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fines and points system

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who agrees if it would be more fun if we had a points system with the traffic stop for example

 

$40 fine = 2 points

$60 fine = 4 points

$100 fine = 6 points

 

for example the police conputer can say that they have like 4 points and when we fine them if they go over the points we can then arrest them for a suspended licence 

 

 

just a thought let me know what you all think :)

You mean a system where each (randomly generated) NPC has a script assigned to itself that will store and check points? I don't think that would be possible. A point system could be introduced, but the player wouldn't have any control over it. 

Invenio, Investigatio, Imperium

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nah 

 

meaning that when we fine them the points will be applied to the account respectively

 

wouldn't it be quite easy to do? could any modders or designers put there 2 cents in?

That is what I meant. Let's put up a scenario: 

 

1. I pull over a vehicle

2. I fine this person $60, which would equal 4 points. 

 

Now, what would happen after this? I let the person go. What would happen to these points? As soon as I loose sight of that person, he or she, with car included, will be unloaded from the memory and the game won't keep track of them anymore. 

Invenio, Investigatio, Imperium

Not as far as I know, it could be stored during a session. but I think that would make the game more unstable since this script would have to keep that NPC in the memory during that entire session, and of course possible other NPCs that you pulled over and issued a citation to. 

 

GTA IV unloads most objects that aren't visible to the player to conserve memory and increase performance you see. 

 

With that being said, a point system could be included but it would be randomized just like the rest of the LCPDFR computer/ pull-over system. 

Invenio, Investigatio, Imperium

I don't think it's a bad idea, it looks good on paper. I just think that it would be hard to execute in the game. 

 

With the current way the script is set up each time you pull someone over they have a new ID chosen from like a few hundred if not thousand combinations. So this would be nearly impossible to have it save to a person. Even if you did have a point system that worked there would be nothing you could do if the person went over there points because that's for the court to deal with no the officer. If they did go over there point limit then they would have a suspended license so its sort of already in game just don't see the points.

 

The dumb version:

 

Until you go to court you will still have your license if you went over your points:

 

If you went over your points your license will be suspended. None of this the officer can do it has to be done by the courts.

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On the idea of a points system, that would be cool but there are so many ways to make your own sort of fun out of things already. I dont think we need more information on the screen. Although current address and info like that would be cool. 

 

If you just want an interesting and new way to play, I use a 3 strike rule. When I pull someone over, if they have been cited 3 times and I am going to give them another then I am taking them to jail. If they have 3 citations and I am giving them a warning then I will let them be on their way. Its interesting because it gives me another reason to check the police computer. Not just for warrants but for if they are repeat offenders. 

 

Edited by GordonFan80

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I was thinking about an idea similar the other day.

 

A SQL database could be setup to record traffic stops in the last two months or so. Then, it would contain the offence, the action taken (such as points/fine) and then there's a chance when stopping a vehicle, that rather than a new record being generated, it is selected from the list of existing traffic stops, and therefore you see the history..

 

After two months, to stop the database becoming too big, previous stops could be deleted.

Edited by Tom H

Right now the ped ID's are randomly generated when they are spawned,  the chances of you meeting a ped with the same name and details are slim to none. It picks a first name (based on gender) and a last name, then generates the rest of the details.

 

It's not really possible to do anything of the sort without requiring users to be connected to the internet at all times when they play LCPDFR, the only option would be to use a persistent DB on each users PC, but it doesn't sound like something that would work well, MP compatibility would be a problem, as would potential data corruption and errors related to reading/writing the data.

 

The idea is good, but LCPDFR isn't the best place to implement it, it is possible in SA-MP and I can't see it work outside of a MP client/server system.

Right now the ped ID's are randomly generated when they are spawned,  the chances of you meeting a ped with the same name and details are slim to none. It picks a first name (based on gender) and a last name, then generates the rest of the details.

 

It's not really possible to do anything of the sort without requiring users to be connected to the internet at all times when they play LCPDFR, the only option would be to use a persistent DB on each users PC, but it doesn't sound like something that would work well, MP compatibility would be a problem, as would potential data corruption and errors related to reading/writing the data.

 

The idea is good, but LCPDFR isn't the best place to implement it, it is possible in SA-MP and I can't see it work outside of a MP client/server system.

You could just set the DB to create an ID number for each ped that increments by 1 every time. The details regarding that ped are then stored in the same column and are retrieved as needed.

 

Offline mode would just mean that the DB isn't used. Maybe you could toggle the system in the .ini. MP wouldn't be a problem since only one player performs a traffic stop on their ped.

I suppose the client could sync a copy of the DB with one stored on the server, however there might still be a problem concerning conflicting data between the sever and clients. User A could arrest ped 1 and log data on that arrest during a offline bust, User B arrests the same ped and syncs the data immediately, user A's information would not work because you can't arrest the same person twice at the same time in two different places.

 

I could definitely see MP groups use a system like it, it would be a good way to increase realism.

I suppose the client could sync a copy of the DB with one stored on the server, however there might still be a problem concerning conflicting data between the sever and clients. User A could arrest ped 1 and log data on that arrest during a offline bust, User B arrests the same ped and syncs the data immediately, user A's information would not work because you can't arrest the same person twice at the same time in two different places.

 

I could definitely see MP groups use a system like it, it would be a good way to increase realism.

Nah, in offline mode, it just wouldn't save any data at all. That would stop any conflicts.... 

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