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Suspect's Unpredictable Script

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So here is some food for thought maybe down the road. We have the AI population within the world and in that population are the wanted individuals. So we pull up behind a vehicle or stop someone, and they have a warrant. Easy, go up to them and arrest them, sometimes they resist and run with the new non-lethal arrest feature. Let's say though, your running the name, and all of a sudden, instead of them standing waiting for their arrest, then flee immediately. They have a percent chance to run from the officer.

Here is another example, you pull a vehicle over, the vehicle makes a complete stop, and right when you get out, they get out and either run off, start shooting at you, or drive off. Or to add on to that, you get out and they jump out of their vehicle and start shooting at you, they shoot at you within their vehicle, when you get their id and start heading back they get out and attack you. This happens sometimes in real life.

What I am trying to say is, how about making an API script within LSPDFR, that makes the AI suspects more unpredictable. Make they more real when it comes to interacting with the player. Keep the player on their feet because lets face it, sometimes, we get too relaxed. Lets change that and make it to where every time you stop someone, you have no idea what they will do. Hell, maybe even get ambushed by some random pedestrians when stopping someone on the street.

Like I said, some food for thought. Let me know if it's possible, and if it can be done. Let's take the AI, and make them, unpredictable!

Edited by alpha30xyz

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

I like the idea, but the mechanics of some of the basic actions of the game would need to be re-worked to break a pending action at a precise time or we may have to pile on more code to existing functions. For instance, a pedestrian waiting in a pulled over car for you to approach the window would need to have a random % chance of bailing out of the car and pulling a gun when you walk within a certain distance of the rear bumper, prior to the car even pulling over and stopping. Perhaps it might need to be assigned a true/false statement based on a random number generator of some sort when you press the SHIFT key. We also may want to work in different mechanics for the player to balance things out; such as a key that would allow you to immediately close the police computer and bail out of your car with one command when somebody runs away on foot during a license check, or a way to quick-draw your weapon if somebody steps out of the car to shoot at you. Maybe a panic button that scrambles units code 3 if you're in trouble and can't fumble through menus.

I like where you're going with this.

Edited by unr3al

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31 minutes ago, unr3al said:

Maybe a panic button that scrambles units code 3 if you're in trouble and can't fumble through menus.

We have this....

I'm confused. Most of this already happens for me. I never know what to expect during traffic stops. I've had several suspects immediately open fire on me either once I got out, or once I approached the window. I've had them run from me at several different points in my stops. Sometimes before or after an ID check. So...... Yeah. Maybe a pursuit % chance would help. One in which we could turn from... Let's say 0 (for no pursuits ever) to 5 (for a pursuit every time). Something like that to personalize the experience.

-Proud Texan-

  • Author
11 hours ago, unr3al said:

I like the idea, but the mechanics of some of the basic actions of the game would need to be re-worked to break a pending action at a precise time or we may have to pile on more code to existing functions. For instance, a pedestrian waiting in a pulled over car for you to approach the window would need to have a random % chance of bailing out of the car and pulling a gun when you walk within a certain distance of the rear bumper, prior to the car even pulling over and stopping. Perhaps it might need to be assigned a true/false statement based on a random number generator of some sort when you press the SHIFT key. We also may want to work in different mechanics for the player to balance things out; such as a key that would allow you to immediately close the police computer and bail out of your car with one command when somebody runs away on foot during a license check, or a way to quick-draw your weapon if somebody steps out of the car to shoot at you. Maybe a panic button that scrambles units code 3 if you're in trouble and can't fumble through menus.

I like where you're going with this.

Yes, it would definitly have to hook into lspdfr api to work. I think just hitting backspace exits your from the computer, and N on foot. There is a panic button mod like the people above linked below. Would love to see it in effect.

8 hours ago, AlconH said:

 

Shameless self promotion FTW!

We love you, don't worry.

9 hours ago, Steele1925 said:

I'm confused. Most of this already happens for me. I never know what to expect during traffic stops. I've had several suspects immediately open fire on me either once I got out, or once I approached the window. I've had them run from me at several different points in my stops. Sometimes before or after an ID check. So...... Yeah. Maybe a pursuit % chance would help. One in which we could turn from... Let's say 0 (for no pursuits ever) to 5 (for a pursuit every time). Something like that to personalize the experience.

I have played over 300 hours of lspdfr and never has a guy pulled a gun on me from the car. I'm talking about you pull a vehicle over, and they jump out and shoot, maybe both suspects if it's x2 occupied. They never actually bail from the car and run, and if you are walking back, they never get out and try to attack you. The point is, lots of players won't look back and check on the suspect when walking back to their car, a good time for a criminal to jump and attack the officer. They won't decide to get out and start shooting you when running a name on a computer, with this api script, they will, especially if they are wanted. Also, let's add a drive off feature when you ask them to step out. If they have a warrant and know it, they are more than likely not going to want to go back to jail. Also, the script would make the officer more aware of his surroundings. A random event of you driving by and some one shoots at your car, maybe you see the person, maybe you don't. Officers these days have a bigger and brighter red X on them and this script would make the casual lspdfr turn into a police awareness simulator.

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

On 2/2/2016 at 11:52 AM, Steele1925 said:

I'm confused. Most of this already happens for me. I never know what to expect during traffic stops.

That's more or less true. While some suspects will still take off from you, either when you first come to them or when you come back to them after checking their information, if they are not part of a callout (so we are talking about random traffic stops) they won't pull out a gun, I have yet to see that.

And then even when it comes to callouts with the overpowered takedown mechanic of 0.3 I have lost any sense of danger because they always surrender and never resist. You are performing a felony stop on a suspect in a vehicle: you aim your weapon toward the vehicle, hold E, the suspect comes out peacefully hands in the air, will maybe panic for a couple of seconds and even pull out a gun but without making any sign of resisting and then lay down on the ground. Most of the callouts with an unpredictable ending have now lost this sense of danger when arresting people.

Takedown needs tweaking so that it doesn't nullify any chance that the suspect will resist.

Edited by DLM3

Where we're going, we don't need signatures.

  • Author
6 hours ago, DLM3 said:

That's more or less true. While some suspects will still take off from you, either when you first come to them or when you come back to them after checking their information, if they are not part of a callout (so we are talking about random traffic stops) they won't pull out a gun, I have yet to see that.

And then even when it comes to callouts with the overpowered takedown mechanic of 0.3 I have lost any sense of danger because they always surrender and never resist. You are performing a felony stop on a suspect in a vehicle: you aim your weapon toward the vehicle, hold E, the suspect comes out peacefully hands in the air, will maybe panic for a couple of seconds and even pull out a gun but without making any sign of resisting and then lay down on the ground. Most of the callouts with an unpredictable ending have now lost this sense of danger when arresting people.

Takedown needs tweaking so that it doesn't nullify any chance that the suspect will resist.

Yep, agreed 100%. Also, if they are wanted suspects and there are more of them than you, it be cool if there could be an intimidation percentile that determined if the suspects would be braver to attack you if you were alone, making you always call a backup unit before performing a felony stop.

 

4 hours ago, Andartu said:

True. As soon as the "loading bar" for an arrest is full the thing is safe. No resisit after this anymore for sure.

Ditto to the same comment above.

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

On 2/2/2016 at 4:22 AM, Andartu said:

We have this....

Not natively. I don't want extra scripts, more risk of instability.

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On 2/2/2016 at 3:24 PM, alpha30xyz said:

I have played over 300 hours of lspdfr and never has a guy pulled a gun on me from the car.

I have had it happen a few times. Sometimes I got tazed, other times I was shot at....a few times the perp got out of the car and shot at me.

Another time, the passenger lit my car on fire and they drove off smh.

6 hours ago, CheddaJohn said:

I have had it happen a few times. Sometimes I got tazed, other times I was shot at....a few times the perp got out of the car and shot at me.

Another time, the passenger lit my car on fire and they drove off smh.

Pretty sure those are all potential outcomes of the traffic stop callouts added by Traffic Policer, so its not native LSPDFR logic. Not the kind of thing that can just randomly happen when you see someone driving like a dumbass, or are bored and pull over some random for the hell of it.

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  • 7 years later...

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