspeeding 

 

  • 2 months later...
On 1/9/2021 at 10:58 AM, LMS said:

The items a ped is carrying and their location do actually influence the chance to resist a traffic stop. There is currently no way to change the chance yourself, but if you are okay with the loss of immersion, you can toggle a console variable to force a scenario on the next traffic stop. I can see why it would be beneficial to tweak the chances with a multiplier, though.

 

SetVar TrafficStop.ForceScenario true - Forces a random scenario when the cop approaches (currently there is only one, which is the resist one)

SetVar TrafficStop.ForceFleeing true - Makes the ped flee and never pull over in the first place

How do these two lines work? I just copy paste them into the lspdfr ini? And does this force all traffic stops to be a resistant suspect or just some?

  • Management Team
6 hours ago, XTREMEHEAT said:

How do these two lines work? I just copy paste them into the lspdfr ini? And does this force all traffic stops to be a resistant suspect or just some?

 

Those lines you would use from the in-game console. However, if you check my post above we have added a way to change the chance for events in 0.4.8 so you can use TrafficStop.ScenarioMult (default value: 1.0f) to lower or increase it based on your preferences. That setting would be changed via the ini file.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

3 hours ago, LMS said:

 

Those lines you would use from the in-game console. However, if you check my post above we have added a way to change the chance for events in 0.4.8 so you can use TrafficStop.ScenarioMult (default value: 1.0f) to lower or increase it based on your preferences. That setting would be changed via the ini file.

I see; Thank you, now I understand what to do. I appreciate the help.

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