Loading SAF Pursuit
The in-car unit display in preview mode.
Description
Pursuit modes for police vehicles. One key switches a unit between OFF, A, B and C, a small in-car display shows the mode, speed and cap, and in pursuit modes it coaches the officer through a PIT.
- Modes A / B / C. Each one sets engine power, a top speed boost, a speed cap, brakes, tyre grip, springs and anti-roll. A is patrol, B is response, C is full pursuit. Change any of it, or add a mode.
- Per-model tuning. Give a bike or a heavy SUV its own values for any mode.
- Only that car. The changes live on the one vehicle and are put back the moment the mode goes off, the officer gets out, or someone else takes over the car.
- Synced. The mode is on the vehicle's state bag, so every player, your CAD and other scripts can see which units are in pursuit.
- Unit display. A compact mode panel that looks like in-car equipment: lit mode keys, a speed readout and the cap. Moves to any corner.
- PIT helper. In B and C it picks the car you're closing on, tells you which side to take, and checks speed, angle and contact point against your PIT policy (default: under 60 mph).
- PIT assist (optional). On a real contact in the window the target gets a modest yaw push so it spins instead of bouncing off. The server checks every PIT: police, mode, distance, speed, position and a rate limit, and the push is applied by the target's own game.
- Auto off after sitting slow for a while, a cooldown, a sound and a notification on every switch.
- 0.00 ms idle. Nothing runs per frame unless you're driving a police car with a mode on.
Requirements
| Frameworks | Qbox, QBCore, ESX, ND Core, ox_core or standalone |
|---|---|
| Optional | ox_lib for notifications |
| Database | Not needed |

