LSPD: dangerous individual
LSPD:危险的个人
Screenshots 3 screenshots
About this mod Machine translation
Update log:
0.6
Fixed/Improved:
- Modified escape AI (driving and walking)
- Redo tamping. It now works more reliably and can actually help criminals get away from you or the AI police.
- Rebuilt FSM for police and criminals, they will be a little smarter now. Police should not freeze when their suspect is handed over again.
- Redesigned police car to be careful and the police car will not go backwards again. They also use actual brakes instead of magic
Add to:
- Added road units.
- Added support for RDE 3.0, hazardous individuals will use most major RDE vehicles (LSPD/Sheriff/BCSO/State/NoOSE). You can also use the Backup.xml provided with RDE 3.0.
- Added LSPD:FR Backup.xml support. Currently only models are supported, no components or connections.
- Added player arrest stuff, players can now arrest criminals and take them to nearby police stations
- Hostile environment peds will now be treated as criminals. From now on, anyone who is hostile to you will become a criminal you can arrest
- Added a random adjustment option for Racer criminals so each callout will have a different look
- Added ability to turn on/off at police station. To facilitate quick setup, you can be on duty in the police car, but not off duty there.
- Added ability to play with any vehicle or model
- Added a range of options to the Settings menu including police generation, callout generation, etc.
delete:
- Racer car tuning utility (for Racer callouts). It has been replaced by an auto-tuning system.
- Removed a crime trait so that they would not trigger the LostLOS event if they were stationary. (This was added in earlier versions to make the script less frustrating)
- Removed ability to criminal brake checks. I don't like the effects, I may add it later if I manage to make it useful for criminals.
Known errors:
- Scripts can treat security guards with malicious circumstances as criminals.
- Sometimes police will not arrest surrendering criminals, especially if they are interrupted by another criminal/hostile act. This is an issue related to the Arrest/SecureArrest organization, to resolve it, fire them and call another unit.
Changelog:
0.6
Fixed/Improved:
- Reworked fleeing AI (both driving and on foot)
- Reworked ramming. It now works far more reliably and actually helps the Criminals getting rid of you or AI cops.
- Reworked FSM for both cops and criminals, they will be a little smarter now. Cops shouldn't freeze when their suspect is surrendered anymore.
- Reworked cop carefulness, cop vehicles won't be flung backwards ever again. They also use actual brakes instead of magic
Added:
- Added Highway units.
- Added support for RDE 3.0, most of the main RDE vehicles (LSPD/Sheriff/BCSO/State/NoOSE) will be used by Dangerous Individuals. You can use the Backup.xml provided by RDE 3.0 too.
- Added LSPD:FR Backup.xml support. Only models supported, no components or liveries for now.
- Added the player arrest thingie, players can now arrest criminals and bring them to nearby police stations
- Hostile ambient peds will be treated as criminals now. From now on, any ped that's hostile to you will be a criminal that you can arrest
- Added a Random Tuning option for Racer criminals, so every callout will feature different looking cars
- Added the ability to go On/Off duty on police stations. To ease quick setup, you can go on duty on a cop car, but can't go off duty there.
- Added the ability to play with any vehicle or model
- Added a bunch of options to the Settings menu, regarding cop spawning, callout generation and more
Removed:
- Racer car tuning utility (for Racer callouts). It has been replaced with an automatic tuning system.
- Removed a Criminal feature where if they stood still they wouldn't trigger LostLOS events. (This was added in earlier versions to make the script less frustrating)
- Removed Criminal's ability to Brake Check. I didn't like the effects, will probably add it again later on if I manage to make it actually u …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.