Skip to content

Duty mode took five attempts

Topicsduty mode, prevention system, dead ends

Going on duty is supposed to be the simplest thing the mod does: press a key at the Watson precinct and stop being a target. Making the second half of that sentence true took five attempts.

The first four all attacked the heat from the outside, mopping up after the game instead of stopping it. Zeroing the wanted level held until the next tick, the game's next update, worked it out again. Clearing the player's entry on the threat list held until something put it back. Changing the attitude group on its own changed who shot at you, but the star bar kept climbing. Draining heat on a timer only made the stars flicker instead of staying. Every one of them looked right in the log and failed in the street.

The master switch had been there all along: TogglePreventionSystem. One call shuts down the game's entire prevention machinery, the part that hands out stars and sends police after you, instead of fighting what it produces. Stars, chases, MaxTac: all of it stops, because the system that makes them is switched off rather than cleaned up after.

Switching it off exposed a second bug underneath. If a chase was already on its way when you went on duty, it landed a moment later and overwrote the friendly NCPD attitude, so officers opened fire on a player in uniform. The fix is a matter of order: first cancel whatever is already in flight, then set the attitude, then set it once more after the system has settled.

The on-duty banner isn't ours either. It reuses PoliceMessageGameController, the game's own police alert widget, so it looks and sounds native for the simplest of reasons: it is.