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(UPGRADED) HOW TO make a realistic felony traffic stop

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Can't do it that way in vanilla LCPDFR unfortunately. Its only because of those other mods. The 'Press E To Make Passenger Exit' command doesn't work at long distances by default, and doesn't work on the driver period if you have done an actual traffic stop. It will only work on passengers, and only at shorter distances.

 

It's not like you're going to be 50 feet from the car.

Notice in that video I didn't do a "normal traffic stop" I hit my ELS, then siren, the M. No shift key, or in my case with my xbox controller, X button wasn't pressed to initiate a traffic stop.

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  • Thank you! After you should me this it helped alot. I figured out a better way kind of. First you pull them over, then you cancel and hit stop traffic so they are on the side of the road while you do

  • Carrythxd
    Carrythxd

    That was a great video, thanks! :D And I also love the little subsribe video haha 

  • thanks :) well it´s part of LCPDFR 1.0 version ... if you´re using 1.0 it´s part of the mod, if you´re not, well, it´ll not be possible unfortunately :/

The way that OfficerBurningBowl does it should work for everyone.  I don't see how any other mod could interfere with this.  LCPDFR simply checks the distance and the speed of the vehicle.  If the vehicle is stopped or going really slowly, and if you're within 10 units of the ped, which is almost a car length away,  you'll be able to order them to exit the car.

 

 

Using the normal siren to make them stop and holding them there with M will not prevent you from doing anything to the driver.

If you conduct a traffic stop, check an ID, and find out the person has warrants, the driver does not respond to commands of any sort. You have to walk up to the window and ask him to get out with the way the script works currently, which shouldn't be done if the warrant is a felony warrant. And standing at your driver door and aiming at the passenger won't work on anything but a motorcycle in my experience because the diagonal distance between your driver door and the passenger area is too great. Warrants in LCPDFR are non-specific, so they could be simple traffic warrants, but I treat them all as felony warrants since they don't come up often, AKA guns drawn, order out of vehicle. I also don't like that the suspect immediately faces me after hitting the arrest key, I'd like them to step out and face away and remain that way until the cuffs go on. We (the dev and testing teams) even discussed trying to make them walk backwards but determined it couldn't be done, unless some new knowledge has been gained about ped movements between then and now.

As of now, I can't think of a call LCPDFR generates that warrants a felony stop besides a stolen vehicle or a chase, in which instances the driver will not willingly pull over to the sound of a siren anyway, making the felony stop impossible. I have no idea if hitting the 'M' key during a chase would make the driver slam on the brakes, but it would likely make him an easy target for AI police to pull out of the car and interfere with your pretend felony stop anyway. Drunk driving is only a suspicion until you're able to pull the driver up and assess him or her, so that wouldn't work out either. So I'd have to use another mod that generates calls differently, or I'd have to pretend some random car had a felon driving it and stop him/her and do it that way.

 

 

It's not like you're going to be 50 feet from the car.

Notice in that video I didn't do a "normal traffic stop" I hit my ELS, then siren, the M. No shift key, or in my case with my xbox controller, X button wasn't pressed to initiate a traffic stop.

But the person had a red icon. Why? Another mod generated it correct? It wouldn't make sense to stop random people for no reason and initiate a felony traffic stop.

 

Edited by unr3al

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As of now, I can't think of a call LCPDFR generates that warrants a felony stop besides a stolen vehicle or a chase, in which instances the driver will not willingly pull over to the sound of a siren anyway, making the felony stop impossible. Drunk driving is only a suspicion until you're able to pull the driver up and assess him or her, so that wouldn't work out either. So I'd have to use another mod that generates calls differently, or I'd have to pretend some random car was a felon and stop him and do it.

 

When ALPR gets a hit.

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

When ALPR gets a hit.

Right, that's a third party mod. Not a part of LCPDFR.

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It is a part of LCPDFR...Enable ALPR in the police computer.

I see it packaged as a separate download, and that still doesn't solve the issue of a routine traffic stop that changes over to a felony stop after running an I.D.

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I see it packaged as a separate download, and that still doesn't solve the issue of a routine traffic stop that changes over to a felony stop after running an I.D.

 

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From the >LCPDFR 1.0 download page. But no, it doesn't solve that.

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

1NzwP7E.jpg

 

From the >LCPDFR 1.0 download page. But no, it doesn't solve that.

Thanks for the info, I'll check that out. If the escalated routine stops aren't changed over in this game, I'm sure it will be taken into consideration for the GTA V mod if and when the time comes.

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I see it packaged as a separate download, and that still doesn't solve the issue of a routine traffic stop that changes over to a felony stop after running an I.D.

 

 

What I do is this:

 

Press shift to start a traffic stop.

 

Once the vehicle stops, I don't exit my car. Instead, I go to the police computer, which has already pooled the data from the ped (without even approaching the window. The info from the ped is in your computer the moment you pull up behind his vehicle). All I need to do is search his name.

 

If he has a warrant, I press shift again (to cancel the original traffic stop) and press M to stop his vehicle.

 

I then exit my car with my gun drawn and order him out of the car.

 

This is all possible in vanilla LCPD:FR

Edited by DanX

  • Management Team

What I do is this:

 

Press shift to start a traffic stop.

 

Once the vehicle stops, I don't exit my car. Instead, I go to the police computer, which has already pooled the data from the ped (without even approaching the window. The info from the ped is in your computer the moment you pull up behind his vehicle). All I need to do is search his name.

 

If he has a warrant, I press shift again (to cancel the original traffic stop) and press M to stop his vehicle.

 

I then exit my car with my gun drawn and order him out of the car.

 

This is all possible in vanilla LCPD:FR

 

That works, but it doesn't simulate a traffic stop that escalates to a felony stop. You wouldn't have the driver's information before approaching the vehicle (registered owner found by the license plate may not be the driver).

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

 

If you conduct a traffic stop, check an ID, and find out the person has warrants, the driver does not respond to commands of any sort. You have to walk up to the window and ask him to get out with the way the script works currently, which shouldn't be done if the warrant is a felony warrant. And standing at your driver door and aiming at the passenger won't work on anything but a motorcycle in my experience because the diagonal distance between your driver door and the passenger area is too great. Warrants in LCPDFR are non-specific, so they could be simple traffic warrants, but I treat them all as felony warrants since they don't come up often, AKA guns drawn, order out of vehicle. I also don't like that the suspect immediately faces me after hitting the arrest key, I'd like them to step out and face away and remain that way until the cuffs go on. We (the dev and testing teams) even discussed trying to make them walk backwards but determined it couldn't be done, unless some new knowledge has been gained about ped movements between then and now.

As of now, I can't think of a call LCPDFR generates that warrants a felony stop besides a stolen vehicle or a chase, in which instances the driver will not willingly pull over to the sound of a siren anyway, making the felony stop impossible. I have no idea if hitting the 'M' key during a chase would make the driver slam on the brakes, but it would likely make him an easy target for AI police to pull out of the car and interfere with your pretend felony stop anyway. Drunk driving is only a suspicion until you're able to pull the driver up and assess him or her, so that wouldn't work out either. So I'd have to use another mod that generates calls differently, or I'd have to pretend some random car had a felon driving it and stop him/her and do it that way.

 

 

But the person had a red icon. Why? Another mod generated it correct? It wouldn't make sense to stop random people for no reason and initiate a felony traffic stop.

 

 

No. ALPR is part of LCPDFR. Hitting E to bring up the police computer, logging in, then hitting Enable ALPR. Then the car auto-detects and places a red marker over the car and on the mini-map. It's not another script.

 

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Just a friendly addition, make sure you hit shift to cancel the stop when you decide to press M, as it seems if the traffic stop script does anything (at least if the driver attempts to flee), it crashes. Sometimes the script, sometimes CTD.

Just a friendly addition, make sure you hit shift to cancel the stop when you decide to press M, as it seems if the traffic stop script does anything (at least if the driver attempts to flee), it crashes. Sometimes the script, sometimes CTD.

 

The "traffic stop script" is part of LCPDFR, so that would be a LCPDFR related issue. Suspects flee all the time when I walk up to the cars, markers or not, but it's never crashed. Maybe thats something you should look into as a possible bug? Does it create any errors in any logs?

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I see some disconnect b/w what some people consider LCPDFR features (like M to stop all nearby traffic, E to order person out of vehicle, the new ALPR integration).

I know that not everyone tried out LCPDFR 1.0, but I assumed at least the Testing Team will know it's new features?

 

Not being offensive or anything, but I assumed that the Testing Team tests every LCPDFR version before it goes out, or is it only particular versions?

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The "traffic stop script" is part of LCPDFR, so that would be a LCPDFR related issue. Suspects flee all the time when I walk up to the cars, markers or not, but it's never crashed. Maybe thats something you should look into as a possible bug? Does it create any errors in any logs?

 

Nope. Its the oddest thing, no LCPDFR errors, or scripthook. It seems, at least for me, when the suspy decides to flee, having the traffic stopped (using M) seems to not let him go either, and CTD. Its only happened a few times, and is easily remedied by not using M on a traffic stop.

 

If you conduct a traffic stop, check an ID, and find out the person has warrants, the driver does not respond to commands of any sort. You have to walk up to the window and ask him to get out with the way the script works currently, which shouldn't be done if the warrant is a felony warrant. And standing at your driver door and aiming at the passenger won't work on anything but a motorcycle in my experience because the diagonal distance between your driver door and the passenger area is too great. Warrants in LCPDFR are non-specific, so they could be simple traffic warrants, but I treat them all as felony warrants since they don't come up often, AKA guns drawn, order out of vehicle. I also don't like that the suspect immediately faces me after hitting the arrest key, I'd like them to step out and face away and remain that way until the cuffs go on. We (the dev and testing teams) even discussed trying to make them walk backwards but determined it couldn't be done, unless some new knowledge has been gained about ped movements between then and now.

As of now, I can't think of a call LCPDFR generates that warrants a felony stop besides a stolen vehicle or a chase, in which instances the driver will not willingly pull over to the sound of a siren anyway, making the felony stop impossible. I have no idea if hitting the 'M' key during a chase would make the driver slam on the brakes, but it would likely make him an easy target for AI police to pull out of the car and interfere with your pretend felony stop anyway. Drunk driving is only a suspicion until you're able to pull the driver up and assess him or her, so that wouldn't work out either. So I'd have to use another mod that generates calls differently, or I'd have to pretend some random car had a felon driving it and stop him/her and do it that way.

 

 

But the person had a red icon. Why? Another mod generated it correct? It wouldn't make sense to stop random people for no reason and initiate a felony traffic stop.

 

 

Because he was driving the car.

Thats what the ALPR does. It puts a red marker on a car that gets hit my the Auro-Plate Recognizer.

 

Edit: No, no other mod generated it. Access the LCPD police computer, login, hit Enable ALPR and see for yourself.

Edited by OfficerBurningBowl

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Because he was driving the car.

Thats what the ALPR does. It puts a red marker on a car that gets hit my the Auro-Plate Recognizer.

 

Edit: No, no other mod generated it. Access the LCPD police computer, login, hit Enable ALPR and see for yourself.

We got that sorted out a week ago, but thanks anyway.

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  • 3 weeks later...
  • Management Team

I see it packaged as a separate download, and that still doesn't solve the issue of a routine traffic stop that changes over to a felony stop after running an I.D.

 

Just wanted to update this topic to comment about this.

 

After looking up the name in the computer, you can cancel the traffic stop by pressing shift, then stop traffic by pressing M (by default). Then you can conduct your felony stop. I literally just found that out now while playing.

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