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Behavioural bug? Freeing cop makes freed cop attack Player

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When a cop in seat-index 0 is part of a pursuit it can be freed by game-engine (why?) this Freed cop attacks Player, and may shoot at Player after entering combat with Player.
This behaviour is contraindicative to expected fellow cop-behaviour, where the Cop in seat-index 0 also is removed from current chase (Mandatory).
The question is why default-game-engine at all frees a Ped that is inside Player.Character.Current.Vehicle, and of-cause why a defined Cop starts fighting.against  (entered combat) Player.Character at all.
There seem to be a definition of 'far'cop that influences the freeing event
The complete sequence:
Could contain: text, screenshot, font

The yellow events are the strange ones. The orange are the hostile events against Player.
I am tagging you @LMS because of the possible bug-nature.

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

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

  • Management Team

Interesting, so you have a cop in your vehicle as a passenger and it gets freed during a chase and then attacks you? How does it attack you? And where does the cop come from (i.e., do you spawn it, if so how?).

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

  • Author
1 hour ago, LMS said:

Interesting,

Quote

you have a cop in your vehicle as a passenger and it gets freed during a chase and then attacks you

Correct.

?

Quote

How does it attack you?

The Ped-Cop leaves the car, (also in high speed)
It will then pull its weapon and aim at Player. If Player drives away it will sometimes shoot directly on the police-car/ Player.


 

Quote

And where does the cop come from

The cop is created inside the Police-car, as a Partner.
Code used:

Spoiler
					Ped partner = new Ped(
                                        sex,
                                        vec3, 180
                                        );
									partner.Inventory.GiveNewWeapon(WeaponHash.CombatPistol, -1, true);
                                    partner.Tasks.Clear();
                                    partner.BlockPermanentEvents = true;
                                    Functions.SetPedAsCop(partner);
                                    Functions.SetPedCantBeArrestedByPlayer(partner, true);
                                    Functions.SetPedCanBePulledOver(partner, false);
                                    partner.RelationshipGroup = Game.LocalPlayer.Character.RelationshipGroup = "COP";
                                    Game.SetRelationshipBetweenRelationshipGroups("COP", "COP", Relationship.Companion);
                                    if (EmergencyVehicle) partner.WarpIntoVehicle(EmergencyVehicle, 0);                  
                                    if (partner.RelationshipGroup != "COP")
                                    {
                                        partner.RelationshipGroup = "COP";  
                                    }
                                    partner.Tasks.FightAgainstClosestHatedTarget(500, -1);
                                }

 

( Sorry for the formatting, The spoiler-block seems to dislike VS
sex
is only a switch between having a male or a female partner.
EmegencyVehicle is Players.Current-vehicle. )

The glitch will only happen if a callout is active, and only when the suspect is close enough to show its blip.
I think the definition of far-cop could be the glitch
A Cop 'next' to Player should not be defined as far ao freed as it results in the Cop being removed from chase as part of Mandatory gameplay.

 

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

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

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