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Machaa

There should be a chance that the K9 wouldn't smell the guns inside the vehicle.

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Posted

I was driving I went 10 KMH above the speed, The officers decided to get me out of the vehicle and bring a K9. and I asked can we dice over it, they said no as the K9 is trained to smell guns and would avoid other smells etc of bullshit. 
The thing is PD abuse the K9 if a player has history they bring a K9, and he cant even dice or have a chance to even avoid a K9. its abuse of power, and there is no chance or opportunity for the other party (the criminal) to even have a little chance. 

You can't force your RP on someone. forcing that the K9 would SMELL THE GUN EVERYTIME is bullshit. and it's even stated in the rules "not allowing other players a chance to roleplay responses and their own actions to your roleplay"

I am pretty sure in some cases the K9 wouldn't smell the gun inside. and even if they do they don't deploy it every time and bring it because a man was in jail before. 
SOME PD members pull over people for the most petty reason to use a K9 over them. 
 

So my suggestion is to make a script that has 80% of success that the K9 would smell the gun inside. 

 

  • Like 1
Posted

I agree with this suggestion fully, bringing realism to the server is always great, additionally, every time you take drugs there should be a 20% chance that you get injured in order to simulate overdosing, which I'm sure happens in some cases.

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  • Confused 1
  • polarcop 1
Posted
On 6/22/2025 at 7:06 PM, alexalex303 said:

I agree with this suggestion fully, bringing realism to the server is always great, additionally, every time you take drugs there should be a 20% chance that you get injured in order to simulate overdosing, which I'm sure happens in some cases.

I agree with this as well t could have 20% of passing out as the painkiller script works, I'd say  after the 2nd pop of a drug or drug on drug in a small frame of time like popping cocaine 2 times in a certain time frame has the chance of knocking you out imagine mid fight you pop your second line of coke and drop to the floor due to overdose 🤣 but with a 20% chance of it happening

Posted
On 6/22/2025 at 5:06 PM, alexalex303 said:

I agree with this suggestion fully, bringing realism to the server is always great, additionally, every time you take drugs there should be a 20% chance that you get injured in order to simulate overdosing, which I'm sure happens in some cases.

now that there's low, medium, high, and top quality drugs, this could be interesting. low quality drugs should fuck you up. lol

Posted

Ok Imma ask you to settle down and have a juice box before you start flinging more shit around.

On 6/22/2025 at 6:03 PM, Machaa said:

So my suggestion is to make a script that has 80% of success that the K9 would smell the gun inside. 

As had already been stated, K9 has no script support, but I know it is being worked on as a lower priority task.

 

On 6/22/2025 at 6:03 PM, Machaa said:

You can't force your RP on someone.

No one is "forcing" anything. the K9 unit is operating exactly as it has been instructed to. It is not the responsibility of the K9 unit to make sure you have a fun time. They work off of the training and instruction they receive from supervisors and high command, who in turn answer to the admin team and LFM who approved the RP exactly as it is happening. There is no rule break occurring.

 

On 6/22/2025 at 6:03 PM, Machaa said:

even stated in the rules "not allowing other players a chance to roleplay responses and their own actions to your roleplay"

On 6/22/2025 at 6:03 PM, Machaa said:

there is no chance or opportunity for the other party (the criminal) to even have a little chance. 

Again, this is not what is happening. You are given several chances to respond to the RP, before, during and after it happens. You can run, you can shoot, you can call for backup or a drop, you can decide to take the L and eat the charges. Freedom of choice is not the same as freedom of consequence. If you choose to roll with firearms and armour in your glovebox, you are also choosing to run the risk of those items being discovered.

 

On 6/22/2025 at 6:03 PM, Machaa said:

don't deploy it every time and bring it because a man was in jail before. 

We Don't. Currently in SD the balance mechanic for K9 is a 1 in 4 rule. i.e for every 4 stops you legitimately could K9 sniff you must restrain yourself to a maximum of 1.  The rule makes 0 sense rply, and is purely there as a placeholder due to no script support. sometimes despite it being a 4 stacked Kamacho with known felons inside, we will simply let them go even if we have K9 available. 

To summarise the above, you are clearly working with limited information or are misinformed. But above all you're throwing a lot of shade at K9 units who are simply following their training. they are not power gaming nor are they forcing RP. Everything they do is Admin approved and often Staff supervised, as frequently a staff member will ooc check the car as well. the parameters for a K9 sniff currently include recent violent felonies so, once again, actions and consequences. not simply an LEO picking on you. Please reign in the attitude.


With all that said, Id love for this to be replaced with an actual script that, if the criminal carries out RP or better yet runs their own script for hiding their weapon (which makes a quiet mechanic sound and takes say 30 seconds. like put weapon in glovebox, right click weapon and select option for "hide weapon." or something like that.) and then the RNG gods can decide if the weapons detected or not.

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Posted

Hello! I am the LSPD commanding officer of the K9 division. Our policies for K9 require that officers have proper reasonable suspicion that someone may have guns or drugs on them before we allow K9 to be used to ensure its used fairly for everyone involved. 

Examples where we would potentially use K9:

  • Someone was seen leaving directly from an armed store robbery and the people in the car match the description of the CCTV camera video footage we reviewed, so we are confident at least one of them has a gun. 
  • A group of criminals was seen in the area of a shootout and we pulled over a vehicle that has the exact description and license plate of one of the vehicles seen leaving that area and their car has bullet holes and shot out tires. 

Examples where we cannot use K9: 

  • Someone calls 911 and claims someone else has a gun on them but has no evidence to back up their claim. 
  • A group of gang members gets pulled over for speeding but has not done anything else wrong. 

 

I understand that dealing with K9 can be frustrating. Just as much as you wish there could be better interaction with it, so do I. I would love to have a server script to support K9, but we have to work with the hand we are dealt. If you have any suggestions to help make K9 better for BOTH sides to enjoy the roleplay surrounding it, I would be happy to hear them and influence the policy directly. Alternatively, if you encounter situations where you believe someone is abusing K9, either submit an IA report with the department if its an IC situation, or let me know if you feel its an OOC problem and I will do what's necessary to handle it directly. 

  • Upvote 1
Posted

I don't know if the server has a gunshot residue (GSR) script, but I think if you shot your firearm within the past 30 minutes IRL (or 3 hours IG) without taking a dip in a shower or another body of water, then it would make sense for a K9 to smell guns.

Otherwise, I really find it hard to believe that a K9 would smell gunpowder on clean/unused guns. 

Posted
On 7/9/2025 at 5:21 PM, Requiem said:

A group of gang members gets pulled over for speeding but has not done anything else wrong. 

i say this on behalf of the entire crim community, this has indeed happened multiple times man 

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Posted
On 7/9/2025 at 12:21 PM, Requiem said:

 

  • A group of gang members gets pulled over for speeding but has not done anything else wrong. 

 

Will also have to agree with rj here. This happens often. Criminals who have done nothing other then simply being a known gang member get pulled over then the k9 gets brought out when they refuse to allow the officer to search the car. If this is something that isn't supposed to be happening i would really start to check in on your officers and make sure they are aware of said rule.

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Posted (edited)
7 hours ago, RJThompson said:

i say this on behalf of the entire crim community, this has indeed happened multiple times man 

 

7 hours ago, Tylerwalk said:

Will also have to agree with rj here. This happens often. Criminals who have done nothing other then simply being a known gang member get pulled over then the k9 gets brought out when they refuse to allow the officer to search the car. If this is something that isn't supposed to be happening i would really start to check in on your officers and make sure they are aware of said rule.

Typically instances of this happen with actual justification as well. The criminal may not be aware of why a K9 search is being conducted, but if it feels random without any prior reasoning, the typical reason is there is an active case file against the player, and/or active gang suppression being enforced due to the members recorded affiliation. So a detective or investigator requests a K9 search, and the reasoning behind it is almost always documented. if you feel you were wronged, you don't think there was reasonable suspicion for the K9 search, you always have the option to file an internal affairs report against the officers/deputies involved.

 

 

Members of K9 id argue have the highest level of requirements for in depth RP to be involved with K9, due to the complete lack of script support. To be a K9 member, you legitimately have to spend a month of training your buggy ai dog with /me's and /do's, often by yourself, and provide proof of RP.

 

Criminals have quite a few creative ways to avoid contact with K9, or take precautions ahead of time in case of a K9 interaction. Due to the high level of RP required by K9 members, if a criminal even attempted to try and match the RP depth and interact with the LEO player, they may have a more positive experience. But in 8 months I've never seen that happen, and any attempt by crim players is always just straight up powergaming by lying in /do, relying on dice for a 50/50 chance to just win the interaction without any valid rp, or immediately going into /b to complain. 

Edited by Demonmit1
  • dead 1
Posted (edited)
On 7/23/2025 at 7:45 AM, Tylerwalk said:

Will also have to agree with rj here. This happens often. Criminals who have done nothing other then simply being a known gang member get pulled over then the k9 gets brought out when they refuse to allow the officer to search the car. If this is something that isn't supposed to be happening i would really start to check in on your officers and make sure they are aware of said rule. Criminals have quite a few creative ways to avoid contact with K9, or take precautions ahead of time in case of a K9 interaction. Due to the high level of RP required by K9 members, if a criminal even attempted to try and match the RP depth and interact with the LEO player, they may have a more positive experience. But in 8 months I've never seen that happen, and any attempt by crim players is always just straight up powergaming by lying in /do, relying on dice for a 50/50 chance to just win the interaction without any valid rp, or immediately going into /b to complain.  Reminds me — even in virtual matches like Betbazar’s eCricket, consistency in applying the rules makes all the difference.

on the other hand, if a person drives in a neighborhood known for gang activity, it may already be IC suspicious. It's more a question of balance than an absolute ban 

Edited by KarleyJon
Posted (edited)

I agree, the script should be the determining factor on whether something is in the car.

Not just because it gives crims the opportunity to potentially avoid arrest when guilty, also lowers the chance that someone is going to tell porkies about whether they have stuff in /do.

You shouldn't lie in it, but unless you get a staff member to check, who would know?

This is the right sort of balance, its why i put it in my thread as well.

Good suggestion though. +1

Edited by Bala
Posted (edited)
On 7/23/2025 at 5:17 AM, RJThompson said:

i say this on behalf of the entire crim community, this has indeed happened multiple times man 

Right, but this is not on the K9 unit to enforce.

Currently, K9 is in a grey area where we do not have any form of script support. i know staff members are looking at this and want to adjust it. and i am 100% down for that.

what i would ask is that crims accept that its not down to the current K9 units to promote what you would consider fair RP. it simply is not our call. We are not staff we do not get to make that call. we are just roleplaying our characters as the server has currently asked us to. which we do to the best or our ability. we are not targeting anyone.

If K9 gets script support to adjust it i will be the first person to applaud it, but that isnt my position right now. 

currently, to give you an idea. ive been clocked on for 4 hours today, ive recieved a total of 3 K9 calls. 2 of which resulted in convictions, both of which ran. this gives you an idea as to how effective a K9 unit can be. 2 convictions in a 4 hour shift.

Again, no one references the 10 or so times PD/SD just let them go with a citation, its all about the one time you get K9ed with a gun in your glove. People keep demonising K9 units for doing their job but IT IS NOT THEIR CALL. they are just executing their character via the rules that staff has made. that is all.

Edited by Quietthecutie

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