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

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any fix with the EMS issue?

"Does EMS serve a purpose anymore? When I hit "Alt-M" rescue normally responds and renders aid to the downed person, now with this mod, that function would be used more than ever BUT, rescue just blows right by, every time."

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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

Your model shouldn't change, but your voice will change to hispanic cop, white cop and white traffic cop. The reason for this is their voices for the particular options I've chosen are the only ones which make sense. I can easily change it to where the voice you select is used, however I warn you now the voices will not always make sense.

Then why dose no matter what models and voice i pick it allways sets to hispanic cop

Edited by 00Stevo

 

if your replying to me Please @0taku or Quote me so I get a notification 

If I call a Police Transport. It doesn't shows up.

And I really don't like that the suspects go on their knees

The only thing that has to be fixed is the arresting. The rest of the mod is perfect

Suspects only go on their knees when you do a gunpoint arrest. I think it's great.

If you aim at them from far away and they comply, they'll go on their knees. For added realism I like to press numpad1 and sometimes i'll say "Get down on the ground, now!". Then I move in closer and press E to handcuff them.

I have always had issues with the transport button, even before this mod. Sometimes transport shows up, but then when it doesnt, my game crashes, every single time the blip doesnt appear.

Also, has the issue with it still saying V1.0 instead of V1.1? I would assume the text just hasnt been changed?

Edited by echo04

I used this script last night to perform a DUI checkpoint. It was fun and frustrating at the same time. I could stop traffic but getting one car to move forward at a time was a lot like herding cats =) In addition I stopped 23 cars (every other car) and breathalyzed. I had 0 come back over the legal limit (.08% BAC)

I will post up a Report in another thread if you all want to hear about it.

Total number of vehicles stopped - 61

Total number of drivers breathalyzed - 23

Total number of drivers with BAC > .08% - 0

Total number of arrests - 10 (Charges ranged from Disorderly Conduct to Assaulting a Police Officer)

^

same happens to me...no one is ever over the limit. I've been arresting people even if its just 0.07%, just because there's no one ever .08 or over....

[img]http://www.lcpdfr.com/cops/forum/crimestats/user/29217/sig.jpg[/img]

Another thing that would be nice but I am unsure if it is something you can do with this script is to allow a Prisoner Transport like the Stockade to hold multiple subjects at once. Give us the ability to order them into the Stockade, then take them to the station at a later time. Last night with my DUI checkpoint, I had to run them to the station after I arrested them. (literally run them there.. LOL)

As I believed, this is _an awesome_ addition to the vanilla LCPD:FR. Haven't yet had enough time to learn all nice details about what Braveheart has achieved. I've been mainly testing out the controls, and that said there are two bugs I could identify:

1) When suspect decides to resist, the fighting stops working. Hits don't affect the suspect, and the suspect doesn't fight back, he just stands there arms in a defensive position.

2) The second thing is only a minor inconvenience, but should be mentioned nonetheless. When the suspect goes to his knees, he doesn't stay there very long, but rises almost immediately and starts the same procedure again. This can also bug the whole arresting script so that after cuffing suspect still appears hands up, leaving you little confused whether the suspect is in custody or not. I don't recall how it is in vanilla LCPD:FR, but now I can arrest already arrested suspect over and over again (could somebody verify was this the case also in LCPD:FR?).

Nothing big hasn't come up so far, and I've been enjoying very much so far.

EDIT: Oh, one thing. Being able to make the arrest multiple times is in fact sometimes quite a good thing, since this way I can overcome the situations when a transport refuses to show up.

Edited by Ripppe

I went back to the first beta release at least the transport feature would work, but took it out caused random crashes like when world events would happen that LCPDFR presents it would crash my game while running BH's script, I set LCPDFR config to False on call outs and world events to 0 and it took care of the problem but hate not having EMS work correctly and prisoner transport hope this helps for some but im gonna wait for a later release!

With the complete understanding that the script is seperate from LCPDFR, itd be absolutely peachy if we could somehow get back up for pursuits. And I do still have remaining markers sometimes from collision calls. It doesnt affect gameplay, and I havent accidentally driven back to the scene, so no complaints.

A few more things.

It seems that traffic control doesn't work the way it should. Mainly the two buttons allowing either all cars or one car to move. For some reason they seem to be doing exactly the same thing, which is allowing all cars to move. On the other hand, stopping the traffic seems to work, though I don't know if there are certain conditions (ie. being close to the car your are stopping or facing the car) that have to be met to have the stopping working. For me it works from time to time, and sometimes it doesn't.

How about ordering people out of the car. When pointing passengers with a handgun they freak out (I recall Braveheart mentioning something about this) and ordering keys seem not to work.

Still, this is a top notch mod. :) Hopefully Braveheart will make a comeback with additional feedback.

  • Author

Then why dose no matter what models and voice i pick it allways sets to hispanic cop

I cannot answer this, I'm sorry. The script does not intentionally set any player models and I cannot replicate your issue. Like I said before, your voice will be set by the script to three cops' voices one of which is the hispanic cop. The voices I have chosen were chosen because they are the only ones which make sense (or the most sense) in the places they are used.

I can change it if it's something everyone would prefer, but we do that on the premise that it's understood that the voices will more than likely not make any sense.

Haven't tried this awesome mod yet but will it work with custom maps like Desert IV?

It should do! Let me know how you get on.

Another thing that would be nice but I am unsure if it is something you can do with this script is to allow a Prisoner Transport like the Stockade to hold multiple subjects at once. Give us the ability to order them into the Stockade, then take them to the station at a later time. Last night with my DUI checkpoint, I had to run them to the station after I arrested them. (literally run them there.. LOL)

Unfortunately I cannot do this (yet). I had tried to include a tool to order arrested suspects into your own car for transporting later, however I'm almost certain LCPDFR is constantly updating the arrestee to be a member of your group and constantly updating their follow-you setting. I can't yet find a workaround for this.

As I believed, this is _an awesome_ addition to the vanilla LCPD:FR. Haven't yet had enough time to learn all nice details about what Braveheart has achieved. I've been mainly testing out the controls, and that said there are two bugs I could identify:

1) When suspect decides to resist, the fighting stops working. Hits don't affect the suspect, and the suspect doesn't fight back, he just stands there arms in a defensive position.

2) The second thing is only a minor inconvenience, but should be mentioned nonetheless. When the suspect goes to his knees, he doesn't stay there very long, but rises almost immediately and starts the same procedure again. This can also bug the whole arresting script so that after cuffing suspect still appears hands up, leaving you little confused whether the suspect is in custody or not. I don't recall how it is in vanilla LCPD:FR, but now I can arrest already arrested suspect over and over again (could somebody verify was this the case also in LCPD:FR?).

Nothing big hasn't come up so far, and I've been enjoying very much so far.

EDIT: Oh, one thing. Being able to make the arrest multiple times is in fact sometimes quite a good thing, since this way I can overcome the situations when a transport refuses to show up.

1 - Interesting. I've noticed that sometimes, even if I've set the ped to fight you, they refuse and run away. It seems to be part of GTAIV. I'll look into that further though.

2 - This is something I cannot (or at least, think I can't) fix. There is no animation for a ped in the kneeling down hands in the air state, we only have the hands up getting down to work with. So we can either loop that or (like I've set it to at the minute) do the get down on knees animation and once it's done, have them put their hands up. The latter of the current process will cause your handcuffing to be overridden if you handcuff them before this command has been given to the ped. I think I'll remove the kneeling down and revert back to the simple hands in the air process.

A few more things.

It seems that traffic control doesn't work the way it should. Mainly the two buttons allowing either all cars or one car to move. For some reason they seem to be doing exactly the same thing, which is allowing all cars to move. On the other hand, stopping the traffic seems to work, though I don't know if there are certain conditions (ie. being close to the car your are stopping or facing the car) that have to be met to have the stopping working. For me it works from time to time, and sometimes it doesn't.

How about ordering people out of the car. When pointing passengers with a handgun they freak out (I recall Braveheart mentioning something about this) and ordering keys seem not to work.

Still, this is a top notch mod. :) Hopefully Braveheart will make a comeback with additional feedback.

I'll look into all cars moving on both commands.

I have a new version which is being tested at this time, it appears to have introduced some new bugs (grr) and on account of this I'm reluctant to release it just yet.

A note on medical assistance: I cannot explain why the paramedics are behaving in the manner they appear to whilst my script is installed. There is nothing in there which should have any bearing on paramedics, my theory is they do not recognise the spawned peds so will not stop to assist. I'm fairly certain though in vanilla LCPDFR they would still stop and exit (or one would) and walk around, even if there was no injured parties on scene. Perhaps I'll look into a replacement medical assistance option for the time being.

Thanks for all the feedback, keep it coming!

Edited by Braveheart

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

Unfortunately I cannot do this (yet). I had tried to include a tool to order arrested suspects into your own car for transporting later, however I'm almost certain LCPDFR is constantly updating the arrestee to be a member of your group and constantly updating their follow-you setting. I can't yet find a workaround for this.

Just a thought here, since I honestly know nothing about how GTA IV's engine is handling this kind of tasks. I remember this one mod (http://www.gtaforums...howtopic=393976) that claims you can create peds that follow/defend you but also make them stop. SInce I haven't tested out this mod, I can't say how these things work (for example, does the script detach a following ped from player's group if ordered to stop). Maybe something worth taking a look at though?

1 - Interesting. I've noticed that sometimes, even if I've set the ped to fight you, they refuse and run away. It seems to be part of GTAIV. I'll look into that further though.

A new observation: this seems to occur only when suspect is resisting ARREST (so basicly after you have triggered the arresting sequence, ie. by pointing a gun at suspect and pressing E). For example a suspect who is resisting the order of getting out still fights back.

2 - This is something I cannot (or at least, think I can't) fix. There is no animation for a ped in the kneeling down hands in the air state, we only have the hands up getting down to work with. So we can either loop that or (like I've set it to at the minute) do the get down on knees animation and once it's done, have them put their hands up. The latter of the current process will cause your handcuffing to be overridden if you handcuff them before this command has been given to the ped. I think I'll remove the kneeling down and revert back to the simple hands in the air process.

I do like the kneeling down part (a nice little immersion boost), but if it messes the whole arresting sequence, then I'm more inclined to leaving it out. The problem I'm having is that suspect just keeps going down to knees, then back up with hands raised, then to knees again and so on, while aiming the suspect. (Theoretically: should I aim the suspect till he raises from knee down position and then just drop the aim and go arrest him?)

I'll look into all cars moving on both commands.

Much appreciated. :) Any clues about ordering people out or am I just using this in a wrong fashion?

I have a new version which is being tested at this time, it appears to have introduced some new bugs (grr) and on account of this I'm reluctant to release it just yet.

Just keep testing it till it's stable enough. I think we can wait a while longer.

A note on medical assistance: I cannot explain why the paramedics are behaving in the manner they appear to whilst my script is installed. There is nothing in there which should have any bearing on paramedics, my theory is they do not recognise the spawned peds so will not stop to assist. I'm fairly certain though in vanilla LCPDFR they would still stop and exit (or one would) and walk around, even if there was no injured parties on scene. Perhaps I'll look into a replacement medical assistance option for the time being.

Yet again something I'm not 110% sure of, BUT I claim that medics are acted rather inconsistently with vanilla LCPD:FR (with no other mods installed). They may cruise pass the scene and keep going like they haven't anything to do there, when in reality there still is casualties. Other times they work fine, but my impression is that they don't work more than they work.

  • Author

Just a thought here, since I honestly know nothing about how GTA IV's engine is handling this kind of tasks. I remember this one mod (http://www.gtaforums...howtopic=393976) that claims you can create peds that follow/defend you but also make them stop. SInce I haven't tested out this mod, I can't say how these things work (for example, does the script detach a following ped from player's group if ordered to stop). Maybe something worth taking a look at though?

The issue isn't in having them remove from the player's group, it's stopping LCPD:FR from adding them back. I'll continue to look into it though.

I do like the kneeling down part (a nice little immersion boost), but if it messes the whole arresting sequence, then I'm more inclined to leaving it out. The problem I'm having is that suspect just keeps going down to knees, then back up with hands raised, then to knees again and so on, while aiming the suspect. (Theoretically: should I aim the suspect till he raises from knee down position and then just drop the aim and go arrest him?)

Whilst aiming at a person a new decision will be made every few seconds, if they comply one minute they may decide otherwise if you aim at them (with a firearm or baton) or attempt an E arrest.

Much appreciated. :) Any clues about ordering people out or am I just using this in a wrong fashion?

Are you aiming at the passenger/driver and pressing ALT+F (default)? If you hear your character shouting, then it's working. If not, then it's not working and perhaps you have a conflicting key as I cannot replicate any issues with this.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

Your model shouldn't change, but your voice will change to hispanic cop, white cop and white traffic cop. The reason for this is their voices for the particular options I've chosen are the only ones which make sense. I can easily change it to where the voice you select is used, however I warn you now the voices will not always make sense.

Please change it to local unit ones or at least provide an option for us to define in the .ini if we want voice changing or not (or add the option to not include automatic voices at all). I cannot play as a black cop and then point a gun at someone and a white voice with a texan accent appears. Besides, the state trooper sounds like an utter twat.

Great modification - I am beginning to prefer these callouts over the stock LCPDFR ones now, I just press F7 to disable the linear mugging and disturbance calls from now on (eventually this mod should be incorporated into lcpdfr when they allow suggestions and start releasing a new version).

By the way, what do we do with RTAs when there is a red arrow over the cars? Do you call a tow truck? (This doesnt work for me for some reason, even though I have the tow truck addon working and installed - it comes with a debug error in the console saying "vehicle doesn't exist" and "driver doesn't exist"). Also what are we supposed to do to the complainer/victim of a disturbance/fight/robbery? When I arrest the suspect the situation doesn't clear.

Your great mod is in need of a manual of some sort, please include it in one of your next releases - we are left in the dark here.

Edited by Double Doppler

  • Author

Please change it to local unit ones or at least provide an option for us to define in the .ini if we want voice changing or not (or add the option to not include automatic voices at all). I cannot play as a black cop and then point a gun at someone and a white voice with a texan accent appears. Besides, the state trooper sounds like an utter twat.

Great modification - I am beginning to prefer these callouts over the stock LCPDFR ones now, I just press F7 to disable the linear mugging and disturbance calls from now on (eventually this mod should be incorporated into lcpdfr when they allow suggestions and start releasing a new version).

By the way, what do we do with RTAs when there is a red arrow over the cars? Do you call a tow truck? (This doesnt work for me for some reason, even though I have the tow truck addon working and installed - it comes with a debug error in the console saying "vehicle doesn't exist" and "driver doesn't exist"). Also what are we supposed to do to the complainer/victim of a disturbance/fight/robbery? When I arrest the suspect the situation doesn't clear.

Your great mod is in need of a manual of some sort, please include it in one of your next releases - we are left in the dark here.

Noted, I agree it may be better to have the voices match your character. But I again would like to say that the voices may not make much sense where they are used depending on your model.

There is no automated conclusion to the incidents, it is up to you which course of action to take and when you are no longer needed on scene. The markers not removing are all fixed in the next version.

Serving Police Scotland PC.

Creator of Braveheart's Policing Script.

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