Traffic stops, ped stops and resistance
Traffic stop 1. Turn on your emergency lights. 2. Drive right behind the car. A hint shows when you have a valid target. 3. Press LSHIFT. Most drivers signal and pull over. Some keep going for a bit, and some flee, which starts a pursuit. 4. Open the stop menu with LSHIFT again, or E at the driver's door (tap E, even when someone is standing or lying next to the car). From there you can: - run the plate; - after a citation or warning you can simply get back in your car and switch the emergency lights off: after a 4-second countdown (lights back on or leaving the seat cancels) the driver is released and drives off; - ask for ID (an ID card shows on the right; for the driver of a stopped vehicle, the registration card shows underneath it, so you can type the plate into the MDT). Use Return ID and registration before ending the stop. Ending a traffic stop while you still hold the documents costs 10 XP, unless the stop ended in an arrest or the driver fled; - ask questions, use the breathalyzer or drug swab; - order the driver out and search the car; - write a citation or warning; - tell them to follow you; - end the stop.
Ped stop: hold E at a pedestrian. You get the same options plus search, cuff and release.
Arrest 1. Hold E to cuff someone who is stopped, has surrendered, or is tased or tackled. 2. Press E to escort them, and E near your car to seat them. 3. Press O for a waypoint to the nearest station's booking desk, then E at the desk marker to book them on charges. Booking only works near the desk (0.7.37). When the last cuffed/arrested suspect on the call is booked, the call goes CODE 4 and clears its scene automatically (0.7.46); suspects still in custody or in transport keep it open, fled ones don't, and an OIS always needs a manual /code4 + /clearscene (0.7.38).
Instead of driving there, you can call Police transport (AI services).
Your stop becomes a call: if you weren't on a call, the stop shows up as a "Traffic Stop" or "Pedestrian Stop"
call on the MDT, so others can attach. It ends with /code4 or when the stop ends.
Resistance: some people don't cooperate. Warrants, a record, a stolen car or illegal items make it more likely. They might drive off, run, fight, or pull a weapon when you walk up. Your call is updated as things escalate (pursuit, fleeing, assault on officer, armed subject).
Less-lethal and pursuits - Tasers take suspects down without killing them. - A PIT (spin a fleeing car out with your bumper) kills its engine for a few seconds, and the driver may bail out. - Spike strips (LSHIFT + E) burst the tyres. - Join a pursuit with Y. If you lose sight of the suspect for 90 s, they get away.
If you shoot a suspect the call becomes an Officer Involved Shooting: every unit is alerted, and the scene stays until Code 4.
Ending a stop with someone in custody
End stop / free to go is greyed out while anyone from the stop is cuffed, being escorted or sitting in your car ("Uncuff and release the driver first"). Uncuff and Release them from the person menu: they walk back to their own car, sit in their own seat and drive off. The stop ends when the last person is released. If their car is gone or towed, they walk away.
Checking parked vehicles
Tap E next to any civilian vehicle (not emergency vehicles, and not cars with players in them) for Check vehicle: - Run plate: always works, even when locked. - Inspect: model, colour, damage, locked or not. - Search this side: searches where you stand: driver side, passenger side, or the trunk if you are behind the car. 1-2 seconds. - Full search: every area, takes 3-4 times longer.
Areas you already searched are marked. Walking away or getting hurt cancels the search. Two officers can search the same car at once, as long as they search different areas.
Locked cars: no searching (inside or trunk). Break in by trying to get in (the window gets smashed) or pick Break in. On a call, the break-in is noted and each search result is posted to the call as a remark everyone on the call sees.
Traffic stop vehicles use the same Search this side / Full search options.
Searching a stopped car: consent or arrest (0.6.10)
Cars from a traffic stop or a call are never locked, but you need authority to search them. Until you have it, the search options are greyed out ("Need consent or an arrest"). - Arrest: put someone from that car in your police car, or book them. The search is then "incident to arrest". - Consent: pick Ask to search vehicle in the vehicle menu or in the person's menu. Their answer appears on screen. Most people with nothing illegal say yes; people with contraband usually say no; a warrant or a record makes a "no" more likely. A "no" is final for that stop. Asking again won't change it, so you'll need an arrest. - On a call, the answer (or "Search incident to arrest") is added to the call as a remark.
Empty parked cars with nobody around need no consent. If one is locked, break in as described above.
Aim to surrender (0.6.12)
Aim your weapon at a person (free aim or lock-on) and keep aiming for 2-4 seconds while you can see them, within about 30 m. A short hint counts down. They stop, raise their hands and drop to their knees. Walk up and hold E to cuff (tap E opens their menu). - Vehicles: aim at the car or someone in it. If it is going 18 mph or slower (or stopped), the driver stops and everyone gets out and kneels. Faster cars, including fast pursuit cars, ignore it. - Looking away, losing sight or moving out of range resets the timer. - Police, EMS and fire are never affected, and neither are players. - A random person becomes a normal stop; on a call they stay part of that call. A pursuit ends as "suspect surrendered" and the call gets a remark. - If no officer comes within 10 m for 60 seconds, they get up and leave.
Doors during a search
The search opens the doors for that area: driver side opens both left doors, passenger side opens both right doors, and trunk opens the trunk. A full search opens everything. The doors stay open, and the trunk closes by itself when its search is done.
Aim to surrender outcomes (0.7.0)
When the countdown ends, the outcome is rolled for each person (people in a car get out first, then each one reacts separately): - Armed: about 3 in 10 draw and shoot, about 1 in 10 pretend to give up and draw 2 to 5 seconds later, the rest surrender. Someone who drew on you is marked hostile; aiming won't make them surrender any more, and the call gets a remark. - Unarmed with contraband or a warrant: about 7 in 10 run. Unarmed and clean: about 9 in 10 surrender. - If an unarmed person doesn't give up, keep aiming: the countdown restarts by itself, and each try is 15% more likely to work. - Suspects that draw now visibly reach for the weapon first (about 0.5 to 1 second). That's your warning.
Use of force and XP (0.7.0)
- Shooting or killing someone who is reaching for or holding a weapon is justified. You get a small bonus (reach) or a bigger one (weapon out), paid when the call is completed.
- Shooting someone who is surrendering, cuffed, unarmed and not fighting is wrongful. XP is deducted (or that call's XP is voided, depending on server settings). The call gets a remark and you're notified. Off a call it is only logged.
- Fist fights and less-lethal tools (taser, beanbag and similar) don't count.
Officer down and priority calls (0.7.0)
- If you go down or die on duty, an Officer Down goes out once: your current call is escalated, or a new Officer Down call is created. Being revived or respawning adds a remark; the call is never closed automatically.
- You can attach to an OIS or Officer Down call while on another call. Your old call goes on your backlog (F6 shows "Backlogged #..."). It shows PAUSED / HOLDING if nobody is left on it. When the priority call clears you are sent back to it, or you're told it was cleared in the meantime.
Search authority (0.7.1)
A stopped or call vehicle needs one of these before you can search it. The search menu shows which one applies, and the search remark ends with "Search authority: ...": - Arrest of someone from the vehicle, or consent. - Exigent: the call is or has been a pursuit, an OIS or an Officer Down. This includes the suspect's car from a stop that turned into a pursuit, even after the call ends. - Officer entered the vehicle: once any officer sits in it, the search is allowed. If that's the only reason, the call gets a remark that the search may be unlawful. Locked parked cars still need a break-in first.
Drivers taking off mid-stop (0.7.2)
A stopped driver can still flee at four moments, each at most once per stop: when you first get out of your car, when you first walk up to their window, if nobody walks up within 30 seconds (only drivers with something to hide), and when you're back in your car for about 10 seconds after talking to them (getting out again cancels it). Drunk or high drivers are more likely to go at that last moment. A cuffed driver, a driver out of the car, or a finished stop never flees. A flight is a normal pursuit with a remark, and the car can then be searched under exigent authority.
Observations (0.7.2)
Stay within about 3 m of someone on foot, or at a car's door or window, for 4 seconds and a short note shows what you observe. It's based on the person's real record and state, never made up, but nervousness also shows up in some innocent people. You see it once per person per stop or encounter; use Observations in the E menu to see it again. On a call it's added as a remark ("<callsign> observed: ...").
Stops while you're on a call (0.7.3)
If you're attached to a call (on your way to it, say) and start a traffic or pedestrian stop, the stop gets its own call and your original call goes on hold. A prompt shows for 15 seconds: - K, Request unit for stop. Other free units are offered your stop. The first one to attach takes it over (the people, the car and the call), and you go back to your original call with its route. If nobody takes it, you go back when you Code 4 the stop. - L, Forward original call. You're taken off the original call. If nobody else is on it, it's offered to the nearest free unit. This is also what happens if you don't choose.
Shooting, Officer Down and Code 99 calls are never forwarded: they stay on hold. If the stop turns into a pursuit, your original call stays on hold until the pursuit call is cleared. If the original call is closed in the meantime, the prompt goes away. The prompt shows your own key bindings.
Pursuit car giving up at gunpoint (0.7.3)
The driver stops the car and everyone gets out before kneeling or raising their hands. The call stays a pursuit (so you can search the car) and gets the remark "Driver surrendered at gunpoint, vehicle stopped".
Several people surrendering (0.7.6)
You can make several people surrender one after the other. Each one stays surrendered (same stop) until you cuff them. Stay within 30 m: if no officer is near an uncuffed surrendered person for about 3 seconds, they run (foot pursuit, remark on the call). If you stay nearby but never come within 10 m, the usual 60-second timeout still lets them go.
Releasing the driver (0.7.16)
- "Free to go" (Talk to the Driver > Release, or End stop) keeps the driver waiting until you are back in your patrol car's driver seat. About 1.5 s later they drive off and the stop closes.
- If you don't get back in, the driver leaves on their own after 30 s, or as soon as you are more than 50 m away or off duty.
- After a citation or warning, turning your lights off in the driver seat still releases them (4 s countdown).
- Return the ID and registration first. Keeping them is penalised when the driver actually leaves.
Moving the stopped vehicle (0.7.17)
- Once the driver is out (surrendered, cuffed, removed or fled on foot), their car is released within about a second: handbrake off, drivable and unlocked. Get in and drive it off the road, or push it.
- If it still won't move, use F6 > Patrol > Unfreeze nearest vehicle (or
/pdunstuck).
Lights-off release after a citation or warning (0.7.18)
- Issue the citation or written warning (Talk to the Driver), then get into your patrol car's driver seat with the lights off. Or turn them off once you're seated. A 4 s countdown appears and the driver is released.
- If you also chose "free to go", the countdown still handles the release. With the lights left on, the driver leaves on their own after 30 s.
Use of force: vehicles and assaults (0.7.20)
- Hitting a person with the car you are driving: no penalty. If they die from it: -35 points (60 in total if you had already wrongfully hit them).
- No penalty at all for a person who drew a weapon, or who attacked an officer in melee and is still running or fighting. Once they surrender, the normal rules apply again.
Several surrendered people (0.7.22)
-
Everyone who surrendered is handled on their own. If one runs off because no officer stayed within 30 m, or gives up waiting, the others stay surrendered until the same happens to them or you cuff, release or end the stop.
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(0.7.23) Lights-only (siren muted) counts as lights ON. Sitting down with the lights on never starts the countdown. With the lights already off, it starts about 1 s after you're seated.
0.7.24: A ped you stopped (or one that surrendered) and then killed counts for scene cleanup. Call the coroner yourself before clearing, or you take the cleanup cut (at least 10 XP).
Firefights and use of force (0.7.26)
| Situation | Result |
|---|---|
| Ped armed and in combat with / shooting at / hurt you, not surrendered, stopped or in custody | Hostile: justified, no penalty, automatic OIS call if there is none |
| Armed ambient ped, no surrender / stop / custody | Neutral: no penalty |
| Surrendered, cuffed, stopped (compliant), fleeing, or unarmed and non-threatening | Wrongful: -25 hit, 60 total on death |
0.7.27: If an NPC driver hits you (on foot) with their vehicle, that driver counts as hostile for
assaultHostileSec, even while fleeing. Passengers do not, and neither do your own vehicle or a player's. A later surrender, stop or cuffing makes them protected again.
OIS and Gang Attack on an Officer (0.7.28)
- A justified shooting with no call open creates an Officer Involved Shooting call right away. On an open call, that call becomes the OIS.
- If 2 or more OTHER armed peds shoot at, fight or draw on officers within 150 m and 2 minutes of the OIS, the same call becomes Gang Attack on an Officer: critical priority, re-broadcast to every on-duty unit, flagged as officer needs assistance.
- No panic or backup is triggered automatically; use your normal backup request.
- XP, use-of-force and scene-cleanup rules are unchanged.
Melee use of force (0.7.30)
| Situation | Result |
|---|---|
| Melee hit on a non-hostile ped (no kill) | No penalty |
| Melee kill of a non-hostile ped | -35 total |
| Wrongful firearm hit (-25), then a melee kill | Tops up to 60 |
| Ped hit / punched you first, then you melee them | Justified |
Using melee with no call open creates an Officer Involved Assault call (code 2). If you fire in that incident, the same call becomes the OIS, and Gang Attack escalation still applies. Coroner and scene-cleanup rules apply to any death.
0.7.31: Fists, nightsticks and flashlights follow the melee rules; only tasers are exempt. A single punch that knocks out or kills a ped counts, and it creates the Officer Involved Assault call.
0.7.32: The call type follows the weapon. Melee only (fists, nightstick, flashlight, other melee weapons) is an Officer Involved Assault, even if the ped dies. Firing your gun makes the call an OIS. Vehicle kills are still handled as an OIS. Deaths on either call type get the coroner when you clear the call.
0.7.33: A ped who surrenders and then draws a gun (a fake surrender) is hostile, even if your first shot kills them. A surrendered ped who never draws stays protected. Every ped involved in an incident gets a name that appears in the call history, remarks and the MDT.