Quantcast

Jump to content

» «
Photo

Arrest Warrant

GTA4 .NET script mod notoriety police AI realism
214 replies to this topic
AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#121

Posted 10 November 2012 - 08:04 AM

@Unicell
Good idea, I'll add that in the next release.

@The Loot
Sorry for not getting the deletion prevention script done yet. School has really been slamming me lately. Hopefully I can finish it this weekend.

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#122

Posted 10 November 2012 - 08:58 AM

Hey, no problem at all. Glad to hear losing weapons will be coming to AW.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#123

Posted 11 November 2012 - 01:33 AM

@The Loot
Here's the deletion prevention script. Let me know if you run into issues.

@Unicell
The next release probably won't be done for a while (I'm trying to significantly restructure the code so it's less of a nightmare to work with). So for now, click here for a modified version of 1.0.5 with weapon confiscation added. For cash confiscation, I recommend using my Bank Account mod like The Loot said.

froggz19
  • froggz19

    Player Hater

  • Members
  • Joined: 25 Jul 2006

#124

Posted 11 November 2012 - 08:32 AM Edited by froggz19, 11 November 2012 - 09:07 AM.

Can't move when the cops are trying to arrest you, it's a bug or a feature? If it's a bug please fix it, if it's a feature please remove it, add the possibility to escape. One time worked by clicking the left mouse button, I pushed the cop and I got away but it worked just one time... About the ticket script, are you going to take it from Hippie or you will create it from start? Why you don't use the one from Hippie, you could add him in credits...

Great mod, professional!

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#125

Posted 11 November 2012 - 09:50 AM Edited by AngryAmoeba, 11 November 2012 - 09:54 AM.

@froggz19
Thanks for the kind words! And thanks for the report, but that bug doesn't seem to be caused by this mod. I can run away when the cops are trying to arrest me.

HippieCommunist very graciously gave me permission to add his Ticket mod to Arrest Warrant. That's one reason why I'm currently restructuring my code: so I can add new things more easily. I'm not sure how long it'll take to finish restructuring and then add the Ticket features, but it'll probably be a while... So much to do, so little time.

DerDodga
  • DerDodga

    Player Hater

  • Members
  • Joined: 02 Aug 2009

#126

Posted 11 November 2012 - 10:53 AM

QUOTE (froggz19 @ Sunday, Nov 11 2012, 08:32)
Can't move when the cops are trying to arrest you, it's a bug or a feature? If it's a bug please fix it, if it's a feature please remove it, add the possibility to escape. One time worked by clicking the left mouse button, I pushed the cop and I got away but it worked just one time... About the ticket script, are you going to take it from Hippie or you will create it from start? Why you don't use the one from Hippie, you could add him in credits...

Great mod, professional!

You are suddenly standing with Hands up and cant move right? Even if inside a car!

I too had the same Problem. I downloaded the newest Version of HippieCommunists ModPack, wich fixed this Problem for me. I think it had something to do with the feature to drop your weapon but im not sure!

froggz19
  • froggz19

    Player Hater

  • Members
  • Joined: 25 Jul 2006

#127

Posted 12 November 2012 - 01:55 AM Edited by froggz19, 12 November 2012 - 02:00 AM.

QUOTE (DerDodga @ Sunday, Nov 11 2012, 10:53)
QUOTE (froggz19 @ Sunday, Nov 11 2012, 08:32)
Can't move when the cops are trying to arrest you, it's a bug or a feature? If it's a bug please fix it, if it's a feature please remove it, add the possibility to escape. One time worked by clicking the left mouse button, I pushed the cop and I got away but it worked just one time... About the ticket script, are you going to take it from Hippie or you will create it from start? Why you don't use the one from Hippie, you could add him in credits...

Great mod, professional!

You are suddenly standing with Hands up and cant move right? Even if inside a car!

I too had the same Problem. I downloaded the newest Version of HippieCommunists ModPack, wich fixed this Problem for me. I think it had something to do with the feature to drop your weapon but im not sure!

Yes, niko is standing with hands up in car/outside, I can drive but can't get out of the car, and on foot I cant run...

Latest mod pack? I have the one from GTAGarage... 1.4.31

ArrestWarrant - v1.0.5
Ambient Fire Inspection - v2.0
BankAccount - v1.2.7
*BasicNeeds - press B to drink/smoke/eat depending on what object you've picked up (manipulating the health acordingly)
CriminalActs - makes peds pickpocket and carjack randomly
FirstPerson - V1.22
*Home Invasion - 0.88
*LSD - disables the wanted level if niko wears the LSD uniform
RealInsideView 1.2
Real Reload v1.3
Simple Fuel Script - 1.6
*Ticket - when player has 1 wanted star, the police will only fine the player instead of arresting him
TrafficFlow - V5 R2
*Trunk - Press G to open nearest trunk
WeaponStorage - Weapon Storage v1.1
WeaponWeight - Weapon Weight v1.2.8

The mods with * are made by HippieCommunist.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#128

Posted 12 November 2012 - 02:25 AM

Yes, that bug is caused by the Ticket script. Others have reported it too. If it isn't already fixed in the latest ModPack, I'll fix it when I integrate Ticket into Arrest Warrant.

froggz19
  • froggz19

    Player Hater

  • Members
  • Joined: 25 Jul 2006

#129

Posted 12 November 2012 - 04:47 AM

QUOTE (AngryAmoeba @ Monday, Nov 12 2012, 02:25)
Yes, that bug is caused by the Ticket script. Others have reported it too. If it isn't already fixed in the latest ModPack, I'll fix it when I integrate Ticket into Arrest Warrant.

Are you sure? Because I removed it and I still can't escape...

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#130

Posted 12 November 2012 - 04:55 AM

Hmm, try removing HippieCommunist's other mods as well, and see if the bug still happens. I'm almost 100% sure that it's not caused by my mods or the other mods I use, because I can run away after an arrest starts. Here are the mods in your list that I don't use:

Ambient Fire Inspection v2.0
BasicNeeds
CriminalActs
Home Invasion 0.88
LSD
RealInsideView 1.2
Simple Fuel Script - 1.6
Ticket
TrafficFlow V5 R2
Trunk

froggz19
  • froggz19

    Player Hater

  • Members
  • Joined: 25 Jul 2006

#131

Posted 12 November 2012 - 01:01 PM

QUOTE (AngryAmoeba @ Monday, Nov 12 2012, 04:55)
Hmm, try removing HippieCommunist's other mods as well, and see if the bug still happens. I'm almost 100% sure that it's not caused by my mods or the other mods I use, because I can run away after an arrest starts. Here are the mods in your list that I don't use:

Ambient Fire Inspection v2.0
BasicNeeds
CriminalActs
Home Invasion 0.88
LSD
RealInsideView 1.2
Simple Fuel Script - 1.6
Ticket
TrafficFlow V5 R2
Trunk

Of course I can run after an arrest starts but if the cops are a bit close, I can't.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#132

Posted 13 November 2012 - 12:49 AM

I don't think I really understand the problem. I've experienced the bug where you stand with your hands up and can't move, and removing Ticket fixed it. (It seems to be caused by Ticket's surrendering feature triggering when it's not supposed to.) Are you talking about a different bug?

cp1dell
  • cp1dell

    Ghetto Star

  • Members
  • Joined: 04 Jul 2008

#133

Posted 17 November 2012 - 12:35 AM

I'm trying to get this to work so when I escape a chase - lets say I had four stars - if I get wanted again, they'll recognize me and that previous chase will resume. Resulting in me getting four stars again, no matter what the crime is. Should these settings work?

CODE
; You can delete any settings that you'll never change. Defaults will be used.

[COP TRACKING]
; Lower values might improve performance for slower CPUs or low RAM.
; If you have resources to spare, higher values will improve realism.
TrackingRange_CopOnFoot = 200
TrackingRange_CopInCar = 250
MaxTrackedCops = 25

; Keeps the game from deleting tracked patrol cops when they're off screen.
; Side effect: It makes them only either ignore or shoot at criminal NPCs.
; Even if you disable this, deletion of investigating cops is always prevented.
PreventCopDeletion = true


[ALERT INDICATORS]
; Shows indicators over cops
AlertIndicatorsOnCops = false

; Shows indicators on map for cops within line of sight
AlertIndicatorsOnMap = false

; Indicators will flash when alert meter is full, filling, or draining
AlertIndicatorsFlash = false


[ALERT MODIFIERS]
; Alert level can go up to 100 and drains if
; the cop isn't investigating and can't see you
AlertDrainPerSec = 1

; Cops notice when you climb, jump, or bump into people
ClimbingAlert = 0
JumpingAlert = 0
BumpingCivilianAlert = 0
BumpingCopAlert = 0

; If a fully alerted cop sees you bump someone, give 1 star
Bumping_FullAlertWanted = false


; Cops notice when you drive an emergency vehicle (police, ambulance, fire truck)
; Note: Decreased by things like distance, vehicle speed, rain, nighttime, etc.
Driving_EmergencyVehicle = 0

; Cops notice when you commit these traffic crimes.
; Note: Your car speed will also be added to the alert level.
Driving_RanLight = 0
Driving_Speeding = 0
Driving_SpeedingOffRoad = 0
Driving_WrongWay = 0
Driving_HitPerson = 0
Driving_HitCar = 0
Driving_HitWall = 0
Driving_HitObject = 0
Driving_HeavyCarDamage = 0

; You're speeding when you drive faster than these limits
Driving_SpeedLimit = 30
Driving_SpeedLimitOffRoad = 8

; If reckless driving alerts a fully alerted cop this much, give 1 star
Driving_FullAlertWanted = 35


; Cops notice your weapons
LargeGunAlert = 0
MediumGunAlert = 0
SmallGunAlert = 0
ExplosiveAlert = 0
KnifeAlert = 0
OtherMeleeAlert = 0

; Cops notice if they've personally identified you before
IdentifiedAlert = 25

; This modifier increases/decreases how much everything combined alerts cops
OverallAlertModifier = 0

; Cops will be alerted more easily for a while after you escape a chase.
; If a cop is fully alerted during this time, the previous chase will resume.
; High Alert lasts this many seconds for every star on your warrant.
HighAlert_SecsPerStar = 4320

; High Alert will activate only if you were IDed before escaping
HighAlert_OnlyIfIdentified = false


[COP BEHAVIOR]
; This turns off the radio messages that you hear during chases
DisablePoliceRadio = true

; When you go to prison, you serve your time and your warrant is cleared
ClearWarrant_OnArrest = true
ClearWarrant_OnChaseDeath = false

; Guns and explosives will have % chance of being spotted and giving 1 star
GunsAreIllegal = false

; Increases or decreases how likely cops are to ID each second. Values of
; 5 or -5 will have a minor effect, 20 or -20 will have a major effect.
FaceID_ChanceModifier = 0
VehicleID_ChanceModifier = 0

; Identifying takes at least this many seconds
FaceID_MinSecs = 2
VehicleID_MinSecs = 6

; If your wanted level goes up during a chase after you've already been IDed,
; you'll be IDed for the new crime instantly. If this setting is "false",
; you have to be IDed by a new cop or seen by a cop who already IDed you.
NewStarsInstantID = true

; If your warrant is under 3 stars: cops can't ID you just from being fully
; alert, and they won't get alerted just from investigating for a long time.
; If your wanted vehicle is under 3 stars, it won't alert them on sight.
NeedHighNotorietyToRecognize = false

; Alerted cops will follow you and interrogate if they get close
EnableInvestigations = true


[WITNESS BEHAVIOR]
; Vehicle theft has % chance of being reported each second during the time intervals below.
; 2% per second = ~45% after 30 sec, ~70% after 60 sec, ~84% after 90 sec, ~91% after 120 sec.
StolenVehicle_ReportChancePerSec = 2

; Time intervals: minimum delay after theft max delay when ReportChancePerSec becomes 0%.
; The vehicle was carjacked if there were people in it when you stole it.
; The vehicle was parked if it was empty and its doors were locked.
CarjackedVehicle_MinSecs = 30
CarjackedVehicle_MaxSecs = 150
ParkedVehicle_MinSecs = 120
ParkedVehicle_MaxSecs = 150


[MESSAGES]
; Play "mission complete" music when arrest warrant crimes are added/removed
PlayMusic_CrimeAdded = false
PlayMusic_CrimeRemoved = false


; How long messages are displayed
MessageSeconds = 0

; Display a message the first time you're identified for each wanted level
ShowMsg_Identified = false

; Display a message when a crime is added to the warrant
ShowMsg_CrimeAdded = false

; Display a message when a cop sees a crime, e.g. holding gun or evading police
ShowMsg_CrimeSpotted = false


; When reckless driving is spotted, show individual traffic crimes
ShowLongRecklessMsg = false

; Display a message when your vehicle is identified by police
ShowMsg_VehicleIdentified = false

; Display a message when your current vehicle gets reported stolen
ShowMsg_VehicleStolen = false

; Display a message when you enter a wanted vehicle
ShowMsg_VehicleWanted = false

; If vehicle is wanted, constantly show its wanted level
VehicleWanted_WhileDriving = false


; During a chase, constantly show ID status message, e.g. "Not identified"
IDStatus_DuringChase = false

; Next to the ID status message, show your arrest warrant rating
IDStatus_WarrantRating = false

; In the ID status message, show how many cops have identified you
IDStatus_NumberOfCops = false


; During High Alert, constantly show seconds remaining
HighAlert_WhileActive = false

; Next to the High Alert seconds, show your arrest warrant rating
HighAlert_WarrantRating = false


[NOTORIETY]
; These values represent how much notoriety a crime is worth,
; as well as the star rating of your total notoriety
Notoriety_OneStar = 1
Notoriety_TwoStars = 30
Notoriety_ThreeStars = 150
Notoriety_FourStars = 500
Notoriety_FiveStars = 2000
Notoriety_SixStars = 5000


[BRIBES]
; Allows removing crimes from warrant by paying bribes
EnableBribes = false

; Make a phone call and meet an NPC to pay bribes
MeetContactToBribe = false

; How much each level of bribe costs ($999,999,999 max)
; Note: Don't use commas
BribeCost_OneStar = 1000
BribeCost_TwoStars = 10000
BribeCost_ThreeStars = 100000
BribeCost_FourStars = 300000
BribeCost_FiveStars = 600000
BribeCost_SixStars = 1000000


[KEYS]
ShowWarrantRatingKey = NumPad0
BribeKey = NumPad5
NextBribeKey = NumPad6
PrevBribeKey = NumPad4
AddBribeKey = NumPad8
RemoveBribeKey = NumPad2
ResetBribeKey = Delete
ModifierKey = PageDown
; ModifierKey + BribeKey = toggle the whole mod on and off
; See here for all possible key values:
; http://msdn.microsoft.com/en-us/library/system.windows.forms.keys.aspx

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#134

Posted 17 November 2012 - 01:49 AM

Unfortunately no, because during High Alert any cop who sees you will start getting alerted, and once they're fully alerted you'll become wanted. Rather than reworking the High Alert code, it'll be easier for me to just put together a simple script to do what you described. I'll do that Sunday, hopefully. Then you can combine it with the standalone "Persistent Cops" script that I posted above, which is just the part of Arrest Warrant that prevents nearby cops from being despawned.

cp1dell
  • cp1dell

    Ghetto Star

  • Members
  • Joined: 04 Jul 2008

#135

Posted 17 November 2012 - 07:32 PM

Are you sure? I tested it earlier by getting four stars and dying. Immediately afterwards I found some cops and fired my gun. I got one star. After a couple of seconds of looking at me, it jumped up to four stars.

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#136

Posted 17 November 2012 - 08:12 PM

QUOTE (AngryAmoeba @ Saturday, Nov 10 2012, 18:33)
@The Loot
Here's the deletion prevention script. Let me know if you run into issues.

Well, I tried it out, and it didn't break the LCPDFR cop AI like trying the full Arrest Warrant did.

However, it didn't seem to prevent deletion. Either it wasn't working, or LCPDFR has a very brute force way of deleting cop peds. If it's possible to add blips over tracked cop I could test it more that way.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#137

Posted 19 November 2012 - 12:34 AM

@cp1dell
Yeah, that sounds right. But the problem I mentioned is different: while High Alert is active (which is all the time, with your settings), just standing in front of a cop for a little while will make you wanted again. So today I made a separate little script for you. When do you want the police to forget your previous wanted level? Just when you get arrested? They kill you instead of arresting you when you have more than 1 star, so your wanted level would never be cleared... Here's the script as it is now. Let me know if something should be changed.

@The Loot
Alright, I added an INI option for blips, and now cops are re-marked as persistent if they've been unmarked by another mod. Persistent Cops v1.0.1

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#138

Posted 19 November 2012 - 04:18 AM Edited by The Loot, 19 November 2012 - 10:25 AM.

QUOTE (AngryAmoeba @ Sunday, Nov 18 2012, 17:34)
@The Loot
Alright, I added an INI option for blips, and now cops are re-marked as persistent if they've been unmarked by another mod. Persistent Cops v1.0.1

LCPDFR must use some pretty brute force methods because I'm still getting some cops that get deleted the moment they are offscreen and/or a certain distance. I think it's just the "transport" cops you can call for after an arrest, since it seems other times the cops it spawns won't just disappear.

There is some effect from the mod though, and it hasn't broken anything, so thanks again AA.

Edit: Scratch that, it does indeed break the cop AI. Sometimes the LCPDFR AI works correctly, but cops are ignoring pretty much everything, including being shot. Bummer, but I knew it was a possibility. Thanks for the effort anyways.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#139

Posted 20 November 2012 - 12:23 AM

They don't even react to being shot? Bizarre. I'm not sure what would cause that. Are the LCPDFR developers still active? Maybe you can just ask them to make cops persistent.

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#140

Posted 20 November 2012 - 12:37 AM Edited by The Loot, 23 November 2012 - 05:32 AM.

QUOTE (AngryAmoeba @ Monday, Nov 19 2012, 17:23)
They don't even react to being shot? Bizarre. I'm not sure what would cause that. Are the LCPDFR developers still active? Maybe you can just ask them to make cops persistent.

They are very guarded with their development status since RC2 was leaked and it forced them to officially release it. RC3 is in progress, and may be out by the end of the year.

They've had their suggestion forum locked for awhile since they are focusing on stability and function for RC3, but if and when they open it in the future I'll do that (if still needed).

Edit: I think I figured out what was causing cops to ignore everything. The SNT option to ignore player, makes them ignore pretty much anything they would react to. I'll give this another try and see if it works in some way. One good effect was that the LCPDFR transport cops would run back to their car instead of sauntering, which was a good change.

Edit 2: Could you put in an option to change the color of the blip? It gets confusing figuring out who's a cop and a suspect when there's a lot of dots.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#141

Posted 02 December 2012 - 08:23 AM Edited by AngryAmoeba, 18 June 2013 - 09:48 PM.

QUOTE (The Loot @ Monday, Nov 19 2012, 18:37)
Edit 2: Could you put in an option to change the color of the blip? It gets confusing figuring out who's a cop and a suspect when there's a lot of dots.

Sorry, I never noticed your request because I didn't get a notification for your edit! Here's an updated version with 5 color options (gray, white, cyan, green, red): http://www.mediafire...Cops_v1.0.3.zip

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#142

Posted 11 February 2013 - 04:23 AM Edited by AngryAmoeba, 15 October 2013 - 08:21 AM.

Finally got some time to work on the v1.1 update, and now I'm looking for some testers. Please let me know if anything breaks or weird sh*t happens.

http://www.mediafire...nt_v1.1_PR6.zip

Perhaps most noticeably, there are now star icons for your notoriety rating (top-right, above your wanted level) and vehicle wanted level (bottom-left, above the radar). Full list of changes is below.

ArrestWarrant_VehicleStars.png

ArrestWarrant_WarrantStars.png

Changes in v1.1 Prerelease 6

- Your notoriety rating is shown as big stars in the top-right.
. . . . When you've been IDed in a chase, the stars and an eye icon both flash blue.
. . . . During High Alert, the stars and countdown timer both flash red.
. . . . Your vehicle wanted level is shown as stars above the radar.

- Tweaked police behavior:
. . . . Weapons are confiscated when you die in a chase (new INI setting, see below).
. . . . Searching cops stop spawning for 15 sec every time your wanted level rises (new INI settings). To compensate, High Alert always activates when you escape.
. . . . They call for backup when your wanted level rises.
. . . . When investigating, they just follow and don't interrogate unless fully alerted.
. . . . Investigating cops threaten you when they're nearby.
. . . . Alert level starts draining if you haven't alerted them in a while, unless fully alerted (new INI setting).
. . . . Alert level starts rising after they've investigated for 120 seconds, so you have to lose them (new INI setting).
. . . . Alert indicator flashes whenever alert level rises, not just when it reaches a new peak.
. . . . After a cop has investigated, his alert level won't drain below 20 (new INI setting).
. . . . They're alerted when they see a nearby cop running after you (new INI setting).
. . . . They're less easily alerted when you're in cover (new INI setting).
. . . . They're less easily alerted when you run during High Alert.
. . . . They're less easily alerted during High Alert if your notoriety rating is less than the previous wanted level.
. . . . High Alert is cancelled if you save, die, or go to Pay 'n' Spray (due to time passed).
. . . . They're no longer alerted faster when you face them, unless you have 3+ notoriety stars.
. . . . Driving away from investigating cops only alerts them if they're at red alert.
. . . . If you drive fast nearby, they notice traffic crimes they can't see (except heavy car damage).
. . . . They're not alerted by heavy car damage if you're barely moving.
. . . . If your siren is on, traffic crimes are allowed (except hitting peds).
. . . . They're less likely to spot your gun/explosive, except when you're aiming (new INI settings).
. . . . They run slower when investigating (new INI settings).
. . . . When investigating cops lose you, they guess your location multiple times within a wider radius (new INI setting).
. . . . They no longer always run to the nearest sidewalk before giving up investigations.
. . . . Investigating cops in cars don't get out to interrogate until they reach red alert.
. . . . FBI and NOOSE pay less attention to you when your warrant/High Alert level is low (new INI setting).
. . . . Cops pay less attention to you when you wear the LSD uniform (new INI setting).
. . . . Chance of looking at player is based on peak alert level instead of current level.

- Added INI settings:
. . . . Settings related to stars (in the HUD section).
. . . . OverallAlertMultiplier_FBI, NOOSE: changes how much FBI and NOOSE notice you.
. . . . OverallAlertMultiplier_LSD: changes how much cops notice you when you wear the LSD uniform.
. . . . Weight_Night, Weight_Rain, and other weights that decrease the effect of certain alerts.
. . . . DispatchDelay_Seconds: how long cops won't spawn after your wanted level rises.
. . . . DispatchDelay_OnlyAtChaseStart: enable to make cops spawn normally after the first delay.
. . . . OnChaseDeath_ConfiscateWeapons: self-explanatory.
. . . . OnChaseDeath_HighAlert: triggers High Alert when you die in a chase.
. . . . OnChaseDeath_AddCrimes: adds your crimes to your warrant when you die in a chase.
. . . . FindLostPlayerGuesses: how many times investigating cops guess your location before giving up.
. . . . InvestigatingCopsAlwaysOnMap: shows indicators on map, ignoring line of sight (disabled by default).
. . . . SpotChancePerSec_LargeGun, etc.: chance of guns/explosive being spotted.
. . . . InventoryLargeGunAlert, etc.: alert amounts for unequipped weapons in your inventory (default 0).
. . . . RunningAlertMultiplier: changes how much running alerts cops.
. . . . SeeCopRunAlert: alert for seeing running cop = this setting * difference between cops' alert levels.
. . . . StarsToRecognizeVehicle: how many stars your vehicle needs to alert cops on sight.
. . . . MinAlertAfterInvestigation: Minimum alert level of cops who have investigated.
. . . . Investigation_WalkSpeed, etc.: multipliers for movement speed of investigating cops.
. . . . Investigation_YellowAlertRange, RedAlertRange: How close investigating cops follow you.
. . . . Investigation_WatchSeconds: How long cops watch you before alert level starts draining.
. . . . Investigation_PatienceSeconds: Cumulative time investigating before alert level starts rising.
. . . . ShowMsg_DispatchCountdown: shows seconds until searching cops can spawn.

- Tweaked existing INI settings:
. . . . Split "ALERT MODIFIERS" section into "weighted" and "unweighted" sections.
. . . . Replaced "NeedHighNotorietyToRecognize" with "StarsToRecognizeFace". Default is 3.
. . . . Replaced "OverallAlertModifier" setting with separate settings for each notoriety rating.
. . . . Changed "modifier" settings to multipliers so they're easier to use.
. . . . Increased default "TrackingRange_OnFoot" from 200 to 250.
. . . . Increased default "TrackingRange_InCar" from 250 to 300.
. . . . Increased default "KnifeAlert" from 15 to 20.
. . . . Decreased default "VehicleID_MinSecs" from 6 to 5.
. . . . Renamed "ClearWarrant_OnArrest" to "OnArrest_ClearWarrant".
. . . . Renamed "ClearWarrant_OnChaseDeath" to "OnChaseDeath_ClearWarrant".
. . . . Renamed "ShowWarrantRatingKey" to "ShowStarsKey".
. . . . Renamed "ModifierKey" to "ModToggleModifierKey".
. . . . Renamed "MESSAGES" section to "HUD".
. . . . Removed "GunsAreIllegal" (you can just set the gun/explosive spot chances to zero).
. . . . Removed "EnableInvestigations" setting.

- Fixed bugs:
. . . . You were IDed when resuming a chase from High Alert, even if you weren't IDed in the last chase.
. . . . Police told you to pull over while you were on foot.
. . . . Cops sometimes didn't face you while interrogating.
. . . . Cops sometimes didn't wander after giving up an investigation.
. . . . Cops driving vehicles didn't stop to wait for other cops to get in.
. . . . Script crash when the game deleted a cop right after he spotted your weapon.
. . . . Weapon alert INI settings didn't have any effect.
. . . . Wanted vehicle notification was still shown when disabled in the INI.
. . . . ID messages were still shown when disabled in the INI.
. . . . "Vehicle IDed" message didn't show if the car was already wanted when IDed for a new crime.
. . . . More than the MaxTrackedCops could be tracked sometimes.
. . . . The mod only started tracking new cops within TrackingRange_CopInCar, even if TrackingRange_CopOnFoot was bigger.

- Police radio dispatch sounds are enabled when you're in an emergency vehicle.
- The "vehicle identified" message says whether it's for a past crime or new one.
- Bribe text is broken into multiple lines, and the amount of lost notoriety is shown after bribing.
- Added "reloadini" console command.
- Added "togglestats" console command to show various stats for the nearest tracked cop.
- Significant code restructure.


SomeThingEviL
  • SomeThingEviL

    Player Hater

  • Members
  • Joined: 19 Aug 2007

#143

Posted 12 February 2013 - 08:30 PM

Hello.

First off I would like to Thanks you for all the amazing GTA 4 realism scripts. They make this game 1000 times more fun.

The time for this update is perfect, I was wondering if you where still working with GTA 4 modding. Now I know you are, Good.
For the last few days I have been thinking of something I want to ask you to add to your mod.

So if its ok I would like to ask a little favor of you.Could you add a little feature to your mod to help make the game a little more realistic for players with this other mod I use.

The mod is called "Equip Gun Mod" found here http://www.gtagarage...ow.php?id=13570.

What the mod dose is show your players gun on your back when your not using it.

The problem is the cops don't notice the gun on my back, they will walk right past me and never see it.

I am hoping you would fix this with you mod for people using gun equip.

So to fix this you would need something like the "; Cops notice your weapons" part of your mod.

but it would be ; Cops notice if you have a gun in a gun slot - True or false. default false.

and ; if "Cops notice if you have a gun in a gun slot" is true this is how much will be added to the alert level for each gun slot.

Unarmed - 0
Melee - 0
Handgun - 0
Shotgun - 30
Submachine Gun - 0
Automatic Rifle - 30
Sniper Rifle - 30
Heavy Weapon - 0
Grenade / Molotov - 0
Special - 0


I hope you understand what I'm asking for and are willing to try and add it in. I'm 99% sure if can be done and relatively easily for someone as skilled as you obviously are.

Also I'm downloading the new version of the mod and will let you know if I notice any bugs.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#144

Posted 12 February 2013 - 08:46 PM

Sure, I can do that. I'll add it to v1.1 before the final release.

Glad you enjoy the mods, and thanks for testing!

onetidd
  • onetidd

    972 Represent'

  • Members
  • Joined: 01 Nov 2006

#145

Posted 14 February 2013 - 06:30 PM

Wooow that new update seems to look like dope i will try it as soon as i get at home... Keep up the good work mate;)

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#146

Posted 24 February 2013 - 12:12 PM Edited by AngryAmoeba, 24 February 2013 - 12:39 PM.

Just updated my previous post with v1.1 Prerelease 3! Please report any bugs you find!

Here are the changes since Prerelease 2:

- Tweaked police behavior:
. . . . No cops spawn for 20 seconds after a chase starts. To compensate, High Alert always activates when you escape.
. . . . They're less easily alerted by running during High Alert with high notoriety.
. . . . They're less easily alerted during High Alert if your notoriety rating is less than the previous wanted level.
. . . . They're no longer alerted when you bump into criminals.
. . . . They're no longer alerted faster when you face them, unless you have 3+ notoriety stars.
. . . . They're less likely to spot your gun/explosive, except when you're aiming.
. . . . When investigating cops lose you, they guess your location multiple times within a wider radius.
. . . . They no longer always run to the nearest sidewalk before giving up investigations.
- Added INI settings:
. . . . DispatchDelaySeconds: how long cops won't spawn after a chase starts.
. . . . FindLostPlayerGuesses: how many times investigating cops guess your location before giving up.
. . . . InvestigatingCopsAlwaysOnMap: shows indicators on map, ignoring line of sight (disabled by default).
. . . . SpotChancePerSec_LargeGun, etc.: chance of guns/explosive being spotted.
. . . . InventoryLargeGunAlert, etc.: alert amounts for unequipped weapons in your inventory (default 0).
. . . . RunningAlertMultiplier: how much running alerts cops.
- Tweaked INI settings:
. . . . Changed default "HighAlert_OnlyIfIdentified" setting from true to false.
. . . . Increased default "KnifeAlert" from 15 to 20.
. . . . Decreased default "VehicleID_MinSecs" setting from 6 to 5.
. . . . Changed "modifier" settings to multipliers so they're easier to use.
- Fixed bugs:
. . . . Cops shot at you when you only had 1 star.
. . . . Interrogations got stuck, and the interrogators sometimes wouldn't face you.
. . . . The script stopped tracking cops when they were out of range only briefly.
. . . . Cops driving vehicles didn't stop to wait for other cops to get in.
. . . . Various bugs that affected investigations.
. . . . The police radio dispatch sounds weren't disabled.
. . . . Weapon alert INI settings didn't have any effect.
- Added "reloadini" console command.
- More code restructuring.
- Minor tweaks and code cleanup.

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#147

Posted 24 February 2013 - 12:40 PM Edited by The Loot, 25 February 2013 - 09:52 AM.

Oh, hey! Nice to see you're still tinkering with this. Might be time for another run-through of the story with all your mods.

So far, a few issues. When I had "AlwaysShowStars = false" and "WarrantStars_ShowDuringHighAlert = true", the stars wouldn't show during high alert. Maybe having "WarrantStars_HideWhenZero = true" overrides the Alert setting if you don't actually have a warrant on you?

Another issue is that using Ticket with this mod still has problems with endless loops. Maybe forcing a complete clear on all alert levels and high alert when ticketed would fix it, if that's possible. I'd choose this over Ticket any day, but having such a good mod pair conflict is sad.

Last issue I've noticed is that when cops are investigating, they walk and run incredibly fast at times. Humorous to see a fat cop shuffle after you like a sprinting thin cop (who still manage to jog at sprinting speed sometimes), but kind of annoying when trying to walk away.

A few ideas: I wonder if only having fully alerted cops confront you would work, or at least an option to turn that on, and just having them follow just to keep an eye on you when yellow or red. Along with that, maybe an option so that when a cop gets red alerted, they'd call in on the radio and any nearby cops would inherit the level. Another idea is that instead of their level going down only when you're out of sight, after a short amount of time without you alerting them more, they'd start to lose alert level.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#148

Posted 26 February 2013 - 08:19 PM

Thanks! Great suggestions.

For Prerelease 4, I've fixed the issue with stars hiding during High Alert with zero notoriety. Also decreased running speeds for investigating cops (but walking speeds are unchanged).

I had thought about having alert levels propagate to other nearby cops, but I'd been putting it off for one reason or another. Last night I finally made good progress on it. Instead of having red-alerted cops radio in, cops become alerted when they see nearby cops running/jogging after you. My reasoning: when a cop calls in on the radio, that's when you get a wanted level and an actual chase starts.

I'm really busy with school this week, but I also plan to implement your other ideas for red-alerted cops: they'll only interrogate when fully alerted (otherwise they'll just follow until they can see you within a certain range), and their alert level will start draining after a certain amount of time without being alerted. These ideas might change a bit when I actually implement them.

Regarding Ticket: I still intend to implement HippieCommunist's ticketing and surrendering features into this mod, but it may be a while before I have plenty of time to work on it. It'll probably have to wait till v1.2.

The Loot
  • The Loot

    Square Civilian

  • Members
  • Joined: 14 Apr 2010

#149

Posted 26 February 2013 - 09:27 PM Edited by The Loot, 27 February 2013 - 01:55 AM.

Sounds great on all counts there.

Q: Since you added the cop spawn delay,would it be possible to delay the spawning of, say, helicopters and the bridge roadblocks? I'm assuming that since you can disable helicopter specifically in SNT that there's a function for it, but I'm not so sure about the roadblocks. Also, are you still looking in to adding ped witnesses?

I also had an idea for a two step ID process. First step is where they had the chance to get a basic description, which would be easier than a positive ID (and maybe the only thing most regular peds would have a high chance of). Without a description, High Alert would not happen, since they would have no idea who to look for.

Man, thinking about it, I wish there was a way to completely overhaul the game's wanted system with some of your methods. That's probably wishful thinking. Maybe making it so that when you haven't been fully IDd, it would remove a wanted level and go straight to high alert, and somehow spawn more cops in the area.

Edit: Since you brought up putting in the ticketing features, I thought I would give a few suggestions. I think keeping it away from actual wanted ratings and leaning more towards non-violent actions like bumping too much or traffic infractions is a good thing to do. Since you have it keep track of certain actions, you could have a ticket value based on those. That way the game's wanted system still represents actual arrestable offenses, and the ticket would cover the other things the mod keep track of. Some examples would be unruly behavior (bumping, maybe jumping and climbing), the traffic infractions, not having ID, driving without a license, etc. I don't think they would arrest you for not just having an ID, and it would be hard to prove Niko was an illegal if he wasn't in the system. I suppose not having the money to cover the fine, giving a false ID or refusing would be enough, but that might only work if some sort of ID feature were added, and I don't think you plan on that. Also, if you could have Niko play a speech when he gets confronted, maybe the "arrested" one, that'd be better than him just standing there.

Also, concerning witnesses: maybe adding witness ability to ID your vehicle for traffic violations in a separate value that would always alert cops to the car, but not be counted as a wanted vehicle unless you've accumulated enough infractions.

Edit2: Two things about vehicle ratings. When a vehicle is wanted, it should alert cops near it if it doesn't already. Also, I noticed that if you got out of a car before it was reported, and then got back in, it would keep it from being reported. I know you removed the reporting of unlocked vehicles because of some issues, but maybe there's a work around that would keep track of that car until reported even if you weren't driving.

Also, would it be possible to keep a high alert setting saved when gaining a wanted level from outside the script? For example, having a two-star alert, and then getting a one star from another action. When the alert from that one happens, it will override whatever was left of the two star. A way to keep the higher alert, or add more time to it, sounds better.

AngryAmoeba
  • AngryAmoeba

    Symbiote

  • Members
  • Joined: 12 Jan 2009

#150

Posted 27 February 2013 - 11:01 AM Edited by AngryAmoeba, 01 March 2013 - 06:10 AM.

It seems like helicopters already don't spawn during the delay period, but those roadblocks are certainly a bummer. I haven't found a way to control them.

Unfortunately, ped witnesses are off my radar for the foreseeable future, until I get a lot of free time and inspiration strikes...

Before making the ID process more complex, I'd have to figure out a way to represent everything with simple icons and colors. Then I'll have to sit down for 2 or 3 weekends and code it. Not sure if that'll happen anytime soon, but I do like the idea.

I also like your ideas for ticketing. I actually am planning on adding some way to get a fake ID (probably by calling your contact for a meeting), which would be how you unlock the ability to pay fines (idea credit: powler). Based on your suggestion, I'll make ticketing only happen in interrogations. The cop will stop you and ask for ID, and you'll give fake ID and pay a fine, or else get a star like it is now. But ticketing and fake IDs are both significant additions, which is why I don't have enough time at the moment.

Wanted vehicles do alert cops on sight, but only if the vehicle's wanted rating is 3 or more. Otherwise, cops will only have a chance to spot your car if they investigate. And cars do still get reported even if you're not in them I stole one, parked it, ran a couple blocks away, waited a bit, and when I came back the car already had 1 star. The "stolen vehicle reported" message doesn't appear if it gets reported while you're not in it.

I'll definitely fix the issue where High Alert gets wiped out by lower-level chases! That'll come in Prerelease 4.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users