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The latest updated version of RAGE Plugin Hook, required to play LSPDFR, can be found inside the LSPDFR download. It is not currently available on the RAGE Plugin Hook website.

Vehicles glitching during initiation of traffic stop?

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I've had an issue several times where I'll initiate a traffic stop through LSPDFR, and the vehicle will speed up as though it's fleeing, but I cannot initiate a pursuit. I receive the prompt to use the megaphone if the suspect is taking too long to pull over, but it doesn't do anything. If I press the Shift key again, it says the traffic stop was canceled, and the vehicle resumes driving normally. This issue happens probably every other traffic stop, and I'm trying to figure out what's causing it. I've linked a YouTube video of a YouTuber also experiencing the same issue below with the issue time stamped.

 

Video of issue

Spoiler

 

 

Solved by Will

1 hour ago, DivineHustle said:

vehicle will speed up as though it's fleeing, but I cannot initiate a pursuit.

First off: Are you using same plugin as in the video?
In LSPDfr without plugins, you can encounter vehicles that wont stop, and wont be auto-blipped, i have seen that too.
For me it is especially the random-encounters where dispatch is not involved.
I think that blipping is part of the pursuit-initiation, and that the blip is added as you accept the dispatch-task, by pressing Y.
So when there is no task-acception -No press of Y, there wont be a blip added to the fleeing car.
What happens if you stop the car. Can you arrest the driver?
That is also an issue with random-encounters. Drivers needs to be arrested by a backup-unit.

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Author
3 hours ago, GTAbear said:

First off: Are you using same plugin as in the video?
In LSPDfr without plugins, you can encounter vehicles that wont stop, and wont be auto-blipped, i have seen that too.
For me it is especially the random-encounters where dispatch is not involved.
I think that blipping is part of the pursuit-initiation, and that the blip is added as you accept the dispatch-task, by pressing Y.
So when there is no task-acception -No press of Y, there wont be a blip added to the fleeing car.
What happens if you stop the car. Can you arrest the driver?
That is also an issue with random-encounters. Drivers needs to be arrested by a backup-unit.

I have the issue when using the native LSPDFR traffic stop function, there is no callout or encounter. Just simply initiating a traffic stop on a random vehicle. Unless there is some sort of encounter happening and it's glitching out or something. The issue is that the vehicle speeds up, won't stop, and cannot be blipped, but is not marked as fleeing. Cancelling the traffic stop causes the vehicle to return to regular driving AI. Reinitiating the traffic stop usually fixes it and the vehicle will pull over normally. 

15 hours ago, DivineHustle said:

The issue is that the vehicle speeds up, won't stop, and cannot be blipped, but is not marked as fleeing

That describes the gameplay of a purp in a car denying to follow your directions.

The missing blip -same as not marked as fleeing, that is a glitch, and partly why i added a blipping-option of any car in my personal plugin.

What surprises me is that you have this so often
> This issue happens probably every other traffic stop
That
is strange. I think it happens 1/25 for me -quite rare, but it is an editable feature.
In ..GTAV\lspdfr has a file lspdfr.ini in that file you have the parameter
'TrafficStop.ScenarioMult    Float     1.0
It "Sets the likelihood for random scenarios (i.e. suspects resisting) to happen during a traffic stop."
You could try and change the default value 1.0 to something lower.
As a general rule i never change values in ini-files without backing the orr. file up, but in this circumstance its not a must -up to you, but its a good general rule 🙂
 

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Author
6 hours ago, GTAbear said:

That describes the gameplay of a purp in a car denying to follow your directions.

The missing blip -same as not marked as fleeing, that is a glitch, and partly why i added a blipping-option of any car in my personal plugin.

What surprises me is that you have this so often
> This issue happens probably every other traffic stop
That
is strange. I think it happens 1/25 for me -quite rare, but it is an editable feature.
In ..GTAV\lspdfr has a file lspdfr.ini in that file you have the parameter
'TrafficStop.ScenarioMult    Float     1.0
It "Sets the likelihood for random scenarios (i.e. suspects resisting) to happen during a traffic stop."
You could try and change the default value 1.0 to something lower.
As a general rule i never change values in ini-files without backing the orr. file up, but in this circumstance its not a must -up to you, but its a good general rule 🙂
 

Ah got it, I'll try to adjust my settings then. Thank you!

 

Edit: I don't see this line in the .ini file, is it something that I need to add?

bandicam 2022-11-30 18-13-28-550.jpg

Edited by DivineHustle

  • Management Team

You can add it to the .ini, yes, however I don't think that is what's happening (at least in the video reference above). The resist during a traffic stop is more specific things like the person randomly pulling a gun or getting out and charging you with a knife (if I remember correctly), not just refusing to stop without actually starting a pursuit.

 

From what I can tell, it could be 1 of 2 things:

 

1) Another plugin that affects traffic behavior interfering

2) If no other plugins, possibly something wrong with the "find a parking spot" pathing logic that LSPDFR uses

 

I'd be interested to see if I can reproduce this at some point and bug LMS to fix it.

"Work and ideas get stolen, then you keep moving on doing your thing."

  • Author
30 minutes ago, Will said:

You can add it to the .ini, yes, however I don't think that is what's happening (at least in the video reference above). The resist during a traffic stop is more specific things like the person randomly pulling a gun or getting out and charging you with a knife (if I remember correctly), not just refusing to stop without actually starting a pursuit.

 

From what I can tell, it could be 1 of 2 things:

 

1) Another plugin that affects traffic behavior interfering

2) If no other plugins, possibly something wrong with the "find a parking spot" pathing logic that LSPDFR uses

 

I'd be interested to see if I can reproduce this at some point and bug LMS to fix it.

The only mod I have changing traffic behavior is TrafficSpeed, which is supposed to increase the maximum driving speed of the AI. I had the issue before I added this but I can try removing it again and seeing if the issue persists, or maybe removing my mods folder and trying.

  • Management Team
  • Solution

Just tested and was able to reproduce in the same area as SteveTheGamer but not in the city. Also experienced someone actually fleeing the traffic stop and it is completely different behavior (default sirens deactivate when initiating a traffic stop, but resume when it turns to a pursuit; a pop up appears telling the player to report the pursuit). Since I have no other plugins that eliminates number 1, and it only happening in the countryside supports theory number 2 since it is harder to find a good parking spot on the country roads.

 

Another possibility I just thought of is if it is triggering the flee event, but only activates the fleeing logic on the AI without disabling the traffic stop thread and starting a pursuit thread.

 

Just theories though, I mentioned it on our Slack so maybe at some point it can be further investigated.

"Work and ideas get stolen, then you keep moving on doing your thing."

  • Author
12 minutes ago, Will said:

Just tested and was able to reproduce in the same area as SteveTheGamer but not in the city. Also experienced someone actually fleeing the traffic stop and it is completely different behavior (default sirens deactivate when initiating a traffic stop, but resume when it turns to a pursuit; a pop up appears telling the player to report the pursuit). Since I have no other plugins that eliminates number 1, and it only happening in the countryside supports theory number 2 since it is harder to find a good parking spot on the country roads.

 

Another possibility I just thought of is if it is triggering the flee event, but only activates the fleeing logic on the AI without disabling the traffic stop thread and starting a pursuit thread.

 

Just theories though, I mentioned it on our Slack so maybe at some point it can be further investigated.

Yeah in my experiences it seems to occur when initiating a traffic stop on roads without practical space to actually pullover. I just wasn't knowledgeable enough to declare that as being the issue.

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