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The latest updated version of RAGE Plugin Hook, required to play LSPDFR, can be found inside the LSPDFR download. It is not currently available on the RAGE Plugin Hook website.

On foot pursuit AI, constantly tripping over.

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Hello, I have used the search function to see if there was a thread about this and could only find 1 comment mentioning it. Foot pursuits are annoyingly easy in my opinion as the suspect constantly trips every 10 seconds or so. I know this is a feature that was added with 0.3 

  • Multiple improvements to suspect intelligence, including tripping over and abandoning vehicles

I would like to see if it is possible to alter this behavior or even remove it. I would love to be able to chase a suspect "realistically" as they would be filled with adrenaline and their "freedom" but they just trip 10 seconds into the chase.

Not hating or anything just opening up a conversation and/or to get help with it. I have tried to search for a mod that does this so I do apologies if their is something out there that addresses this.

Read the Readme's and mod pages, don't be stupid.

It's been added because people found it ridiculous that the suspect AI could run so much faster than the player, there was literally no way to keep up. But I do agree that they trip over too often right now.

 

http://i.imgur.com/I0B5P1Y.png

This topic has been moved to the appropriate forum. Please post in the correct location in the future.

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I completely agree. The 0.2b system (without sprints) was far better. 

Giving the player some sort of sprint boost (like I did in my Foot Pursuit Aid) where they could run slightly faster than the suspect is far more realistic than suspects tripping over thin air. I hope this system is thoroughly overhauled in the next update. Ideally, there'd be an INI option with a 'fall' chance for suspects that can be set to zero.

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I think having the suspect stumble and temporarily lose some speed with a small chance of falling over would be better than the player being The Flash, cause they'd run fast, you know, last chance at freedom and all, but all that adrenaline would cause the suspect to be jittery.

CAD_BANw.png.8918cf94072605225dc742329b4cffb5.png

 

 

 

It seems that while (without enhancements) the player gets tired and eventually slows down, fleeing suspects have no such limitation. People do get tired eventually, perhaps there could be something which looks at how long the pursuit has been going on and gradually reduces the suspect's running speed as they get more tired. 

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  • Author

@TheUniT 

16 hours ago, TheUniT said:

It's been added because people found it ridiculous that the suspect AI could run so much faster than the player, there was literally no way to keep up. But I do agree that they trip over too often right now.

 

http://i.imgur.com/I0B5P1Y.png

This topic has been moved to the appropriate forum. Please post in the correct location in the future.

Yeah I remember that now I just completely forgot about it as I started playing LSPDFR just before the update to 0.3 so I didn't have much experience with it.

@Albo1125

 

15 hours ago, Albo1125 said:

I completely agree. The 0.2b system (without sprints) was far better. 

Giving the player some sort of sprint boost (like I did in my Foot Pursuit Aid) where they could run slightly faster than the suspect is far more realistic than suspects tripping over thin air. I hope this system is thoroughly overhauled in the next update. Ideally, there'd be an INI option with a 'fall' chance for suspects that can be set to zero.

Yeah that would be Ideal and would be great to let each individual customize the setting to their liking.



Thanks for everyone's opinions, glad to see my post was not taken as a "complaint" and more of what I intended which is a discussion about it. 

Read the Readme's and mod pages, don't be stupid.

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