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[REQUEST] Set a ped as no longer arrested within lspdfr

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I noticed there is a Functions.SetPedAsArrested to make a ped arrested within LSPDFR, but I noticed there is not an API to set a ped as no longer arrested within LSPDFR. Having such a feature would be extremely useful for a major project I'm working on with other devs that involve a custom arrest system, where we need full control over the arrested ped, and right now that is impossible since LSPDFR seems to have it's own behavior for peds when they get arrested (they follow you, and have a grey blip attached to them that doesn't get removed when LSPDFR is unloaded..)

Edited by Echooo

  • Management Team

Can you elaborate on when you consider a ped arrested and what the expected outcome is depending on the state? Should prisoner transport count as arrested, should it be cancelled etc.? I.e., when do you want to call this?

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

  • Author
4 hours ago, LMS said:

Can you elaborate on when you consider a ped arrested and what the expected outcome is depending on the state? Should prisoner transport count as arrested, should it be cancelled etc.? I.e., when do you want to call this?

After you finish arresting a ped through LSPDFRs takedown system where you hold E, or when an AI unit finishes arresting a ped. If a prisoner transport unit is already called for a ped, I think the API shouldn't have an affect on it and it should continue with the transport. In my specific use case, I want to call it after a ped is arrested by the player or AI so that I can take over the ped completely after they're in custody. When it's called, if LSPDFR has any tasks applied to the ped, I want it to be cancelled/cleared (except the cuff task, since that has it's own API if I ever need to cancel it, or maybe a boolean parameter can be added for cancelling the cuff task), and if there's a blip on the ped that was added through LSPDFR, I want it to be deleted

Edited by Echooo

I second this.
Often in arrest-sequences there is a deadlock where AI-police seams to be 'event-frozen' (often repeating something about fun with a**, with seams 'disturbing' when the arrested Ped is a ...dame........ .. .)
The arrested Ped is in that state not possible to get a handle to. If Player 'accesses' the arrested-Ped through nearest-Ped and pull BlockPermanentEvents and removeTasks on that arrested-Ped, nothing happens. The arrested-Ped is still 'Owned' by the frozen AI-police, and cant be moved or taken over be Player. Any blip is also impossible to get rid of.
Here a method for getting 100% control over the arrested-Ped, and to make the frozen AI-police be re-initiated (wander/ leave for vehicle) is missing atm.
Afaih understood the deadlock happens if Player initiates an arrest-sequence, by forcing a Ped to the ground and an AI-police interrupts the sequence, and take over (witch they will do).


Perhaps Player 'own' the arrested Ped, but AI-police cuffed the Ped, and that is an unhandled situation with 2 or more conflicting arrestManagers (?) Idk but that is what i have seen.
Also Peds from ambient-events cant be arrested at all by Player.
Using 'E' as the Ped stands with raised hands, will do nothing in that sequence.
( -Calling a purp-transport by script will however work, the Ped will be transported even though not handcuffed and not kneeling, witch is odd)

Finally..
Arrested Peds wont enter Players car, and if warped-in by script Ped wont be recognized at any police-stations.
Oddly handcuffed kneeling Peds warped into Players car, will be recognized, but in kneeling position they are 'dragging' on the road during transport. (image) That looks wrong, but 'works'.
Could contain: wheel, tire, vehicle, outdoor, land vehicle, transport, road, car, ground, auto part, street, night, parked, light

Edited by GTAbear
added image

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

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

  • 1 month later...
  • Author

Is there any update to this? Right now I currently have to resort to cloning the ped and deleting the old one, which is a massive headache to deal with. This api would be extremely helpful and remove the need to clone the ped

22 hours ago, Echooo said:

Right now I currently have to resort to cloning the ped and deleting the old one

(I also.. second this second second request
No honestly, that feature is really missed.
There are so many situations where gameplay is blocked because a Ped in state arrested, cant change state pr code
This missing option blocks:
* Transporting caught Peds from ambient events
** These Peds 'cant' kneel, and cant be picked up by transports.
* 'Fighting' AI-cops over arrested Peds
** This results in a lock where the arrested Ped does the Shimmy ao does infinite push-ups in Planck position..
Further are all cops in the scenario hereafter frozen and will not return to their vehicles (Which just to make things worse are 'parked' with wailing sirens on MAX  Almost an unbearable noise)
Only 'escape' is CleanWord(true....true), but that is not immersive, and the arrested Ped is also cleaned from the world.
( A somewhat similar state blockage is also seen when Peds are marked as Suspects (blipped orange) but that is a bit of the subject here, except a missing method to change state by code, is the same in both situations )
Please @LMSadd features to negate both suspect-state (orange-blipped) and Arrested-state


 

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

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

  • 3 months later...

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