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AI pulling over for sirens properly

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What I'd like to know wether there's a mod that makes the AI behaviour more realistic when hearing police sirens.

What I need:

- The AI pulling over slowly but surely (preferably to the right side only)

- The AI not doing any erratic behaviour like running a red making a triple U turn upside down while playing the piano (uh... you get the idea)

 

Basically this SHOULD be possible, since the LSPDFR's traffic stop feature makes the AI vehicles pull over to the shoulder very nicely. I've caught myself initiating traffic stops and then cancelling them while going to a call. I mean this is ridiculous.

 

If such mod doesn't exist can someone make it please?

 

I've tried this mod, and it doesn't do what I need:

https://www.lcpdfr.com/files/file/10626-clearthewayv/

  • Management Team

There is a simple explanation as to why such a mod does not exist: it is hard to create. The LSPDFR traffic stop feature took me month to develop and works reasonably well, but it comes at a performance cost to make up for the lack of data the game provides about pathing. Running the same logic on all vehicles in your area is simply not feasible unless you were to skip natives and did all the calculations directly on the vehicle/ped instances. Unfortunately with many calculations the native overhead is very noticeable and we are already caching quite a few calls internally to prevent major performance problems.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author

Hmm okay, but how about a dumbed down one?

For example where they don't pull over like on the traffic stop, but instead they just don't try to do a 65 point U turn? I mean most of the traffic pulls over either to the left or the right depending on where the player's car is facing, but some of the npcs just decide oh hey I'll go right, oh no, I mean left, no I meant running a red, nope dead stop, oh I remember I should ram the player now.

Sometimes even if traffic doesn't move all together is better than them trying to get out of the way.

If not even getting rid of the moron drivers, is there a way to disable this clearing the way behaviour? At least they'd act like in NYC lol

I use AI Traffic Fluidity and Discipline and CleartheWay those along with LSPDFR pull over feature seem to work well... I found that the part where they take off when pulled over and speed through things was caused by a setting in ELS for traffic control if I recall so I turned that off and they don't do that anymore.. if they are still too far out in the road I use Traffic Policer mimic thing to move them over off the road and it all seems to work okay.

  • Author

Thanks for the suggestion. I'll try AI Traffic Fluidity & Discipline, it looks good from the videos. Although I hope it won't change the handling.meta since I have a lot of mods there.

I also use traffic policer with lspdfr's traffic stop feature.

  • Management Team
On 6/7/2019 at 6:01 PM, Sgt.Kanyo said:

Hmm okay, but how about a dumbed down one?

For example where they don't pull over like on the traffic stop, but instead they just don't try to do a 65 point U turn? I mean most of the traffic pulls over either to the left or the right depending on where the player's car is facing, but some of the npcs just decide oh hey I'll go right, oh no, I mean left, no I meant running a red, nope dead stop, oh I remember I should ram the player now.

 

This has more to do with how the game works internally and what data is available. During the development of our traffic stop system I would render the calculated ideal path and many times they would not really follow it and sometimes even do the things you mentioned, where they totally divert from the ideal path. It's hard to predict the AI behavior in every case and also hard to find out whether they are diverting without reason or for a good reason (i.e. avoiding a ped).

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  • Author

Interesting. How about adding invisible peds that you can drive through without knowing.

I remember that the road barrier mod, that puts down cones and barriers can stop traffic at once. In GTA IV they used invisible peds on mopeds for that, I'm not sure how it's done in GTA V.

My idea is to keep spawning an x amount of peds in front of the player, for example 5 peds in front of the player that is attached to the player's car or if not attached, they are relative to the player's car. They are equally distributed along a say 50 meter line in front of the player. I don't know this idea might not work, since the player's car is moving constantly and turning, but something along this idea might work.

  • Management Team

I'm not sure what you mean. How do invisible peds help with pulling over? Stopping traffic is not an issue generally, it is more about where you want it to stop.

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  • Author

Well the AI slows down if there's another ped in front of it. If it's stopped there for too long and it'll even try to overtake it. So this way they can be manipulated.

The reason the GTA IV police barrier mod worked is because it spawned invisible peds on a moped next to the barrier object. The traffic sensed there was someone in front so they stopped.

When this mod bugged up in Multiplayer you could see mopeds become visible, they drove off, and the barrier no longer stopped traffic, other than by it's collision.

The problem with this solution ofcourse is their collision was still there, so when you went close to a cone, it appeared to have a bigger collision model than the cone itself. It didn't, there was simply just a pedestrian on a moped on it, hidden, not making a single noise.

Edited by Sgt.Kanyo

  • Management Team

I understand that, but I am still not sure how this would make them pull over nicely to the side. They would just stop in the middle of the road, would they not?

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

On 6/7/2019 at 11:18 AM, Sgt.Kanyo said:

<Snip>

 

I've tried this mod, and it doesn't do what I need:

https://www.lcpdfr.com/files/file/10626-clearthewayv/ 

Mind if I ask what the issue was with Clear The Way? I'm using it in my game and have maybe the odd issue with traffic but otherwise it works as intended?

  • Author
8 hours ago, LostBoyLazarus said:

Mind if I ask what the issue was with Clear The Way? I'm using it in my game and have maybe the odd issue with traffic but otherwise it works as intended?

 

Well the exact things that are mentioned in the first post. The traffic does not pull over gently and it does not pull over to the right side (not even the side sometimes).

Direct your police vehicle to the left side of the highway and watch how the traffic behaves in the overtake lane. They stop in the middle of the highway like some mad man trying to get everyone killed.

  • 3 months later...

I know this is an older topic, but to mention to @Sgt.Kanyo about pedestrians pulling over "nicely" I would imagine you mean on the highway or busy roads. I've used Clear The Way and Traffic Fluidity and Discipline , but I find the issue is speed. When you're driving on the highway to catch a pursuit going over 100 mph the traffic doesn't have much time to SLAM on the brakes and pull over, causing them to collide with other pedestrians and objects like the median, because the radius your lights and sirens interact with them is limited I think making instead making a mod  to increase that radius would be more beneficial (but I would assume this would impact performance)  and maybe have it force them to slowdown to 30 mph and pull over to the right like in real life, but normally in real life you wouldn't see a cop flying down the road going over 100 mph, usually they get traced then upon stopping they get arrested. I think it's just the way GTA is, it's not gonna be perfectly realistic, the thing that bugs me the most is if you're driving down a divided highway and the opposing lane also yields to you,  there are loads of ideas but the game is limited to what it can be forced to do. Please feel free to correct me if I'm wrong. I was just googling best AI pullover mods and this link came up and I wanted to chime in.

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  • Author

Well tbh I wouldn't want them to slam on the brakes ever. Noone slams on the brakes when they hear siren. They don't even neccesserily (is that a word?) brake at all, just try to pull to the left or right. There's a law in CA that states all vehicles must make way by pulling to the right, but I'm not gonna be nitpicking about this. If the peds could just try to move out of my way without absolutely obliterating everything in their path, that'd be good enough for me.

The most stupid thing I've noticed is that they do that even in the opposite lane on the highway, I mean what's the logic there? lazy code writing

Also cops in the US do and can speed at 100 mph IF the conditions are right. On the highway, if there isn't too much traffic, then sure.

 

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