Everything posted by Eddlm
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Safer Chases (Smarter Driving for Cops)
That speed is relative to your speed, not their absolute speed. With that configured as 20kmh, the cops pass by you at (your speed + 12mph). Its the value I've using for the tests and has worked nicely, higher velocities didn't give enough time for the cops to brake.
- 176 comments
- 46 reviews
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Safer Chases (Smarter Driving for Cops)
- 98,480 downloads
- Version 1.5
No more derbies between cops while in pursuit. So, I have grow tired of seeing people being afraid of calling police Backup because the NPC Cops drive too aggresively. This the result of my frustration. This script attempts to make chases safer, for both you as well as the suspect, by slowing down police vehicles on certain circumstances, like when you're recovering from a crash and another cop car passes by, or you're near the suspect. RAGEHOOK/LSPDFR VERSION RELEASED. Special thanks to Guadmaz, who took the time to port the script for me and helped me finetune it. Delete the original .NET version from your game! Features NPC Cops won't ram the suspects ever again. Despite that statement, you can disable this behavior this mid-pursuit if you change your mind. If you hit the suspect's vehicle yourself, NPC Cops will take it as a sign that the suspect is to be stopped by all means, and will resume HOT COP ACTION behind the suspect like this script never happened. You will be immersively notified of this change on their behavior. NPC Cops will slow down when passing by you, preventing cop-to-player crashes this way. If they're directly behind you, they will brake harder to make sure they don't rear-end you. They ignore you if your vehicle is stopped, however. NPC Cops will allow the player to be the primary unit when he's close to the suspect, leaving some space between them and the suspect's vehicle. They will take primary position again if the player falls too far behind. NPC Cops can now yield to you. Simply honk and all nearby units will slow down. NPC Cops will now try to manage traffic better. They overtake more carefully and brake to avoid running over running pedestrians or crashing into slow-moving vehicles. They even take into account other police vehicles! WARNING I consider this script resource intensive. If you experience noticeable frame drops, disable some of the features in the .ini file to lighten the load on the CPU. Settings You can change multiple settings inside "SaferChases.ini" to tune the script's behavior to your likings. Finetune how fast cops can pass by you [speed in KM/H] Allow Primary Unit support [enable/disable] Prevent the NPC cops from ramming the suspects[enable/disable] Allow the NPC cops to try and manage traffic better [enable/disable] Allow the player to force other units to yield to him [enable/disable] Debug notifications [enable/disable] Installation Place "SaferChasesRPH.dll" and "SaferChases.ini" inside the \Grand Theft Auto V\Plugins\LSPDFR\ folder. How to use The script should start working automatically. You don't have to do anything. The script will load its settings from the .ini again for any new pursuits you join, so feel free to tweak it mid-game. Plans for future updates Experiment on more, better ways to approach the issue this script adresses. Port the script to RageHook if it people like it Done. Let the player toggle the Ram Suspect feature while ingame, mid-pursuit. Done. Let the player make other police vehicles yield, so you don't have to fight for a position in a pursuit. Done. Troubleshooting If you experience any kind of crash and you think Safer Chases has something to do with it, upload the RagePluginHook.log file you will find inside your main GTAV folder, detailing the situation you and the suspects where when it crashed. Don't consider this a polished script, but a "cheap" workaround to a frustrating problem until better options are available. Feedback is what I need to know what to change. Here is the discussion thread, and, if anyone wants the sourceode, you can find it here.- 176 comments
- 46 reviews
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Suggestion: An officer reputation script
Well Solidefiance, the point is roleplaying. I've seen people RP as police a lot with LCPD and LSPD, having to imagine half the game themselves for inmersion. I thought a script encouraging them to RP a good officer would be appreciated by some. I myself would play it, if I had this game. Not talking about the official mod but a separate script, like Police Radio or CalloutsV. I'm talking about something to help people who want it, not a score system shoved up the ... of everyone who wishes to play this mod. If I remember well, LCPD has a similar system, wich noted any infraction you commited, like running a red light. I myself would like to have something like that, encouraging me to play fair, thus experiencing the LSPD:FR more fully, as in experiencing all its features. This mod can also be played only accepting pursuits and blowing up the criminal with the Hydra, but you would miss 90% of the mod. If the day I can buy this game comes, I'll try to script it myself. Until then, it was simply an idea.
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Suggestion: An officer reputation script
Got the idea while watching Jeff, Polecat and Zack playing this mod. They always aim to play LSPD fairly, treating it like a simulator, and I really like that. I thought that a script to help people play LSPD:FR fairly would be a good addition to the mod. The script would note various events in witch the player has been involved in, and raise or lower its Reputation, noting what the player did right or wrong. This would act like a score, helping the player to know how well he is doing, and motivating players to play it fair. Let me give an example: The script would give the player Reputation for joining a pursuit, requesting a PIT on the criminal's car (and successfully disabling it), arresting a criminal, clearing the scene with the Coroner and the tow truck, and finally ending a pursuit without the criminal escaping. Likewise, the script would deduct the player Reputation for calling backup (not being able to handle the situation alone and using the LSPD's resources), destroying property, driving over people, calling for backup (again), and letting a non-hostile criminal die. Another example: The script would give the player Reputation for checking the plate of a vehicle he pulled over, arresting a driver who has commited a crime, and escorting a criminal himself. The script would deduct the player Reputation for not checking the driver's ID of a pedestrian he pulled over. List of events that could raise reputation (and by how much): - Accepting a Callout - Medium - Ending any kind of Callout sucessfully (Broken down vehicle, Medical Escort, etc) - Medium - Arresting a criminal - High - Escorting a criminal to a police station - Medium - Being there when a cop arrests someone (the script assumes that you helped) - Medium - Requesting PIT on a criminal's vehicle (PITting the vehicle successfully gives more reputation) - Low+Low - Towing a criminal's vehicle - Medium - Having a coroner pick up casualities - Medium - Uncovering any kind of crime (vehicle stolen, driver has weapons/drugs in the vehicle, etc. Basically any of the crimes you can discover while stopping a vehicle or pedestrian) - Medium List of events that could lower reputation (and by how much): - Destroying property - Medium - Hurting or killing non-hostiles - High - Using LCPD's resources - Low - Letting a non-handle criminal die - Medium Every few minutes the script should save the amount of Reputation the player has, loading it when the game loads. If possible, the script could save a log of the player's performance too. Of course the raise-lower reputation criteria is subjetive and open to discussion. What do you people think of a script like this?