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.