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ACTION_CRIME_REPORT

Featured Replies

Hello,

 

I have a few questions regarding ACTION_CRIME_REPORT (holding B to report a crime).

 

What does LSPDFR consider a crime?

Can you forcefully trigger a crime?

Is it the game or LSPDFR that decides what is a criminal offence in this case?

 

ZPhDevs

 

 

  • Management Team

The crime system is part of LSPDFR and we have a list of events that we consider crimes. These are picked up from events happening in the game, such as someone stealing a car or firing a gun. Each event has an assigned priority so that when you a ped commits multiple crimes you are calling in their most severe crime. You can not manually trigger these events. A (possible incomplete) list of events that we process internally:

 

Murder
BrandishingWeapon (Usually when player is harassed by gangs)
DisturbingThePeace (Usually when player is shoved)
AssaultPeaceOfficer
GrandTheftAuto
HitAndRun
Assault

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  • Author

Thank you for clarifying. So if I got that right it means that LSPDFR picks up crimes happening in game. These crimes are what AI vanilla cops normally would pick up on I assume.  To trigger a crime, the ped must actually do what LSPDFR considers a crime, e.g steal a car.  

 

What follows now is more of a wish than anything.

 

If a ped has been identified through LSPDFR's HasPedBeenIdentified and carries a wanted flag in its persona, (e.g the player recognizes the ped from a photo), could that be a crime in a future build?

 

Also, you guys rock for providing such an awesome plugin by the way!

  • Management Team

Not quite, we manually scan the game for these crimes. For instance, when a ped is killed we evaluate whether it qualifies as a murder. Similarly, when a car gets stolen by a ped or a ped is shoved. This is unrelated to vanilla AI who might or might not respond to this.

 

Could you elaborate on your request? Do you wish to be able to call in a crime once you have ID'd a ped that is considered wanted?

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

  • Author

Yeah, basically something like that. You could then have a BOLO type situation.

 

Today, my plugin can request the ped persona and set certain conditions for it. Like if the ped is wanted by police for example. I do that for my Informant callout, which basically is a police informant calling the police to say "Hey, look up Trevor Philips. He's a funny guy."  I then go do his whereabouts and before that my plugin has already set Trevor Philips persona as wanted by police. So I look up his name and picture in the police computer, then I look for him. 

 

Ideally, I don't want to trigger a pursuit automatically in his vicinity nor do I want him to stop and comply every time I hold down E. 

This is where I think it could be handy to have a feature like that. I think it'd be cool if when I roll up and spot him, I could hold down B to call it it. It'd be even better if it would only trigger a crime when he runs. So my plugin can decide under what conditions he will leg it. If he's just walking or standing still, holding down B would do nothing. But if he runs, that's when it becomes a crime.

 

I don't know, I'm just brainstorming. 

  • Management Team

Sure, that sounds like you want just an API function to add a crime to a ped? I could probably add a function for that and expose an enum with crime types. Any suggestions for the crime name/type?

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

  • Author

That sounds great. I think it should be crimes such as resisting arrest, obstruction of justice, damage to property and outstanding warrants.  Generally crimes where officer discretion is involved as well maybe? I am not an expert in law enforcement but these are the types I could come up with for now. I must say LSPDFR handles felonies like violent crimes and evading (by vehicle) fluently already so it'd be uneccessary to have those.

 

Then it would be up to callout developers to define under what conditions their ped suspect gets flagged for a "not obvious to game logic"-crime. They could use that AddCrimeToPed function when those conditions are met.

Edited by ZPhDevs

  • Management Team

Yes, something like that sounds good to me. I will have to see how to best incorporate it into the existing system especially with priorities, but it should not be too hard. I will let you know once I have a prototype.

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

  • 1 year later...

Might i add that, that occasionally the crime report bar would display PC187 which is a homicide but dispatch reports it as a disturbance...is it related to missing audio files in lspdfr scanner folder or its just not coded in to register it as a homicide...?

  • 1 month later...

Hi all,

 

Quote

Ideally, I don't want to trigger a pursuit automatically in his vicinity nor do I want him to stop and comply every time I hold down E. 

This is where I think it could be handy to have a feature like that. I think it'd be cool if when I roll up and spot him, I could hold down B to call it it. It'd be even better if it would only trigger a crime when he runs. So my plugin can decide under what conditions he will leg it. If he's just walking or standing still, holding down B would do nothing. But if he runs, that's when it becomes a crime.

 

I literally thought about this today as well. I had a problem, when i had a ped fight against me(Suspect.Tasks.FightAgainst(Game.LocalPlayer.Character) , and i aim at him, and then he flees, i was not able to put him into a pursuit with B.

 

I solved it by making a bool variable and put it into the switch-case when he started fighting, but then he is always on pursuit, although he might will surrender. I find this ok, because its some kind of immersive and i can call the AI Cops if needed in pursuit mode.

 

Maybe i'm missing something, but i didnt find another solution.

 

best,

totem

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