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New animations for cuffing people.

DS Jeremy Dent

Los Santos Police Senior
Los Santos Police Senior
Location
Northern Light
Not sure if its been suggested already but id love to be able to cuff people in different ways as apposed to the standard way we do it. Can narrow the RP sometimes when you go from a nice civil chat with a pic to rough handing them whilst cuffin E.G Cells when its time to go prison. Im thinking the animations could work in a way thats determined by character movement i.e if the officer is sprinting we could see some type of tackle and cuff, If the pic has surrendered with hands up, the officer could calmly approach and cuff in slightly more gentle way. I think "sorry sir we're only trained to do it one way" has served its purpose ;)
 
Think this has been suggested a few times, or at least been spoken about a shit ton, I've always loved the idea of a wave to "Gently" cuff someone as apposed to man handling a suspected or person who is willingly giving themselves up.
 
Think this has been suggested a few times, or at least been spoken about a shit ton, I've always loved the idea of a wave to "Gently" cuff someone as apposed to man handling a suspected or person who is willingly giving themselves up.
Hopefully it’s something that we can look to get implemented soon!
 
+1

PIC’s say so many times “officer why are you being so agressive” when they have their hands up. Would add a nice addition
 
Maybe we could have another item that when used initiates a different animation for compliant cuffing? We could probably use the ziptie animation just without the ziptie sound, insert a cuffing sound. Would save tons of dev time but still have the desired result
 
Last edited:
Maybe we could have another item that when used initiates a different animation for compliant cuffing? We could probably use the ziptie animation just without the ziptie sound, insert a chuffing sound. Would save tons of dev time but still have the desired result
If it’s done through the keybind or hot bar use the normal one, if it’s done through Archie’s eye use the zip tie animation. I don’t know how it works, but I’d imagine that’d save more time than adding another item, and would save space in your inventory
 
If it’s done through the keybind or hot bar use the normal one, if it’s done through Archie’s eye use the zip tie animation. I don’t know how it works, but I’d imagine that’d save more time than adding another item, and would save space in your inventory
I'd say it would make more sense to have the animation be dependent if the person has their hands up or not. If someone already has their hands up it doesn't have to have the more 'aggressive' animation that is currently used so something like this when being placed into cuffs if you had your hands up for example but it also requires finding a matching animation for when police place the person into cuffs

mp_prison_break : handcuffed
 
I'd say it would make more sense to have the animation be dependent if the person has their hands up or not. If someone already has their hands up it doesn't have to have the more 'aggressive' animation that is currently used so something like this when being placed into cuffs if you had your hands up for example but it also requires finding a matching animation for when police place the person in cuffs

I believe there are some calmer animations of police cuffing people in game! I’ll do some research
 
anim@move_m@prisoner_cuffedidle
anim
idle_intro
walk
wstart_l_0
wstart_r_0
wstop_l_0
wstop_r_0
anim@move_m@prisoner_cuffed_fpanim
aim_high_loop
aim_low_loop
aim_med_loop
breathe_running_add
breathe_walking_add
run
run_high
run_low
settle_high
settle_low
settle_med
anim@move_m@prisoner_cuffed_rcanim
aim_high_loop
aim_low_loop
aim_med_loop
breathe_running_add
breathe_walking_add
run
run_high
run_low
settle_high
settle_low
settle_med
bmad_intro-0ba_prop_battle_cuffs-0
prop_cuff_keys_01-0
bmad_intro-1ba_prop_battle_cuffs-1
prop_cuff_keys_01-1
bmad_intro-10ba_prop_battle_cuffs-10
prop_cuff_keys_01-10
bmad_intro-11ba_prop_battle_cuffs-11
prop_cuff_keys_01-11
bmad_intro-12ba_prop_battle_cuffs-12
prop_cuff_keys_01-12
bmad_intro-13ba_prop_battle_cuffs-13
prop_cuff_keys_01-13
bmad_intro-14ba_prop_battle_cuffs-14
prop_cuff_keys_01-14
bmad_intro-15ba_prop_battle_cuffs-15
prop_cuff_keys_01-15
bmad_intro-16ba_prop_battle_cuffs-16
prop_cuff_keys_01-16
bmad_intro-17ba_prop_battle_cuffs-17
prop_cuff_keys_01-17
bmad_intro-2ba_prop_battle_cuffs-2
prop_cuff_keys_01-2
bmad_intro-3ba_prop_battle_cuffs-3
prop_cuff_keys_01-3
bmad_intro-4ba_prop_battle_cuffs-4
prop_cuff_keys_01-4
bmad_intro-5ba_prop_battle_cuffs-5
prop_cuff_keys_01-5
bmad_intro-6ba_prop_battle_cuffs-6
prop_cuff_keys_01-6
bmad_intro-7ba_prop_battle_cuffs-7
prop_cuff_keys_01-7
bmad_intro-8ba_prop_battle_cuffs-8
prop_cuff_keys_01-8
bmad_intro-9ba_prop_battle_cuffs-9
prop_cuff_keys_01-9
chi_1_mcs_1-0v_ilev_methdoorscuff-0
chi_1_mcs_1-1v_ilev_methdoorscuff-1
chi_1_mcs_1-2v_ilev_methdoorscuff-2
chi_1_mcs_1-3v_ilev_methdoorscuff-3
chi_1_mcs_1-4v_ilev_methdoorscuff-4
dam_kodrown_cuffed
get_up@cuffedback_to_default
front_to_default
left_to_default
right_to_default
jh_2_arrest_fail_c-0p_cs_cuffs_02_s-0
jh_2_arrest_fail_c-1p_cs_cuffs_02_s-1
jh_2_arrest_fail_c-2p_cs_cuffs_02_s-2
jh_2_arrest_fail_c-3p_cs_cuffs_02_s-3
mp_prison_breakhandcuffed
mp_uncuff_pairedcrook_01_p1_lf_fwd_0m
crook_01_p1_lf_fwd_1
crook_01_p1_lf_left_0
crook_01_p1_lf_left_1
crook_01_p1_rf_fwd_0
crook_01_p1_rf_fwd_1
crook_01_p1_rf_right_0
crook_01_p1_rf_right_1
crook_01_p2_fwd
crook_01_p3_fwd
crook_02_p1_0
crook_02_p1_180
crook_02_p1_-180
crook_02_p1_90
crook_02_p1_-90
crook_02_p2_fwd
crook_02_p3_fwd
rcmme_amanda1drive_cuffs
 
anim@move_m@prisoner_cuffedidle
anim
idle_intro
walk
wstart_l_0
wstart_r_0
wstop_l_0
wstop_r_0
anim@move_m@prisoner_cuffed_fpanim
aim_high_loop
aim_low_loop
aim_med_loop
breathe_running_add
breathe_walking_add
run
run_high
run_low
settle_high
settle_low
settle_med
anim@move_m@prisoner_cuffed_rcanim
aim_high_loop
aim_low_loop
aim_med_loop
breathe_running_add
breathe_walking_add
run
run_high
run_low
settle_high
settle_low
settle_med
bmad_intro-0ba_prop_battle_cuffs-0
prop_cuff_keys_01-0
bmad_intro-1ba_prop_battle_cuffs-1
prop_cuff_keys_01-1
bmad_intro-10ba_prop_battle_cuffs-10
prop_cuff_keys_01-10
bmad_intro-11ba_prop_battle_cuffs-11
prop_cuff_keys_01-11
bmad_intro-12ba_prop_battle_cuffs-12
prop_cuff_keys_01-12
bmad_intro-13ba_prop_battle_cuffs-13
prop_cuff_keys_01-13
bmad_intro-14ba_prop_battle_cuffs-14
prop_cuff_keys_01-14
bmad_intro-15ba_prop_battle_cuffs-15
prop_cuff_keys_01-15
bmad_intro-16ba_prop_battle_cuffs-16
prop_cuff_keys_01-16
bmad_intro-17ba_prop_battle_cuffs-17
prop_cuff_keys_01-17
bmad_intro-2ba_prop_battle_cuffs-2
prop_cuff_keys_01-2
bmad_intro-3ba_prop_battle_cuffs-3
prop_cuff_keys_01-3
bmad_intro-4ba_prop_battle_cuffs-4
prop_cuff_keys_01-4
bmad_intro-5ba_prop_battle_cuffs-5
prop_cuff_keys_01-5
bmad_intro-6ba_prop_battle_cuffs-6
prop_cuff_keys_01-6
bmad_intro-7ba_prop_battle_cuffs-7
prop_cuff_keys_01-7
bmad_intro-8ba_prop_battle_cuffs-8
prop_cuff_keys_01-8
bmad_intro-9ba_prop_battle_cuffs-9
prop_cuff_keys_01-9
chi_1_mcs_1-0v_ilev_methdoorscuff-0
chi_1_mcs_1-1v_ilev_methdoorscuff-1
chi_1_mcs_1-2v_ilev_methdoorscuff-2
chi_1_mcs_1-3v_ilev_methdoorscuff-3
chi_1_mcs_1-4v_ilev_methdoorscuff-4
dam_kodrown_cuffed
get_up@cuffedback_to_default
front_to_default
left_to_default
right_to_default
jh_2_arrest_fail_c-0p_cs_cuffs_02_s-0
jh_2_arrest_fail_c-1p_cs_cuffs_02_s-1
jh_2_arrest_fail_c-2p_cs_cuffs_02_s-2
jh_2_arrest_fail_c-3p_cs_cuffs_02_s-3
mp_prison_breakhandcuffed
mp_uncuff_pairedcrook_01_p1_lf_fwd_0m
crook_01_p1_lf_fwd_1
crook_01_p1_lf_left_0
crook_01_p1_lf_left_1
crook_01_p1_rf_fwd_0
crook_01_p1_rf_fwd_1
crook_01_p1_rf_right_0
crook_01_p1_rf_right_1
crook_01_p2_fwd
crook_01_p3_fwd
crook_02_p1_0
crook_02_p1_180
crook_02_p1_-180
crook_02_p1_90
crook_02_p1_-90
crook_02_p2_fwd
crook_02_p3_fwd
rcmme_amanda1drive_cuffs
Present for devs, every animation that has the word cuff in ❤️
 
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