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Wanted Level Editor

SA WIP SA Released VC WIP III WIP
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Jack
  • Jack

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#1

Posted 16 November 2016 - 06:01 PM Edited by Jack, 06 September 2017 - 03:19 PM.

⭐⭐⭐⭐⭐⭐⭐⭐

                 Wanted Level Editor

 

Install:
Extract files from this archive into the cleo folder of gta san andreas directory. If there's no cleo then get it here:
http://cleo.li/

 

Stuff you're going to need:

Vehicle models
Ped models
Weapon Indexes

 

Description:
- the mod works with GTA SA 1.0 US Hoodlum only (14.383.616 bytes),
- every wanted level star has 6 "slots" (7 is stars are higher then 6) for the vehicles which means you can use 6 (or less) diferent vehicle (ped or weapon) models for each wanted level star.
- you can define the number of passengers, their skins and weapons,
    passenger values:
        1 - one occupant,
        2 - two occupants
        3 - driver and gunman attached to a vehicle,
        4 - four occupants.
- added vehicle or ped models can be used along with this mod,

The next modifications has been tested with this mod:
- fastman92 limit adjuster,
- Silent Patch,
- mod loader,
- SkyGfx: PS2 and Xbox graphics for PC,
- GTA Underground,
- SAxVCxIII.

 

 

Spoiler

⭐⭐⭐⭐⭐⭐⭐⭐

Download Link

 

WLE 1.08 new stuff (mostly related with the Hydra plane):
 

MISSILE_SMOKE_R = 0.3   ; missile smoke colour RGBA
MISSILE_SMOKE_G = 0.3   ; missile smoke colour RGBA
MISSILE_SMOKE_B = 0.3   ; missile smoke colour RGBA
MISSILE_SMOKE_A = 0.3   ; missile smoke colour RGBA
MISSILE_SMOKE_SIZE = 0.5    ; missile smoke size
MISSILE_SMOKE_UNK = 1.0     ; missile smoke
MISSILE_SMOKE_LAST = 0.08   ; missile smoke last factor
MISSILE_SPEED = 0.4   ; [float] fired missile speed
CRUISE_MISSILE_SPEED = 0.2    ; [float] fired cruise missile speed
MISSILE_AIR_RESISTANCE = 0.9 ; [float]
MISSILE_TIME = 3000 ; [4 bytes] time in miliseconds   how long the missile will last since it's been fired (effects the missile distance)
CRUISE_MISSILE_TIME = 10000   ; [4 bytes] time in miliseconds   how long the missile will last since it's been fired
CRUISE_MISSILE_BLIP_SCALE = 1    ; [byte]    missile blip size on radar
CRUISE_MISSILE_R = 255    ; [byte]    no more then 255    missile blip RGBA value (colour on radar)
CRUISE_MISSILE_G = 0      ; [byte]    no more then 255    missile blip RGBA value (colour on radar)
CRUISE_MISSILE_B = 0      ; [byte]    no more then 255    missile blip RGBA value (colour on radar)
CRUISE_MISSILE_A = 255    ; [byte]    no more then 255    missile blip RGBA value (colour on radar)
FLARE_DROP_TIMESTEP = 2000  ; [4 bytes] time in miliseconds
ENABLE_HYDRA_BURST_FIRE = 1 ; if you set this to 1 and press and hold left ctrl in the game then the army plane will constantly fire missiles
MISSILELOCK_TIME = 1500 ; [4 bytes] time in miliseconds
HYDRA_CROSSHAIR_R = 255 ; [byte]    hydra crosshair RGBA value (colour Red)
HYDRA_CROSSHAIR_G = 0   ; [byte]    hydra crosshair RGBA value (colour Green)
HYDRA_CROSSHAIR_B = 0   ; [byte]    hydra crosshair RGBA value (colour Blue)
HYDRA_CROSSHAIR_A = 1.0 ; [float]   hydra crosshair RGBA value (Alpha Intensity)
FLARE_Y_POSITION = -2.5 ; [float]   hydra center is 0.0
FLARE_Z_POSITION = -1.0 ; [float]   hydra center is 0.0

Previosly:

-------------------------------WANTED LEVEL EDITOR 1.07------------------------------- 22.07.17
- game: GTA San Andreas,
- supported game version: gta_sa  public no-dvd 1.0 US Hoodlum,
- compatible with GTA SAxVCxIII & GTA Underground.

Install: Extract files from this archive into the cleo folder located in gta san andreas directory.
If there's no cleo folder then install cleo for gta sa here:
http://cleo.li/

How to modify stuff:
- start the game,
- Open Wanted Level Editor.ini from the cleo folder,
- make your changes,
- save,
- play, modify, save...

What's new:
- settings for 7 stars are already in the Wanted Level Editor.ini so it can be used as the update for the star7 mod as well,
- 4 "random game crash" errors has been removed,
- the mod has been tested with the constant change of wanted level from 0 to 9 stars.

The Wanted Level Editor.ini has been split in two parts:
1) GENERAL_SETTINGS = 0
    - all settings are available except for general settings;
2) GENERAL_SETTINGS = 1
    - only general settings are enabled - changes could be made only for each wanted level star but not for every zone.

In short:
GENERAL_SETTINGS set to 1 can be used for a quick change (for example star5 in all areas),
GENERAL_SETTINGS set to 0 - thorough modification for every zone and star (for example star5 in San Fierro).

The new values for the vehicle occupants:
1 - one occupant,
2 - two occupants,
3 - driver and gunman attached to a vehicle,
4 - four occupants.

Any other value will be ignored and in that case the code will put just a driver.

The code "SetTurretOffset" fixes position of the attached actors:
The next vehicle models has been used to set the turret offset of a gunman (if occupants set to 3):
MODEL_BFINJECT
6585  //  VC_BFINJECT    GTA Underground    
6673  //  LC_BFINJECT    GTA Underground
MODEL_RHINO
MODEL_FBITRUCK
MODEL_SWATVAN
MODEL_MONSTER
MODEL_MONSTERA
MODEL_MONSTERB
6526  //  LC_MONSTER     GTA Underground
- all helicopter models,
- all boat models.

In this archive the code STAR7 has only one purpose - interface controll - increased number of wanted stars.
The evants of 7 stars are controlled by Wanted Level Editor.

Known issues (Work In Progress):
- roadblock vehicle models don't match to roadblock ped models,
- helicopter pilots don't match to helicopter models,
- sometimes police helicopters suddenly disappear in the moment they're created.

Please report errors in case you notice some.

 

Subscribe to my YouTube channel if you wish to be updated about all of my wanted level modifications

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Deadstroke
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#2

Posted 20 November 2016 - 01:24 AM

It's awesome!

I couldn't test it yet, but I checking that is amazing. I perceived that you like to make mods about police, like this one, star 7 and tank fire. Your goal is to create a better system of police or what?

 

About tank fire (I know that i must speak anout it on right topic), you could try to do the fire's tanks same as this one, from ryosuke839: http://www.mixmods.c...o-com-mira.html

 

About this one, I have some questions:

- The function 'EnablePoliceHeliWeaponFire', can I disable that nowhere fire from cops' helis?;

- You put a funcion 'copbike', you could try to put a mod like 'cop bikes overhaul'.


Vills SkyTerror
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#3

Posted 20 November 2016 - 08:57 AM

Interesting!! I will try it out later and give my experience but by look of it (video thumbs) more than 6 wanted stars can be possible, really?

If so then there is a limit?


Jack
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#4

Posted 20 November 2016 - 09:40 AM

It's awesome!
I couldn't test it yet, but I checking that is amazing. I perceived that you like to make mods about police, like this one, star 7 and tank fire.
Your goal is to create a better system of police or what?

Not exactly. My goal is to put more adrenaline in the game and the wanted level has a lot of it.

- The function 'EnablePoliceHeliWeaponFire', can I disable that nowhere fire from cops' helis?;

1 to activate, 0 to deactivate:
[copHeliStuff]
    EnablePoliceHelicopters = 1
    EnablePoliceHeliWeaponFire = 1  
    HeliWeaponSoundID = 0
    CopHeliMegaphoneSpeech = 0.0
    SearchLightTime_Start = 0
    SearchLightTime_End = 0
    

- You put a funcion 'copbike', you could try to put a mod like 'cop bikes overhaul'.

Why not just use the 'cop bikes overhaul' mod? Although I have this:
[vehicleModelIDs]             
    COPBIKE  = 523  #PoliceMotorbike  

[pedModelIDs]  
    LAPDM1 = 284   #MotorbikeCop
    
You can change it but the 2nd one is pointless if you use Silent's mod.

 

Interesting!! I will try it out later and give my experience but by look of it (video thumbs) more than 6 wanted stars can be possible, really?

If so then there is a limit?

Vw4rRNR.png


Poobabeer
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#5

Posted 21 November 2016 - 05:19 PM

I'm gonna check this out for sure! Really sounds promising. Can you add more police pedestrians this way?


Yorpie
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#6

Posted 21 November 2016 - 06:53 PM

Awesome Jack

 

One thing you could add for the next version is an option to change the vehicles and peds for each of the 3 cities (LS, SF and LV) and each of the 5 counties in the game (Red/Flint/Bone County, Tierra Robada and Whetstone. This would come in handy for the people who for example have a mod for a Bone County sheriff vehicle, so it only spawns in that specific county. Its something I've seen quite a lot of people mention on some gta police forums.


Jack
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#7

Posted 22 November 2016 - 04:09 PM

I'm gonna check this out for sure! Really sounds promising. Can you add more police pedestrians this way?

 

[m_nMaxCopsInPursuit]
    #(works for the foot peds only)
    MAX_COPS_STAR_2 = 3
    MAX_COPS_STAR_3 = 4
    MAX_COPS_STAR_4 = 6
    MAX_COPS_STAR_5 = 8
    MAX_COPS_STAR_6 = 10

That will only set the number of existing cops.

You can set their models for each star at this section:
[pedModelIDs]  
    # See peds.ide for the list
    LAPD1 = 280    #LosSantosPolice                                   
    SFPD1 = 281    #SanFieroPolice
    LVPD1 = 282    #LasVenturasPolice
    CSHER = 283    #CountrySheriff
    DSHER = 288    #DesertSheriff  
    LAPDM1 = 284   #MotorbikeCop
    VICE_PED = 258 #UndercoverCop
    
    # the sequence is ENFORCER1 (SWAT_PED_1), ENFORCER2 (SWAT_PED_2), ENFORCER3 (SWAT_PED_3), ENFORCER4 (SWAT_PED_4)...
    SWAT_PED_1 = 285  #SWAT
    SWAT_PED_2 = 285  #SWAT
    SWAT_PED_3 = 71   #SecurityGuard
    SWAT_PED_4 = 285  #SWAT
    SWAT_PED_5 = 285  #SWAT
    SWAT_PED_6 = 285  #SWAT
    
    # FBIRANCH3 (FBI_PED_1), FBIRANCH3 (FBI_PED_2), FBIRANCH3 (FBI_PED_3), FBIRANCH4 (FBI_PED_1), FBIRANCH5 (FBI_PED_2), FBIRANCH6 (FBI_PED_3)
    FBI_PED_1  = 286  #FBI_Agent
    FBI_PED_2  = 286  #FBI_Agent
    FBI_PED_3  = 286  #FBI_Agent
    
    ARMY_PED_1 = 287  #soldier
    ARMY_PED_2 = 287  #soldier
    ARMY_PED_3 = 287  #soldier
    
    NSA_PED_1 = 165   #WhiteNSA_Agent  
    NSA_PED_2 = 166   #BlackNSA_Agent
    NSA_PED_3 = 165   #WhiteNSA_Agent

 

 

Awesome Jack

 

One thing you could add for the next version is an option to change the vehicles and peds for each of the 3 cities (LS, SF and LV) and each of the 5 counties in the game (Red/Flint/Bone County, Tierra Robada and Whetstone. This would come in handy for the people who for example have a mod for a Bone County sheriff vehicle, so it only spawns in that specific county. Its something I've seen quite a lot of people mention on some gta police forums.

 

Oooo I like that idea - it will reduce memory usage even more. Will do.

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Poobabeer
  • Poobabeer

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#8

Posted 26 November 2016 - 05:00 PM

 

I'm gonna check this out for sure! Really sounds promising. Can you add more police pedestrians this way?

[m_nMaxCopsInPursuit]
    #(works for the foot peds only)
    MAX_COPS_STAR_2 = 3
    MAX_COPS_STAR_3 = 4
    MAX_COPS_STAR_4 = 6
    MAX_COPS_STAR_5 = 8
    MAX_COPS_STAR_6 = 10
That will only set the number of existing cops.

You can set their models for each star at this section:
[pedModelIDs]  
    # See peds.ide for the list
    LAPD1 = 280    #LosSantosPolice                                   
    SFPD1 = 281    #SanFieroPolice
    LVPD1 = 282    #LasVenturasPolice
    CSHER = 283    #CountrySheriff
    DSHER = 288    #DesertSheriff  
    LAPDM1 = 284   #MotorbikeCop
    VICE_PED = 258 #UndercoverCop
    
    # the sequence is ENFORCER1 (SWAT_PED_1), ENFORCER2 (SWAT_PED_2), ENFORCER3 (SWAT_PED_3), ENFORCER4 (SWAT_PED_4)...
    SWAT_PED_1 = 285  #SWAT
    SWAT_PED_2 = 285  #SWAT
    SWAT_PED_3 = 71   #SecurityGuard
    SWAT_PED_4 = 285  #SWAT
    SWAT_PED_5 = 285  #SWAT
    SWAT_PED_6 = 285  #SWAT
    
    # FBIRANCH3 (FBI_PED_1), FBIRANCH3 (FBI_PED_2), FBIRANCH3 (FBI_PED_3), FBIRANCH4 (FBI_PED_1), FBIRANCH5 (FBI_PED_2), FBIRANCH6 (FBI_PED_3)
    FBI_PED_1  = 286  #FBI_Agent
    FBI_PED_2  = 286  #FBI_Agent
    FBI_PED_3  = 286  #FBI_Agent
    
    ARMY_PED_1 = 287  #soldier
    ARMY_PED_2 = 287  #soldier
    ARMY_PED_3 = 287  #soldier
    
    NSA_PED_1 = 165   #WhiteNSA_Agent  
    NSA_PED_2 = 166   #BlackNSA_Agent
    NSA_PED_3 = 165   #WhiteNSA_Agent

What I ment to say was, can you add more model ID's then the default ones. If so, how?


fastman92
  • fastman92

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#9

Posted 26 November 2016 - 09:54 PM Edited by fastman92, 26 November 2016 - 09:54 PM.

Not that good. Incompatible with the level limit increased.

Jack
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#10

Posted 27 November 2016 - 07:27 AM Edited by Jack, 27 November 2016 - 07:37 AM.

Not that good. Incompatible with the level limit increased.

Have you tried to increase the table sizes (currently it's 0x0140 so the largest vehicleModelID that my mod can accept is 0x02D0)?

Thanks for testing it btw.


fastman92
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#11

Posted 27 November 2016 - 10:50 AM Edited by fastman92, 27 November 2016 - 10:51 AM.

Not that good. Incompatible with the level limit increased.

Have you tried to increase the table sizes (currently it's 0x0140 so the largest vehicleModelID that my mod can accept is 0x02D0)?
Thanks for testing it btw.

I did not test your mod.
    LAPD1 [color=#666600]=[/color] [color=#006666]280[/color]    [color=#880000]#LosSantosPolice                                   [/color]
    SFPD1 [color=#666600]=[/color] [color=#006666]281[/color]    [color=#880000]#SanFieroPolice[/color]
    LVPD1 [color=#666600]=[/color] [color=#006666]282[/color]    [color=#880000]#LasVenturasPolice[/color]
    CSHER [color=#666600]=[/color] [color=#006666]283[/color]    [color=#880000]#CountrySheriff[/color]
    DSHER [color=#666600]=[/color] [color=#006666]288[/color]    [color=#880000]#DesertSheriff[/color]
Why do you assume there is LA, SF, LV, country and desert? It makes a limit.

map.zon:
zone
Vegas, 3, 685.0, 476.093, -500.0, 3000.0, 3000.0, 500.0, 3, UNUSED
SF01, 3, -3000.0, -742.306, -500.0, -1270.53, 1530.24, 500.0, 2, UNUSED
SF02, 3, -1270.53, -402.481, -500.0, -1038.45, 832.495, 500.0, 2, UNUSED
SF03, 3, -1038.45, -145.539, -500.0, -897.546, 376.632, 500.0, 2, UNUSED
LA01, 3, 480.0, -3000.0, -500.0, 3000.0, -850.0, 500.0, 1, UNUSED
LA02, 3, 80.0, -2101.61, -500.0, 1075.0, -1239.61, 500.0, 1, UNUSED
end
With the level limit increased you could have more level IDs, not just (0, 1, 2, 3, 4).
Your script is probably incompatible with that.
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Jack
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#12

Posted 27 November 2016 - 04:01 PM Edited by Jack, 27 November 2016 - 04:02 PM.

Why do you assume there is LA, SF, LV, country and desert? It makes a limit.

 

With the level limit increased you could have more level IDs, not just (0, 1, 2, 3, 4).
Your script is probably incompatible with that.

I understand now. Good point. It needs to be done for each level.
Nice talking to you :^:


Deadstroke
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#13

Posted 02 December 2016 - 05:06 AM

I tested your mod now. I'm impressed!!! Many types of cops is going behind you no!!!?

 

I noticed some bugs that you can fix in a next version:

 

- Some cops don't stop shooting you when you are free of levels;

- Hunters don't do anything to you;

- I think the .ini could be more described.


Jack
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#14

Posted 02 December 2016 - 04:48 PM

Hunters will fire missiles, other helicopters will have gunmen on the right sides:
WantedLevelEditor(HunterFix)   
A taste of things to come:

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Deadstroke
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#15

Posted 02 December 2016 - 08:37 PM

Man, I'm checking your mod, I think that I can help you with some considerations:

 

- You need to be attention with some functions that can "disturb" some missions, like 'wanted_multiplier', because it's possible that this value needs to be zero in some ones (desactive it when $ON_MISSION == 1);

 

- I saw a little of your script, and I think you could put make some functions to not active if I want,

like MAX_HEALTH_PLAYER, because or I prefere to don't have a fixed value or I already use another mod for it (check Health & Armour in http://bms.mixmods.c...ighlight=health);

 

- Good ideia to put a gunman in helis, you can put another one in left side. You can put a pilot in these helis, and if one becomes dead, the helicopter could be destroyed automaticly;

 

- I liked the variations to cars and peds in high levels! You can make some functions to motorbikes (with gunmen), boats (predators and coastguards at same time), and others gunmen in cars too. A suggest a option to make a standard color to these vehicles;

 

- Did you think anything to solve the question about close to appear instantly in your game? Look what I did: https://drive.google...d21lX2JEVVo2U1k

This mod is a beta one (I didn't publicized) that fix this problem, but I didn't improved because of time.

 

I'll love to make cops mods too, but now I don't have time and knowlegde like you to it. I wait that my suggestions help you.

publicize
 
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_onyx_
  • _onyx_

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#16

Posted 11 December 2016 - 04:59 PM

good mod!!! thanks)

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_onyx_
  • _onyx_

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#17

Posted 12 December 2016 - 08:14 AM

help me please, I can't solve in the settings
 
how do I do that during the chase, participated all 4 cars copcarLA,SF,VG,RU & copBike?
 
can somebody show me how to configure it in the config? 
don't need anything else once all 4 cars

Jack
  • Jack

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#18

Posted 12 December 2016 - 02:48 PM Edited by Jack, 27 January 2017 - 06:32 PM.

Deadstroke's text...

 

Wait for the next release please and I'm sorry about the terrible late reply but I was busy.

 

 

 

help me please, I can't solve in the settings
 
how do I do that during the chase, participated all 4 cars copcarLA,SF,VG,RU & copBike?
 
can somebody show me how to configure it in the config? 
don't need anything else once all 4 cars

 

I believe this code satisfies your wanted_level need (I'm pretty sure that the ASM code uses the similar method to handle the police models):

{$CLEO}
0000: CC

REPEAT
    wait 250
UNTIL 0256:   player $PLAYER_CHAR defined

CONST
    MODEL_LAPD1 = 280
    MODEL_SFPD1 = 281
    MODEL_LVPD1 = 282
    MODEL_CSHER = 283
    MODEL_LAPDM1 = 284
    MODEL_COPBIKE = 523
    MODEL_COPCARLA = 596
    MODEL_COPCARSF = 597
    MODEL_COPCARVG = 598
    MODEL_COPCARRU = 599
END

VAR
    MODEL_LAPD1: int
    MODEL_SFPD1: int
    MODEL_LVPD1: int
    MODEL_CSHER: int
    MODEL_LAPDM1: int
    MODEL_COPBIKE: int
    MODEL_COPCARLA: int
    MODEL_COPCARSF: int
    MODEL_COPCARVG: int
    MODEL_COPCARRU: int
END

[email protected] = 0x00   
0A8D: [email protected] = read_memory 0x407CBD size 4 virtual_protect 0    //  currentNumOfLvls
[email protected] *= 0x03

WHILE TRUE
    wait 0
    IF 001D: [email protected] > [email protected]  
    THEN
    [email protected] = MODEL_CSHER
    [email protected] = MODEL_COPCARRU
    gosub @SetPoliceModels
    wait 0
    [email protected] = MODEL_LAPD1
    [email protected] = MODEL_COPCARLA
    gosub @SetPoliceModels
    wait 0
    [email protected] = MODEL_SFPD1
    [email protected] = MODEL_COPCARSF
    gosub @SetPoliceModels
    wait 0
    [email protected] = MODEL_LVPD1
    [email protected] = MODEL_COPCARVG
    gosub @SetPoliceModels
    ELSE
    [email protected] = 0
    END
END
    
:SetPoliceModels
0209: [email protected] = random_int_in_ranges 0 4
[email protected] *= 0x04
0A8D: [email protected] = read_memory 0x407C90 size 4 virtual_protect 0    //  ; DefaultCopCarModels [pointer to array]
0A8D: [email protected] = read_memory 0xBA6718 size 4 virtual_protect 0    //  ; CTheZones::m_CurrLevel
006A: [email protected] *= [email protected]
005A: [email protected] += [email protected]
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0

0A8D: [email protected] = read_memory 0x407C97 size 4 virtual_protect 0    //  ; copModeByTown [pointer to array]
0A8D: [email protected] = read_memory 0xBA6718 size 4 virtual_protect 0    //  ; CTheZones::m_CurrLevel
006A: [email protected] *= [email protected]
005A: [email protected] += [email protected]
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
return
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_onyx_
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#19

Posted 12 December 2016 - 03:09 PM

thanks man!)


Jack
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#20

Posted 27 January 2017 - 06:33 PM

Update:
- almost all seetings can be managed for each zone level and each wanted star,
- compatible with the latest release of the GTA Underground,
- aircrafts will have NPC pilots created by the game (the similar method was used on ground vehicles - slightly diferent),
- objectives of the wanted level aircrafts will not be effected if the user changes their models (for example plane missile strike),
- if you shoot the pilot the aircrafts will have the appropriate reaction (even if you hit the hydra pilot for example),
- number of police helicopters and boats can be defined (just like the planes and ground vehicles in the previous version),
- arrival time for police cars and boats are added (besides just the planes and helicopters),
- vehicles will also have the emergency lights (if you choose that option),
- fixed the problem with the Monster truck and other vehicles with the similar wheel size (PlaceOnRoadProperly was used this time),
- if you set custom_vehicle_colours to 1 you can choose custom vehicle colours for vehicles in each WL star and ZoneLevel (now it works for the roadblocks as well),
- ped seetings such as armour, fire rate, weapon accuracy are added,
- police helicopters seetings are present (for example you can replace or turn off the weapon sound, megaphone voices, searchlight).

Previous version:
- works with GTA SA 1.0 US Hoodlum,
- every wanted level star has 6 "slots" for the vehicles which means you can use 6 (or less) diferent vehicles for each wanted level star.
- you can define the number of passengers, their skins and weapons,
- aircrafts and boats have only 1 "slot" but their models and NPC pilots can be managed for each WL star as well,
- there's an option to attach 1 shooter on the desired vehicle (either it's a road vehicle, a boat or an aircraft),

Future plans:
- speed of the vehicles in pursuit will be managable,
- since it's possible to turn any vehicle into the law enforcement - airborne vigilante missions are planned (on water as well),
- wanted level will be reactivated during gang wars since there's an option to change the law vehicles, peds and guns into the gang style ones,
- you will be able to define the number of existing stars (for example 5 stars just like in the GTA V) even if you set more he 7 stars...

 

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Deadstroke
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#21

Posted 29 January 2017 - 03:48 PM Edited by Deadstroke, 29 January 2017 - 05:15 PM.

I'm really impressed what you did! Very well! I wait you compete in next GTA Awards!

I didn't teste yet, only checked .ini file. can I active or desactive some functions of this mod? Because I did my own helicopter Police Mod (with your memory address), check here.

 

Edit.: check the "Rain of Hydras" after you die by cops.


Deadstroke
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#22

Posted 29 January 2017 - 05:15 PM Edited by Deadstroke, 29 January 2017 - 05:17 PM.

I'm really impressed what you did! Very well! I wait you compete in next GTA Awards!

I didn't teste yet, only checked .ini file. can I active or desactive some functions of this mod? Because I did my own helicopter Police Mod (with your memory address), check here.

 

Edit.: check the "Rain of Hydras" after you became wasted by cops.

Sorry, I couldn't delete this post.  :blink:


Jack
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#23

Posted 29 January 2017 - 09:42 PM Edited by Jack, 29 January 2017 - 09:46 PM.

"Hydra Rain" error should be fixed now. Download link is updated (available at the first post - gtagarage link).
It was supposed to modify hydra missile strike when the player is outside the vehicle (for example during skydiving). I'll do it later.

About your mod:
Although I already make that kind of mod years ago I discovered that there's a lot easier way to make that possible using functions so instead of creating scm actors we can just let the game do it by itself and now all we need to do is to call the functions:
; CCarAI::AddPoliceCarOccupants
; CPed::AttachPedToEntity

But since the law enforcement and news helicopters are marked as "permanent_vehicles" (type 4) it's necessary to temporarily change their type to 1 (gameCreated).
Once the helicopter occupants are set, their type need to be reset to 4 again.


Deadstroke
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#24

Posted 30 January 2017 - 12:24 PM

Good! I checked and I saw you transformed some no police cars in that one (you can start Vigilante Mission with them)! I loved it! Hahahahahahaha

 

So are you saying that it's better using game functions to create new vehicles and peds!? I need to check your mod in future, but it has more than 10000 lines, and many of them are repeated. Could you use a script who checks area and wanted level and use only one function to start the mod?

 

And you check .ini files using this:

if 8AF0: [email protected] = get_int_from_ini_file "cleo\file.ini" section "section" key "value"
then [email protected] = -1   //Value didn't find in .ini or is desactived by # or ; . Otherwise, the .ini value is going to be used.
end

if [email protected] <> -1
then
    // Do something
else
    // Do another thing or nothing
end

It's better to choice what you want and avoid crash and bugs.


Deadstroke
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#25

Posted 31 January 2017 - 11:40 AM Edited by Deadstroke, 31 January 2017 - 11:52 AM.

Crazy helicopters when I kill the pilot. You should set 0 to vehicles healths or something like to heli stops rotating itself.

 

Edit.: some more questions about script:

 

- Don't you thin in separate desert and country cops?

- Do you intend to convert the script to gta3script?

- Do you intend to use diferent bike cops?


Jack
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#26

Posted 01 February 2017 - 10:45 AM

Crazy helicopters when I kill the pilot. You should set 0 to vehicles healths or something like to heli stops rotating itself.

Done:

WLE_HeliFix

 

 

1. Don't you thin in separate desert and country cops?

2. Do you intend to convert the script to gta3script?

3. Do you intend to use diferent bike cops?

1. Will do.

2. I haven't decided yet.

3. Probably not.


Jack
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#27

Posted 17 February 2017 - 09:29 AM Edited by Jack, 17 February 2017 - 06:57 PM.

Update - number of wanted level stars limit doesn't exist any more:

 

WantedStars [gta3Script] NOT Tested
WantedStars [CLEO HighLevelCode]


Deadstroke
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#28

Posted 18 February 2017 - 04:50 PM

Amazing guy! It's become better. I will test it later, including GTA3script test script.

 

About editing bike cop, ask help for silent, he did a mod like that...


Jack
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#29

Posted 19 February 2017 - 10:36 AM

I already know how to make bike cops and cop bikes managable through the ini. I need time - not help. And Silent's mod does a diferent stuff.
It adds the unused cop models inside the game while my mod should just give an option to replace the existing ones.

Also until the next release you can improvise:
- when stars are lower then 3 disable copbikes completly (SWITCH_COPS_ON_BIKES 0)
- then just replace copcars for each zone with the new cop bikes through the ini.

Currently I'm simplifying the WantedLevelEditor code so it can accept whatever new entries the user properly inputs inside the ini. It should be much shorter, more understandable and easier to modify.

Some new ideas:
- roadblock objects replaced with stingers (police spikes for tires) at the extreme wanted level stars like 8th or 9th...
- hydra missile strike even when the player is outside the vehicle,
- each time the hydra get close to player's aircraft the pilot will warn you ("Stolen aircraft, prepare to be vaporized!")
- emergency light objects on police vehicles (like the default police cars have it),

- police car arrival time (8 seconds by default).


Deadstroke
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#30

Posted 20 February 2017 - 12:27 AM

I understand about cop bikes, no problem about that...

 

About your owm sugestions, police arrival could be replaced by spawn cops far away from player (what should be the corrected one in my opinion). With that, another mods like GTA V HUD (about running away from circles on maps) will be better to be used...





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