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[WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!

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Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed. 

 

Currently, 4 features are planned:

 

Suspect Observation

  • Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed
  • Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs
  • Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide.
  • Example observations:
  • https://imgur.com/a/4rFOw

Field Sobriety Test

  • Make a ped walk in a line in front of you and back to determine if they are impaired or not
  • Impairment is currently observed by use of ragdoll at some point during the test
  • If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass
  • Sober peds will always pass for sake of investigation

K9 Traffic Stop Assist

  • Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics
  • Not yet implemented, so no further details

Read Miranda Rights

  • Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake!
  • Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this

 

Current Progress:

  • Observations: 95%
  • Field Sobriety Test: 95%
  • K9 Traffic Stop Assist: 90%
  • Miranda Rights: 100%

 

If you have anything that you would like to see, change, or improve, please let me know!

 

Thank you

I

Edited by Phaxol

-Phaxol

  • Replies 27
  • Views 7.2k
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  • I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add

  • I have implemented a work around for this already, you select the ped for FST then they are frozen in place. You then move to a location that is suitable for them to walk safely, then face the directi

  • I believe I am close to releasing a beta of this, it just needs a little more depth and testing before release.   I am going to try to add a little more randomization/outcomes to each functi

This looks fantastic so far! Looks like it will add some much needed depth to LSPDFR. I'll be keeping an eye on this project for sure!

Great ideas and would enjoy using them but one problem I see is the space needed to conduct FSTs safely without getting ran over by other drivers most of the time isn't available.

  • Author
50 minutes ago, SCRTAGNT69 said:

Great ideas and would enjoy using them but one problem I see is the space needed to conduct FSTs safely without getting ran over by other drivers most of the time isn't available.

 

I have implemented a work around for this already, you select the ped for FST then they are frozen in place. You then move to a location that is suitable for them to walk safely, then face the direction you want them to walk and press a key. Currently, the ped is then teleported in front of you and they perform the test. I am looking into using an alternative to teleporting though for immersion purposes

-Phaxol

The miranda rights warning is interesting but police don't have to mirandize you when you are put in cuffs. Police only have to mirandize you in a "custodial interrogation" which is essentially when you are being questioned in police custody. IANAL this is not legal advise.

  • Author
8 hours ago, Officialjake said:

The miranda rights warning is interesting but police don't have to mirandize you when you are put in cuffs. Police only have to mirandize you in a "custodial interrogation" which is essentially when you are being questioned in police custody. IANAL this is not legal advise.

 

The way I use it I don't read them their rights until they are actually being arrested and not just detained. I did not know the part of "custodial interrogation", but I can assume that if someone is being arrested it is generally good practice to read them their rights as they will be questioned at some point during incarceration.

-Phaxol

  • Author

I believe I am close to releasing a beta of this, it just needs a little more depth and testing before release.

 

I am going to try to add a little more randomization/outcomes to each function to make it more unique with differing peds. There are still a few bugs and things I need to adjust but right now all of the features work as intended.

 

Current status:

Observe suspect: 99%

Field Sobriety Test: 100%

Miranda Rights: 100%

K9 assistance: 95% (I believe I need to optimize it a little further as it was causing a little fps drop)

 

I may make a video showcasing the functions soon

M

-Phaxol

  • 1 month later...
  • Author

With the influx of mods that do basically the same as this mod as well as the K9 on the traffic stop backup, development has been discontinued

 

-Phaxol

Nothing yet adds the field sobriety test or personal subject observations (only partner subject observations). Was hoping to have these.

"There are some good people in it, but the orchestra as a whole is equivalent
to a gang bent on destruction."

-- John Cage, composer

  • Author
16 minutes ago, TheMonotoneScone said:

Nothing yet adds the field sobriety test or personal subject observations (only partner subject observations). Was hoping to have these.

 

Stop the Ped now automatically gives an observation of the subject when stopped and I believe traffic policer also gives a notification of impairment, I may release this still but I'm going to have to vary the observations a bit and make it more in-depth/randomized. I think I might change the direction of this plugin to focus more on questioning/talking to the suspect depending on the situation ("Why are your eyes so red?", "Do you have anything on me that can poke/stab/stick/cut me?", etc). I will probably still keep all of the functions except the Miranda Rights. A lot is up in the air right now, will update on what I decide to do when I figure it out

-Phaxol

  • 3 weeks later...
  • Author

Currently reworking the plugin. I have overhauled everything to make it more smooth and handle interruptions in animation, and the FST to make it more realistic.

 

Currently the observe system is staying, but a new system is also coming in which the ped will choose whether to run, attack, try to sneakily ditch evidence, or come clean about their wrongdoings (being high/drunk, having illegal items). The observe function will tell you their likely hood of resisting you, along with other things such as them reaching around their waistband or sweating and looking around which will give you hints on what they will do if they resist.

 

Basically, the new intent is an interaction overhaul to make peds feel like unique people who make unique decisions.

 

Thank you all who have been following this mod, I am still developing it but have just been slow. It will be worth the wait trust me.

-Phaxol

  • Author

NEW TEASER VIDEO WITH ALL FEATURES (still WIP, also sorry about the video cropping, I am new to OBS)

Any feedback greatly appreciated!

 

 

Reworked plugin from the ground up.

 

Changes:

  • Massively improved stability for all functions
  • Added ambient speech for peds
  • Completely redone FST
  • Ped blip, notification overhaul
  • Removed "Miranda Rights" feature
  • "Observe Suspect" has been reworked, and is about halfway done
  • Added automatic traffic stop observations
    • If you observe someone in a pulled over car, it will go into traffic stop mode and give observation reports for everyone in the car
    • Color-coded blips will be displayed indicating the threat level of each occupant (WIP)

 

Not much else to add but, its been a long 2 days and expect more to come

Edited by Phaxol

-Phaxol

  • 1 month later...
  • 2 weeks later...
  • Author
On 5/21/2018 at 12:38 PM, CopLife55 said:

Is this mod out yet I was looking for it and can’t find it looks awesome and I’m excited to use it thanks 

 

I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add the .ini file then hopefully release. Here is a quick update on the new features:
 

Field Sobriety Tests

NEW:

  • Walk and Turn Test
    • Animations redone to be smoother and add immersion
  • Horizontal Gaze Test
    • Player can now also perform a horizontal gaze (pen) test to determine if the suspect is impaired

Traffic Stop Assistance

NEW:

  • Traffic stop assistance has been reworked to allow for regular backup, K9 backup, or both

[NEW] Evidence Storage

  • Users can now store evidence in the trunk of any police vehicle
    • Pieces of evidence are inputted into an onscreen text box separated by commas
      • e.g.: entering "4 grams meth, a stolen handgun, used needles" will store 3 pieces of evidence
    • Fully animated

[NEW] Automatic Pursuit Updates

  • Your player will now automatically tell dispatch when you start a pursuit, and then update them every 30 seconds with the location and speed of the fleeing vehicle
  • This feature is toggle-able in the menu and will be in the .ini

 

 

Stay tuned, may release another updated video if I have time later this week

Edited by Phaxol

-Phaxol

On 6/3/2018 at 1:28 PM, Phaxol said:

 

I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add the .ini file then hopefully release. Here is a quick update on the new features:
 

Field Sobriety Tests

NEW:

  • Walk and Turn Test
    • Animations redone to be smoother and add immersion
  • Horizontal Gaze Test
    • Player can now also perform a horizontal gaze (pen) test to determine if the suspect is impaired

Traffic Stop Assistance

NEW:

  • Traffic stop assistance has been reworked to allow for regular backup, K9 backup, or both

[NEW] Evidence Storage

  • Users can now store evidence in the trunk of any police vehicle
    • Pieces of evidence are inputted into an onscreen text box separated by commas
      • e.g.: entering "4 grams meth, a stolen handgun, used needles" will store 3 pieces of evidence
    • Fully animated

[NEW] Automatic Pursuit Updates

  • Your player will now automatically tell dispatch when you start a pursuit, and then update them every 30 seconds with the location and speed of the fleeing vehicle
  • This feature is toggle-able in the menu and will be in the .ini

 

 

Stay tuned, may release another updated video if I have time later this week

I absolutely LOVE where you're going with this mod @Phaxol! Especially the evidence storage! Keep up the amazing work! I can't wait until this goes public!!

  • 3 weeks later...
  • 3 weeks later...
  • Author

Just a quick update, development of this mod is still underway, but due to the amount of features bug testing and optimization are taking a longer than I expected with my limited GTA coding experience, and I'm somewhat of a perfectionist. Do not worry, it is still on its way! Just hit 2000 lines of code

-Phaxol

20 hours ago, Phaxol said:

Just a quick update, development of this mod is still underway, but due to the amount of features bug testing and optimization are taking a longer than I expected with my limited GTA coding experience, and I'm somewhat of a perfectionist. Do not worry, it is still on its way! Just hit 2000 lines of code

That's great to hear! If you ever need a beta tester, hit me up 😉

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