Jarrrk / HighLife

Open source feature configuration and issue tracker for the FiveM server HighLife Roleplay
https://highliferoleplay.net
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Handcuff Improvements #690

Closed Jarrrk closed 4 years ago

Jarrrk commented 5 years ago

Is your feature request related to a problem? Please describe. Breaking out of cuffs still gives cops a massive advantage due to animation timing, not to mention and unrealistic approach to getting them off.

Describe the feature you'd like Currently when breaking out of cuffs, the quick events are fine but realistically you would time the dropping of the cuffs, once you have fully broken out of them, you should be able to press a key to actually remove them completely - this button will be always active once you have already 'broken out' - allowing the player to time when to ditch the cuffs.

Not to mention, currently the timing of the animation starts from the beginning struggle and locks the player in place, you should be able to move/run while breaking out.

Describe alternatives you've considered N/A

Additional context This is also transferable to 'plastic' cuffs if we want players to be able to obtain them.

Hamaerox commented 5 years ago

On the flip side from an officer perspective, this system already takes away RP from any arresting officer in any situation. It quite literally forces officers to get a suspect in handcuffs and immediately high tail it to the nearest precinct and throw them in a cell. It leaves no time for any type of investigation, medical treatment, questioning etc etc... because you know that player is going to break out.

OccamsSabre commented 5 years ago

Agreed.

I think a happy middle ground is to provide two forms of handcuffing for officers, the current system which allows time to break out and a harder cuffing system which does not allow the suspect to break out of move locations (essentially freezing them). The second would be used then the suspect is "secured" somewhere, i.e. inside a cruiser and the doors are locked, inside a cell, in a questioning room, etc.

Because right now we are walking a tentative balance between rush the suspect and throw them in the tank and trying to RP situations out, talk to them, etc.

Maybe to counterbalance a harder cuffing option the looser cuffing option would wear down faster and have the advantages you spoke of above, allowing more escape attempts for clever criminals.

OccamsSabre commented 5 years ago

There should also be some indication to the officer that the suspect is going to break loose from cuffs; maybe an audio cue like a jangling or chain snapping kind of sound? That way the officer can react to them breaking free from their cuffs, but if the officer is inattentive, driving with sirens, etc. the suspect can try to do it discretely? (This is presuming the dropping of the cuff shaking loose animation).

Jarrrk commented 4 years ago
Jarrrk commented 4 years ago

All features complete.