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Braveheart's Policing Script [23/11/2012: 2.0 BETA released!]

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Could we have an option in the ini file to disable certain events? For example, the peds talking on their phones while driving. I would find it terribly unrealistic for someone to stop their car in the middle of the highway to answer a call.

Sticks and stones may break bones, but 5.56 fragments on impact.

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  • Braveheart
    Braveheart

    Looking at Friday 10th August for the release.

  • Showcase Video is here

  • 2.3 should fix any issues with locations not showing up.  There was also an issue in the previous version where resist arrest would prevent or sometimes crash when LCPDFR arresting, this has been fixe

  • Author

Could we have an option in the ini file to disable certain events? For example, the peds talking on their phones while driving. I would find it terribly unrealistic for someone to stop their car in the middle of the highway to answer a call.

There certainly will be options in the .ini file to chose what you want to turn on/off.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

  • Author

Any A.I. partner options on assisting you during a traffic stop and/or other related police task?

That is out-with the scope of the first release of the script. I may look at trying to add that in but no promises, the A.I would have to be faked and it would take quite a bit of work.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

Showcase Video is here

Edited by visible25

[color=#0000ff]Tester for Braveheart's Polciing Script & Abraxas: [/color][color=#0000ff] [/color]Abraxas's Mods Policing Script [u][color=#ee82ee]GTACore[/color][/u]: http://www.gtacore.com/index.php?app=referrals&reff=35 [img]http://i50.tinypic.com/xogwsz.gif[/img] [spoiler] [sharedmedia=downloads:files:2876] [sharedmedia=downloads:files:2430] [sharedmedia=downloads:files:2267] [/spoiler]

Mod still looks good. I have a question though. With this mod active will you still get the normal LCPDFR mission call outs or do you have to stop the script for them to return? Just wondering as I didn't see that in the video.

Thanx

He went to "busy" with the regular callouts right at the beginning, explaining that you can use them and the other one but you'll have both callouts coming in simulatneously. He simply disabled them via busy mode out of personal preference.

Looking forward to playing with this, really looks incredible and will help immerse me in the game.

Regards,

AussieMerc.

Edit: To visible25 the command is reloadscripts not reload.

Nice video visible25, no worries about your driving. ;) A big kudos for Braveheart for doing this enhancement! Can't wait for getting my hands on it.

After checking out these two showcase videos, I have a few comments/suggestions/notifications to say. I'd like to empathize that these are only my humble opinions and not everyone needs to agree with me. These are things I'd like to be paid attention when further developing this script.

Too much anarchy!

The first thing I noticed (and what visible25 also mentioned several times) is that in practice every suspect fled or tried to resist arrest.

Resisting arrest and fleeing are very good improvements, but as seen in the video, when overused, it gets quite frustrating (though I think the behaviour shown visible25's video is not the one that Braveheart wanted).

This probably (and hopefully) is fixed by the release(?) I want to have that tension and unpredictability when arresting suspect: whether he complies immediately, flees or resists. Keeps you on your toes.

The other thing related to this: is it possible (or perhaps already implemented) that certain factors impact how suspect behaves. For example the suspect is less willing to flee or resist if he is at gunpoint. When for example a drunken suspect tries to flee more often than sober one?

Force pushing

This is the other thing that stands out when watching these videos. Suspects seem to have Force powers, so that they can push several meters away from player. This is quite an immersion breaker, but then again this is probably somehow tweaked from videos?

I don't completely agree with visible25 when it comes to suspect resisting while cuffed. Although I think it's unlikely, it could still be a possibility. Though I didn't see any other way to subdue the suspect after that other than shooting him, and that's not cool. Again some kind of factors would be nice (for example, suspect might flee while cuffed more likely if there aren't other officers around), though I think these would be harder to code.

Events and callouts

Would it be possible to restrict events and callouts to a smaller area? Responding to a burglary call two islands away seems a little odd, since there probably is a free patrol somewhere nearer.

Other feature that would be neat is the possibility to refuse from taking a callout. (Btw, did I get it right and you infact could refuse the callout by pressing ctrl+del when call has come?)

Better visibility for info

The notification messages can easily be go unseen. Could those be made more visible, for example by adding a black background box for them? (Luckily we have the console :))

Editable keys

This is more like a question: are keys editable?

Sprintter

The last thing is "sprintters": some suspects seem to be world class sprinters who can outrun the player 5-0. Is this a bug or intended behaviour? If this is meant to be this way (which in a way is a good thing, foot pursuits can now last more than four seconds), could stamina be implemented also to suspects?

Overall very impressive show. :) You've achieved cool and interesting features that are definitely welcome! One can only hope that these modifications could be integrated to the LCPD:FR.

Keep up the good work, you will definitely have my download and gratitude.

Before I get into anything, let me just comment on my driving, I use a controller and normally am not half bad driving!! But for some reason my LCPDFR was freezing when I tried to load anything but the Stealth Tauras.

Few things

@PD Freak, as mentioned I went "busy" according to the LCPDFR Script so I wouldn't have multiple calls coming out over the line

@AussieMerc THANK YOU! hahaha wondering why it wasn't working!

@Ripppe

Before I answer you I just would like to say, that I apologize for getting as "annoyed" (to say the least) but as Brave can back me up I had tried to record this earlier in the day but everything was weird and Fraps never recorded, So I was still angry from that, plus it was late! haha

Since your post is so big I'm not going to quote it but I will attempt to answer what I can.

1) The Force pushing is a bug (I believe) that Brave is still working very hard to fix

2) In regard to the calls outs and having them closer to you, while this seems practical because of what LCPDFR has acomplished, it actually, in theory, is very difficult. In order to have another "free" patrol respond, they would need to be coded into the game.

3) Below I've attached a section of a PM from brave with regard to taking a call:

Also note that ALT+DEL to show as AVAILABLE will ONLY remove markers and not cars, persons etc involved in an incident.

[color=#0000ff]Tester for Braveheart's Polciing Script & Abraxas: [/color][color=#0000ff] [/color]Abraxas's Mods Policing Script [u][color=#ee82ee]GTACore[/color][/u]: http://www.gtacore.com/index.php?app=referrals&reff=35 [img]http://i50.tinypic.com/xogwsz.gif[/img] [spoiler] [sharedmedia=downloads:files:2876] [sharedmedia=downloads:files:2430] [sharedmedia=downloads:files:2267] [/spoiler]

Would it be a reasonable idea to move the information to another area of the screen? Especially considering the LCPDFR information display looks like it will move to that exact space in the next RC.

Sure you did! Thanks

Before I get into anything, let me just comment on my driving, I use a controller and normally am not half bad driving!! But for some reason my LCPDFR was freezing when I tried to load anything but the Stealth Tauras.

...

@Ripppe

Before I answer you I just would like to say, that I apologize for getting as "annoyed" (to say the least) but as Brave can back me up I had tried to record this earlier in the day but everything was weird and Fraps never recorded, So I was still angry from that, plus it was late! haha

No need to apologize! My intrest was in features, not how good or bad driver you are. :) (Just for the record, I believe that your video didn't reflect your true driving skills.) And besides, you seemed very calm instead of annoyed, so job well done on my behalf.

1) The Force pushing is a bug (I believe) that Brave is still working very hard to fix

Not much more to say here. Though for some reason it seemed that in your video the "force push" distance (that suspect was capable of pushing you) was reduced from the first video posted.

2) In regard to the calls outs and having them closer to you, while this seems practical because of what LCPDFR has acomplished, it actually, in theory, is very difficult. In order to have another "free" patrol respond, they would need to be coded into the game.

Not sure here if I got you wrong or you me. Either way I meant that theoretically there would be another free patrol. When you're roleplaying (like I tend to do), it feels more realistic when incoming calls are to locations near you.

3) Below I've attached a section of a PM from brave with regard to taking a call:

Also note that ALT+DEL to show as AVAILABLE will ONLY remove markers and not cars, persons etc involved in an incident. Anyone left over will just resume their normal business. SHIFT+DEL showing as NOT AVAILABLE will completely remove the incident (if you don't want to take a call, SHIFT+DEL it then ALT+DEL to go back to Available, SHIFT+DEL does not stop the script). I may change this in the future to where calls can be accepted and things, we'll see.

This is good to know. :)

5)Yes many of the peds run fast, and beat me. However remember that after a certain amount of time running, people get tired (such as my player) and for some reason they could keep running....

Yes, I realise that (at least) player gets tired, but it seems that suspects have endurance beoynd player. :) Hopefully they would also get tired!

Hope I helped clear some things up!

Sure you did! Thanks. :)

PS. Damn these quotes can get long, sorry for that...

No need to apologize! My intrest was in features, not how good or bad driver you are. :) (Just for the record, I believe that your video didn't reflect your true driving skills.) And besides, you seemed very calm instead of annoyed, so job well done on my behalf.

Thank you!

Not much more to say here. Though for some reason it seemed that in your video the "force push" distance (that suspect was capable of pushing you) was reduced from the first video posted.

That's the bug, where ever you are (distance wise) if they shove, you'll get thrown to

the ground

Not sure here if I got you wrong or you me. Either way I meant that theoretically there would be another free patrol. When you're roleplaying (like I tend to do), it feels more realistic when incoming calls are to locations near you.

Ah okay I see what you're saying, and agree. But then again it's fun blazing through traffic!! To get to the island two islands away

Yes, I realise that (at least) player gets tired, but it seems that suspects have endurance beoynd player. :) Hopefully they would also get tired!

I've also noticed this in LCPDFR, so it might just be a gtaiv glitch?

PS. Damn these quotes can get long, sorry for that...

Nah it's fine, I appreciate the feedback! (any feedback really!)

Also to those wondering, today IS Friday!! so be on the lookout for the Mod!

Edited by visible25

[color=#0000ff]Tester for Braveheart's Polciing Script & Abraxas: [/color][color=#0000ff] [/color]Abraxas's Mods Policing Script [u][color=#ee82ee]GTACore[/color][/u]: http://www.gtacore.com/index.php?app=referrals&reff=35 [img]http://i50.tinypic.com/xogwsz.gif[/img] [spoiler] [sharedmedia=downloads:files:2876] [sharedmedia=downloads:files:2430] [sharedmedia=downloads:files:2267] [/spoiler]

No problem. :)

I think that shoving problem is something that we just wish Braveheart to fix.

In the end the call distance isn't that big an issue, but still would like to have the area somehow limited. (The optimal solutions would be some kind of variable, that player can alter, which affects maximum distance for the call. Yet again, this can be impossible to do.)

I haven't run into the sprinters in LCPD:FR, or at least I don't remember such an occasion. In most cases I can easily outrun the suspect (which isn't that fun after a while).

  • Author

I'm going to quote a portion of a PM I sent to Visible here as I think the information will be useful for everyone:

Might I suggest pushing people to the ground (unarmed, left click) to assist you in arresting non-compliant subjects. I've updated the resisting arrest portion quite a bit and I think I'm happy with it now though. The reason they run and run like their life depends on it is because, in reality (I'm sure you know), a person's liberty is at stake and perhaps even their entire livelihood too and not everyone is going to be happy to just give these things up. I have decreased the probability of fleeing and if someone does comply once there's an even greater chance they'll do so again. However they can still try to resist or make off if they so chose. I wanted to ultimately make arresting more challenging to force players to use all tools available to them and not just always a bog standard taser > E > cuff > rinse repeat at next call.

People may still headbutt you or attempt to run while cuffed, but there's a lot less of a chance they'll try this too. I can't go giving you the peace of mind that your cuffed suspect will be completely compliant and pleasant with you until they're behind bars!

Also note that ALT+DEL to show as AVAILABLE will ONLY remove markers and not cars, persons etc involved in an incident. Anyone left over will just resume their normal business. SHIFT+DEL showing as NOT AVAILABLE will completely remove the incident (if you don't want to take a call, SHIFT+DEL it then ALT+DEL to go back to Available, SHIFT+DEL does not stop the script). I may change this in the future to where calls can be accepted and things, we'll see.

If you experience a very long wait between calls (there is a random chance that you'll either be inundated or have a quiet shift) it may be due to the game unable to create an incident due to memory issues. I note you have a lot of disappearing textures in-game which is also to do with memory; like I said this can affect incidents spawning. I suggest you try the following commandline.txt to fix the texture issue:

-availablevidmem 100

-percentvidmem 3.3

One last thing, the last robbery call you took, the person you originally chased down was the robbery complainer/victim! If you hover over markers on the pause-menu map you'll receive a description of the person/vehicle it represents.

The pushing of the player is not a bug per se; the fact they can push you to the ground 10 feet away or whilst not facing you is the bug. My intention was to mimic the subject almost overpowering you and you struggling to restrain them, allowing them to escape or fight with you. The only probable (and visual) way to do this is to remove control from the player for a few seconds and push them over, I thought it was quite a nice effect. Sometimes you will be pushed over and fall onto the suspect, as if you've rugby tackled them. The probability of all of this has been lowered though - as in my PM above.

I want to ideally add a dispatcher sound to each call from the game, but I'm having difficulty getting it to work at the minute. I would very much like to put the text elsewhere on the screen however I simply don't know enough on how to do that. I'll keep investigating and perhaps a future version will have this implemented. I would also like to have a little box appear with some further call information.

I like the idea of having stamina for the peds, I may try to add that. Consider what I said in my PM above, a lot of the time people will be rushed with adrenaline and can sprint for miles. Not everyone will sprint this way, it seems to be dependant of their character model though.

EDIT: Forgot to mention - if you have LCPDFR cuffed a suspect and they resist, you can still finish the handcuffing or re-cuff them or simply fight with them until they comply and they'll follow you once again. Might I also add simply aiming at someone with a gun has a greater chance of compliance (if they have a weapon they'll more likely drop it, too). Aiming at a person with a baton will also trigger the resist/flee/comply decision. And of course using the E (at gun point or baton) arrest will do it too.

Keys are all customisable in the .ini file. I will add an option to lower the calls distance. Release will be later on tonight.

Edited by Braveheart

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

I haven't run into the sprinters in LCPD:FR, or at least I don't remember such an occasion. In most cases I can easily outrun the suspect (which isn't that fun after a while).

I have run into the "sprinters" thing in LCPD:FR; I think it's dependent upon the run animation of the ped you're chasing (pretty sure some run faster than others; obvious example being fat cop vs fit cop). You might not see it so much in LCPD:FR as it's generally the mugger you're chasing off a call-out who seems to run a bit slower than the average cop. Try chasing some randoms and your mileage may vary.

This script looks like it brings some very nice things to the table; looking forward to its release. :thumbsup:

Edited by Jokobeast

Release will be later on tonight.

I was just about to ask if it was still planned on being released today, but after reading your massive wall of text apparently I don't have to!

Can't wait for it!!

This, along with the "police helper" modification being worked on by another member AND the towing script is going to draw me back into IV.

Absolutely fantastic work to all involved, Looking forward to this.

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

Yeah, it's not the scripts fault per se if the cops are slower than the perps, it all has to do with that crappy default cop walk style that came with GTA IV. I just went int peds.ide, and changed the slow walk style to a much faster one.

Yeah, it's not the scripts fault per se if the cops are slower than the perps, it all has to do with that crappy default cop walk style that came with GTA IV. I just went int peds.ide, and changed the slow walk style to a much faster one.

I use simple native trainer to change the player walk style to that of "move player" (IE Niko's walking style) and as we all know, Niko is a sprinter! Seems as if I charge down perps almost too easily now. I'll have to do some searching to find a reasonable running speed.

Braveheart, this script mod is looking more and more incredible! All of you modders keep this game and this mod so new, so fresh, and interesting it's like a new game each time I check these forums. Thank you!

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