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Babyhamsta

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Babyhamsta

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About this mod

Tired of escaping police by jogging around the block?
HardcorePolice completely overhauls police AI to make them more aggressive, responsive, and realistic — adding real intensity to every chase.
Whether you're sprinting from crime or casually evading arrest, this mod transforms cops from bumbling background noise into a real threat.

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WANT TO HELP IMPROVE HARDCORE POLICE? IT'S SOURCE AVAILABLE ON GITHUB!
https://github.com/Babyhamsta/HardcorePoliceMod-Schedule1

🚨 Features


Smarter Pursuit Logic
  • Dynamic Flanking – Officers are assigned roles (Chaser or Interceptor). Interceptors attempt to predict your route and cut you off from the sides or ahead.
  • Path Unstucking – AI recalculates paths if stuck, helping them navigate tricky terrain or corners better.
  • Arrest Logic Tweaks – Fine-tuned radius and progress speed for arrests makes evading a close-range officer nearly impossible.


🧠 Enhanced Awareness
  • Vision Cone Upgrade – Widened field of view and range allows officers to detect you faster and from further distances.
  • Optional Faster Detection – Officers require less time to lock on if you’re in view.


🏃 Speed-Based Boosting
  • Initial Chase Boost – Upon detection, cops get a burst of speed to catch up quickly.
  • Distance-Based Scaling – Officers dynamically run faster the further away you get, with optional cap control to prevent imbalance.


📡 Radioing Nearby Units
  • Backup System – Officers who first spot you will radio others in the area to join the chase after a short delay.
  • Staggered Joining – Prevents lag spikes by queueing officers one at a time into the pursuit instead of all at once.


🛠️ Full Configuration Support
All features can be toggled or tuned via an auto-generated JSON config:
  • Enable/disable flanking, vision upgrades, speed boosts, and radio calls
  • Adjust multipliers, detection speeds, and chase logic
  • Safely reloads older configs and applies missing defaults



🎮 How This Improves Gameplay
  • ✅ Forces smarter movement during escapes
  • ✅ Makes police feel more coordinated and tactical
  • ✅ Increases tension, especially with multiple officers
  • ✅ Prevents cheesy exploits like looping buildings endlessly
  • ✅ Fully configurable for realism, chaos, or balance



📦 Installation
  • Install MelonLoader.
  • Drop HardcorePolice.dll into your Mods folder.
  • Run the game once to generate a config in `UserData/HardcorePoliceConfig.json`
  • Edit the config as needed, or use the default hardcore settings.



⚙️ Configuration Guide

✅ General Toggles
  • ExtendedVision – Enables wider and longer vision cones for officers.
  • FasterDetection – Reduces notice time when an officer sees you.
  • SpeedBoost – Applies an immediate speed boost at the start of a pursuit.
  • DistanceSpeedBoost – Increases officer speed the farther they are from the player.
  • Flanking – Allows officers to split roles (Chasers and Interceptors) and attempt strategic cut-offs.
  • RadioNearby – Nearby officers will be called in for backup a few seconds after a pursuit begins.
  • ArrestAdjustments – Modifies arrest behavior (arrest cooldown radius and speed of progress bar).



👁️ Vision Settings (Game defaults shown for reference)
  • VisionRangeMultiplier – Multiplier for how far officers can see. (Default: 1.0 | Mod Default: 5)
  • VisionHorizontalFOV – Horizontal field of view in degrees. (Default: 135.0 | Mod Default: 165)
  • VisionVerticalFOV – Vertical field of view in degrees. (Default: 60.0 | Mod Default: 80)



🏃 Speed Boost Settings
  • SpeedBoostMultiplier – Flat speed multiplier applied when chase begins. (Default: 1.3)
  • MovementSpeedScale – Adjusts movement animation speed alongside the boost. (Default: 1.15)
  • MoveSpeedMultiplier – Multiplies actual speed value for consistent pursuit. (Default: 1.15)



📏 Distance-Based Speed Boost
  • DistanceBoostBase – Minimum speed boost when close to the player. (Default: 1.45)
  • DistanceBoostMax – Maximum speed boost when far away. (Default: 2.0)
  • DistanceMax – Max distance (in meters) used to calculate the boost curve. (Default: 100.0)



📡 Radio System
  • RadioDistance – Radius (in meters) for which nearby officers are called in for pursuit. (Default: 100.0)



🔀 Flanking & Positioning
  • FlankUpdateCooldown – Seconds between recalculating a new flank position for each officer. (Default: 3)



👮 Arrest Behavior (Game defaults not mod defaults)
  • ArrestCooldownCircleDistanceOuter radius where if the player stays within this area, the cuffing cooldown will not decrease. This prevents players from “kiting” officers by hovering just outside arrest range. (Default: 2.5 | Mod Default: 5)
  • ArrestProgressSpeed – Time in seconds required to fully fill the arrest meter. (Default: 1.7 | Mod Default: 1.5)



🧪 Notes & Known Issues
  • Lag with 10+ officers? The mod now staggers AI decisions and backup requests, but performance may still dip if you’re being chased by a full squad. Consider tuning flanking or radio range in the config.
  • Police vision may conflict with other mods that modify detection. Be mindful of compatibility.
  • Flanking option can cause some FPS loss depending on how many officers are involved in pursuit, this is being worked on.