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CoolyGG

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  1.    Scott Dean reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  2. @MrButterHoles @Scott Dean Hey guys, first of all: I am so sorry! I just realized that I accidentally included the wrong (old) build in the previous upload. Thatโ€™s why the engine fire bug was still present for you. ๐Ÿคฆโ€โ™‚๏ธ I have just uploaded v3.5.1 (the real deal this time). How to install correctly:Please delete all previous SuspectMotorFailure_v3_x .dll and .ini files from your scripts folder! Download the new v3.5.1. You will notice the files are now simply named SuspectMotorFailure.dll and .ini without version numbers in the filename. This will prevent any file conflicts in the future. This version has the engine fire code completely removed (only smoke and no more fire) and is much more optimized for performance. Thanks for your patience and for sticking with me!
  3.    Scott Dean reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  4.    CoolyGG reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  5.    CoolyGG reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  6.    CoolyGG reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  7. @Scott Dean an @MrButterHoles I just uploaded v3.5! Itโ€™s currently waiting for staff approval, but it should be live very soon. What's fixed: 1. No more 'Armageddon': Police and emergency vehicles are now ignored by the script. 2. New .ini file: You can now toggle engine fires on/off (EnableFire = false by default now). Thanks for the feedback, let me know if it works for you once it's approved!
  8. ๐Ÿ“‚ Installation:Ensure ScriptHookV and ScriptHookVDotNet v3.7.0 are installed. Drop the SuspectMotorFailure.dll and SuspectMotorFailure.ini into your /scripts/ folder.
    • 811 downloads
    • Version v3.5.1
    ๐Ÿš”Suspect Motor Failure (SMF) - The (Worlds First) Ultimate Realism OverhaulStop the "Tank-AI" once and for all! Tired of suspects driving away like nothing happened after a 100mph head-on collision? Suspect Motor Failure (SMF) brings true consequences to your pursuits. No more immortal AI enginesโ€”if they crash hard, their journey ends right there. ๐ŸŒŸ Key FeaturesDynamic Engine Death: If a vehicle's body is significantly deformed (e.g., after a successful PIT maneuver or a high-speed crash), the engine will automatically fail and stall. [EXPERIMENTAL v3.3] 70/30 Damage Logic: Not every crash is an explosion. SMF features a randomized system: 70% Chance: Engine fails with thick, black smoke (Radiator/Coolant failure). 30% Chance: Engine catches fire immediately for high-intensity scenarios. Adaptive AI Escape: Once the vehicle is disabled, AI suspects realize the car is a paperweight. They will evaluate the situation and flee on foot, creating a seamless transition from a pursuit to a tactical foot chase. Safety-First Exit: Suspects no longer jump out at 100mph. The script ensures they only bail once the vehicle has reached a safe speed, preventing "glitchy" AI deaths. Permanent Disability: Using the IsDriveable = false flag, disabled cars stay dead. Neither the AI nor the player can drive a killed vehicle. Officer Protection (Player Immunity): The script intelligently ignores your cruiser. You can ram suspects and perform PIT maneuvers without fear of your own engine dying. Ultra Lightweight Performance: Optimized with a 500ms tick interval. Zero impact on FPS, even during massive police chases with dozens of backup units. ๐Ÿ›  Technical Specifications & CompatibilityLSPDFR: 100% Compatible and highly recommended for realistic patrols. Damage Mods: Works perfectly with DriveV or Realistic Vehicle Damage. Pro Tip: If using "Realistic Vehicle Damage", set EngineCanStall = False in its .ini to let SMF handle the logic more reliably. Mod Link: https://www.gta5-mods.com/scripts/realistic-vehicle-damage Version Support: Fully optimized for SHVDN v3.7.0. ๐Ÿ“‚ Installation & ArchiveEnsure ScriptHookV and ScriptHookVDotNet v3.7.0 are installed. Drop the SuspectMotorFailure_v3_4.dll and SuspectMotorFailure_v3_4.ini into your /scripts/ folder. ๐Ÿ“ Note from the Author

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