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Wanted Level Editor

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Yorpie
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#31

Posted 23 February 2017 - 09:11 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).

 

I really like the sound of the stingers :)

 

Hey, would it be possible to have the police cars always enable their siren while you have a wanted level? Not just when they are near the player?


Jack
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#32

Posted 04 March 2017 - 06:23 PM

I really like the sound of the stingers :)

 

Hey, would it be possible to have the police cars always enable their siren while you have a wanted level? Not just when they are near the player?

 

I tried a few days ago and I think I can't do it via ASM changes. I would have to make a separate code... We'll see.

 

UPDATE!

04.03.2017
GTA3 Liberty City Wanted Level Editor 1.00:
- supports gta3 1.0 executable only,
- most of the features from GTA SA version are available,
- some of the features are not functional (it will be done later),
- ped types 6 (cops and the reast wanted level peds) will not be immune to each other any more,
- new feature "ENABLE_JURISDICTION" available. Seting it to 1 will manage foot cops models and their weapons based on the WL star
you obtain.

 

Also I've made a visual tutorial for the gta3 Wanted Level Editor.

Download link and a visual tutorial are available at the original post.

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Yorpie
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#33

Posted 06 March 2017 - 07:19 AM

 

I really like the sound of the stingers :)

 

Hey, would it be possible to have the police cars always enable their siren while you have a wanted level? Not just when they are near the player?

 

I tried a few days ago and I think I can't do it via ASM changes. I would have to make a separate code... We'll see.

 

UPDATE!

04.03.2017
GTA3 Liberty City Wanted Level Editor 1.00:
- supports gta3 1.0 executable only,
- most of the features from GTA SA version are available,
- some of the features are not functional (it will be done later),
- ped types 6 (cops and the reast wanted level peds) will not be immune to each other any more,
- new feature "ENABLE_JURISDICTION" available. Seting it to 1 will manage foot cops models and their weapons based on the WL star
you obtain.

 

Also I've made a visual tutorial for the gta3 Wanted Level Editor.

Download link and a visual tutorial are available at the original post.

 

 

Very nice!

If I may make a small suggestion for the next version, you should consider adding an option to the .ini to set the wanted counter when you have some time.
 

SA:

0xB7CD9C - Wanted pool start (CWanted). Each slot has 668 bytes of data.

+0x0 = Is the counter for how pissed the cops are:
above 50 = 1 star
above 180 = 2 stars
above 550 = 3 stars
above 1200 = 4 stars
above 2400 = 5 stars
above 4600 = 6 stars

That or the multiplier at which wanted level is increased.

And since you add a seperate setting per zone, I'd think it be a cool thing to have, wanted level response could be slower in the countryside compared to the major cities.


MW_29
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#34

Posted 15 March 2017 - 11:01 AM

Jack, when the release of VC version ? ;)

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Jack
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#35

Posted 16 March 2017 - 09:49 PM Edited by Jack, 16 March 2017 - 09:52 PM.

Probably in less then a week, maybe earlier but I will definitely make it for GTA VC since it's my favorite game. Ini file will have these options for each star:

Spoiler

    
I'll update the post when I complete the code.
Surprisingly VC has the most complex wanted level system for vehicle passengers totaly diferent from GTA SA or III engine which are pretty much similar if we look from that point of view.

Also I'm planing to input ENABLE_SLOTS options to SA and III as well.

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Jeansowaty
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#36

Posted 21 March 2017 - 10:31 AM

Man, this mod is AWESOME. Now all I have to do is make some ped models for the new cops :D have you taken making a SAxLCxVC version into consideration too? I mean, just so it's possible to customize the models/weapons and all for the police in LC and VC in case someone adds them, as temporary replacements you can use the SF/LV cops or something.

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Jack
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#37

Posted 31 March 2017 - 08:08 PM Edited by Jack, 31 March 2017 - 08:08 PM.

Man, this mod is AWESOME. Now all I have to do is make some ped models for the new cops :D have you taken making a SAxLCxVC version into consideration too? I mean, just so it's possible to customize the models/weapons and all for the police in LC and VC in case someone adds them, as temporary replacements you can use the SF/LV cops or something.

 

For gta3 has already been released and for gta vc right now...

 

GTA Vice City Wanted Level Editor:

- suported game versions: - gta-vc 1.0
                                      - gta-vc 1.1

 

More info at the original post...

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Jeansowaty
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#38

Posted 02 April 2017 - 07:34 PM

Alright, I was talking about this mod :p

 

http://gtaforums.com...in-san-andreas/


MLGTheft15
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#39

Posted 03 April 2017 - 02:28 PM

You should make 2 versions:

 

No 7 star version

 

And 7 star version

 

 

Also, can you add cops drop nightsticks back?

 

 

P.S Talking about the SA version


GaryRoachSanderson
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#40

Posted 01 May 2017 - 11:02 AM

Hey Jack, First of all, nice mod and good job. :) I am currently using this mod with GTA Underground, I reckon that this mod was intended to work with GTA Underground considering I saw Underground vehicles like the VC Polmav and LC Polmav used in the code?

 

However, I am facing one problem with it, the VCPD Wintergreen cop bikes do not have cop peds on them and I also do not see the VC cop ped on the streets anymore. I am using an unmodified ini and cs files. I hope you can take a look into this if you are willing to. :) Thanks bro!


skatefilter5
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#41

Posted 01 May 2017 - 03:04 PM

is it only way to fix the crashes bypassing 5 to 10? Because my game have over 650 cleo scripts? And I'm using v2.0 version


Jack
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#42

Posted 01 May 2017 - 04:56 PM

Alright, I was talking about this mod :p

 

http://gtaforums.com...in-san-andreas/

 

You should make 2 versions:

 

No 7 star version

 

And 7 star version

 

 

Also, can you add cops drop nightsticks back?

 

 

P.S Talking about the SA version

 

It will be done in the near future. Some new options in the next release:

COP_MURDER_WL = 2    ; killCopWantedLevel     
    COLLIDECOPCAR = 1    ; WreckCopCarWantedLevel
    DAMAGE_COPCAR = 1    ; damageCopCarWL         
    COMMITE_CRIME = 1    ; crimeEvantStar         
    STEAL_LCOPCAR = 1    ; TryToStealLockedCopCar
    LEAVE_TOWN_WL = 4    ;  starsWhenThePlayerReachesLockedAres
    LEAVE_TOWN_CH = -2    ; by default when the player drives fast the game constantly decreases wantedLevelChaos by 2      
    MAX__STARS = 6    ; opcode_01F0   COMMAND_SET_MAX_WANTED_LEVEL
    MIN__STARS = 0    ; opcode_010E   COMMAND_ALTER_WANTED_LEVEL_NO_DROP
    ARMY_ZONE_WLS = 5    ; sets number of wanted stars while the player enters the military zone
    MOTORBIKE1 = 523 ; MODEL_COPBIKE
    MOTORBIKE2 = 523 ; MODEL_COPBIKE
    MOTORBIKE3 = 523 ; MODEL_COPBIKE
    BIKER_PED1 = 284    ; MODEL_LAPDM1
    BIKER_PED2 = 284    ; MODEL_LAPDM1
    BIKER_PED3 = 284    ; MODEL_LAPDM1
    HELI_SRCLIGHT = 1    ; boolean 0 or 1    enableHelicopterSearchlight
    JET_ATTACK_TP = 0        ; boolean       MilitaryPlaneAttackType         0 airborne attack       1 ground or airborne attack     2 by all means                                                                                     
    ACTV_STAR_COL = 6    ; 0 lightRed 1 lightGreen   2 lightBlue  3 skyBlue  4 white  5 black  6 gold  7 purple  8 gray  9 darkRed  10 darkGreen 11 ocher  12 darkGray 13 darkBlue 14 yellow
    ENABLEBOATGUN = 1    ; boolean   0 or 1  disables/enables police boat weapon
    RD_BLOCK__PED = 280       ; 4 bytes                   RoadblockPedModel                    
    VEHICLE_SPEED = 78.0     ;   float       decimal      
    CHOPPER_SPEED = 0        ; 0 to 100                  helicopterSpeedUsedBy   ACTIVATE_HELI_SPEED_CHEAT   command
    PEDINCAR_TIME = 2500     ; 4 bytes                   timeInMiliseconds   setsHowLongTheCopsWillWaitInsideTheCar
    COP_SCNDARGUN = 25       ; 1 byte        0 to 255    shotgunByDefault    WEAPON_CHROMEGUN
    SHOTGUN_CHANC = 0.25     ; float         decimal     shotgunChance
    COP_NITESTICK = 3        ; 1 byte       
    PLANE_OBJECTV = 0x3B    ; 0x16 ---> flyingAway            ; 0x3B ---> dogFightVehicle             ; 0x3F ---> dogFightActor
    HELI_OBJECTIV = 0x28    ; 0x17 ---> HELI_ATTACK_PLAYER    ; 0x28 ---> POLICE_HELI_CHASE_ENTITY
    RB_PEDPOS1 = 1   ; PedsPositionForEachRoadBlockVehicle         
    RB_PEDPOS2 = 2   ; PedsPositionForEachRoadBlockVehicle
    RB_PEDPOS3 = 1   ; PedsPositionForEachRoadBlockVehicle
    RB_PEDPOS4 = 2   ; PedsPositionForEachRoadBlockVehicle
    RB_PEDPOS5 = 1   ; PedsPositionForEachRoadBlockVehicle
    RB_PEDPOS6 = 2   ; PedsPositionForEachRoadBlockVehicle
    RBPEDSNUM1 = 2   ; number of peds for every roadblock vehicle  
    RBPEDSNUM2 = 2   ; number of peds for every roadblock vehicle
    RBPEDSNUM3 = 2   ; number of peds for every roadblock vehicle
    RBPEDSNUM4 = 2   ; number of peds for every roadblock vehicle
    RBPEDSNUM5 = 2   ; number of peds for every roadblock vehicle
    RBPEDSNUM6 = 2   ; number of peds for every roadblock vehicle
    RDBL_PED_TASK = 56  ; roadblockPedObjective

 

 

Hey Jack, First of all, nice mod and good job. :) I am currently using this mod with GTA Underground, I reckon that this mod was intended to work with GTA Underground considering I saw Underground vehicles like the VC Polmav and LC Polmav used in the code?

 

However, I am facing one problem with it, the VCPD Wintergreen cop bikes do not have cop peds on them and I also do not see the VC cop ped on the streets anymore. I am using an unmodified ini and cs files. I hope you can take a look into this if you are willing to. :) Thanks bro!

 

Since the current version(s) of the mod doesn't support model replacement for a police bike or his occupant the only way he get rid of that problem is to
disable copbikes completely by using the command SWITCH_COPS_ON_BIKES also known as the opcode:

072C: generate_police_bikes 0
After that replace some of the cop car model ids to a bike model id.
You were talking about the GTA Underground Vice City area so open WantedLevelEditor.ini and find the next lines:

ZONE_LEVEL_5_COP_CAR1
ZONE_LEVEL_5_COP_CAR2
ZONE_LEVEL_5_COP_CAR3
ZONE_LEVEL_5_COP_CAR4
ZONE_LEVEL_5_COP_CAR5
ZONE_LEVEL_5_COP_CAR6

 

 

is it only way to fix the crashes bypassing 5 to 10?

I don't understand this line.

 

 

 Because my game have over 650 cleo scripts? And I'm using v2.0 version

Version 2.0 of what? The game or my mod?

Spoiler

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Crspy
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#43

Posted 12 June 2017 - 10:36 AM Edited by Crspy, 12 June 2017 - 10:40 AM.

@Jack

 

I have a weird problem , on a vanilla gta sa with only silent patch installed , the game crashes at 6 Wanted levels but not instantly just after 5 minutes or so being chased at 6 STARS.  without generating  crashlog  in  modloader.log  or FLA log !!. i can debug crashes by myself and know what's exactly the problem but without a crashlog i am hopeless.  :blink:


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#44

Posted 12 June 2017 - 11:16 AM

I also noticed a weird bug where train carriages are not properly removed for some reason (i.e. head carriage is destroyed when train should be despawned, but all other carriages remain there forever).

Jack
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#45

Posted 12 June 2017 - 11:20 AM Edited by Jack, 12 June 2017 - 11:20 AM.

@Jack

 

I have a weird problem , on a vanilla gta sa with only silent patch installed , the game crashes at 6 Wanted levels but not instantly just after 5 minutes or so being chased at 6 STARS.  without generating  crashlog  in  modloader.log  or FLA log !!. i can debug crashes by myself and know what's exactly the problem but without a crashlog i am hopeless.  :blink:

Have you tried with the ScrLog?
Also disable helicopters - they were always causing problems.
 

 

I also noticed a weird bug where train carriages are not properly removed for some reason (i.e. head carriage is destroyed when train should be despawned, but all other carriages remain there forever).

I don't know about that - I did not touch the trains while I was building this mod..

 

Anyway new version is almost complete - I expect to finish it up until tomorow.

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RonanCJ
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#46

Posted 02 July 2017 - 04:34 AM

Hi, I have a problem with the mod :, when the mod starts to "work", my gta (SA) get starts to stuck constantly .. While more is the search level, the more it gets stuck ... Why?  :panic:
PS: sorry for my bad english  :miranda:

Jack
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#47

Posted 02 July 2017 - 03:00 PM Edited by Jack, 02 July 2017 - 03:09 PM.

Get stuck? You mean lag?

 

Follow the steps please:

- Install Silent Patch and fastman92 limit adjuster,

- Install the new version of Wanted Level Editor (unofficial release):
WantedLevelEditor_1.04


- If the problem continues then (skip this step if ENABLE_SLOT = 0 for all settings):
    - open Wanted Level Editor.ini with the Sanny Builder,
    - go to the top and press CTRL + R,
    - in the upper field type ENABLE_SLOT = 1
    - in the lower field type ENABLE_SLOT = 0
    - press enter and click "Yes to all",
    - save the file.

 

- If the problem however still continues then increase some limits with the fastman92 limit adjuster.
    
Note: Seting ENABLE_SLOT to 0 will disable multiple model usage - this means that you can use only 1 vehicle (ped or weapon) model at each star or zone.

 

Note for SAxVCxLC users: ini settings has been set for GTA Underground so if the model doesn't exist in the SAxVCxLC, the code will just ignore it resulting a game to sent police vehicles and peds no matter how many stars you obtain so you'll have to set the models by yourself.
    
Progress made with the version 1.04:      

Spoiler
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theviewer
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#48

Posted 04 July 2017 - 11:46 AM

Hi Jack, if I use it in the original game, do I need to use any limit adjuster?
*talking about WLE 1.04. thanks
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dkluin
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#49

Posted 04 July 2017 - 12:41 PM

You should be more sensible when it comes to choosing your INI key names, at this point it would be much better for you to just rewrite the whole thing as an ASI...

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#50

Posted 04 July 2017 - 01:29 PM Edited by Jack, 04 July 2017 - 01:34 PM.

Hi Jack, if I use it in the original game, do I need to use any limit adjuster?
*talking about WLE 1.04. thanks

It depends which options you choose since WLE has no limits when it comes to defining the number of vehicles or peds.
Higher the number - more structures, more models, more EM light and pickup coronas...

If you go too far with their number the game will crash at some point unleas you use FLA.

 

And the INI is set to default in all versions.

 

 

You should be more sensible when it comes to choosing your INI key names, at this point it would be much better for you to just rewrite the whole thing as an ASI...

Thanks. I really appreciate any help I can get.

I wish I could rewrite it. It's not like I haven't thinking about it but honestly I just don't have enough experience for creating an asi right now.  

Could you tell me what's wrong with the key names please? Their size maybe?

 

Is there anything else wrong you noticed? Anything at all? I'm trying to make this mod better.


dkluin
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#51

Posted 04 July 2017 - 01:44 PM

No, it's how many options you have, and the names aren't exactly very clear for someone who just wants to play the game. 

 

    ZF___COP__MURDER = 2    ; killCopWantedLevel     
    ZF___COLLIDECOPC = 1    ; WreckCopCarWantedLevel 
    ZF___DAMAGE_COPC = 1    ; damageCopCarWL         
    ZF___CRIME_EVANT = 1    ; crimeEvantStar        

 

If you do want to make a C++ port and need my help, just PM me.

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eagle152
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#52

Posted 04 July 2017 - 01:49 PM

All I can say is that configuration file is waaaaaaaaaaaaaaaaaaaaaaaaaaay to big.  I wish there could be an .ini which only let's you to configure cop ped/vehicle/weapon models.

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#53

Posted 04 July 2017 - 01:58 PM

No, it's how many options you have, and the names aren't exactly very clear for someone who just wants to play the game.

Indeed.

 

If you do want to make a C++ port and need my help, just PM me.

Thanks a lot. I'll keep that in mind.

 

All I can say is that configuration file is waaaaaaaaaaaaaaaaaaaaaaaaaaay to big.  I wish there could be an .ini which only let's you to configure cop ped/vehicle/weapon models.

Good point. I'll put it under the GENERAL_SETTINGS and leave the key name ENABLE_IN_ALL_AREAS for those who just want to quickly modify basic stuff.

You could however use CTRL+R to replace multiple values at once like I explained in the readme if you don't like to wait for the next release.


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#54

Posted 17 July 2017 - 11:47 AM

The turret offset for boats isn't working in the unofficial 1.04 version, I'm trying to make Launch as the main pursuit boat on water in the sixth star, but the shooter still stands on the original position as it was from Predator. I'm also trying to add some new police vehicles, so they can spawn along with old ones, but the game crashes as soon I spawned the new police vehicle with a trainer or vehicle spawner menu, even without a wanted level, however removing the script from CLEO folder fixed the crashing, albeit with no sirens or emergency lights. Plus, the game crashes randomly, is it possible to fix these problems?


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#55

Posted 17 July 2017 - 12:26 PM

Remove everything related with the star7 mod (including the ground attack.cs).
Extract this to cleo folder.
Also post your ini settings for wanted level editor.

For the boat offset use this code:

IF OR
    04A7:   actor $PLAYER_ACTOR driving_boat
    04AD:   actor $PLAYER_ACTOR in_water
THEN    
    0A8C: write_memory 0x41C323 size 4 value 0.0 virtual_protect 0     // X position
    0A8C: write_memory 0x41C331 size 4 value 3.0 virtual_protect 0     // Y position
    0A8C: write_memory 0x41C340 size 4 value 2.0 virtual_protect 0     // Z position
END

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#56

Posted 18 July 2017 - 02:33 PM

Here you go, I don't use STAR 7 though.


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#57

Posted 22 July 2017 - 01:31 PM Edited by Jack, 22 July 2017 - 04:06 PM.

Here you go, I don't use STAR 7 though.

Your settings are correct. I haven't noticed anything wrong.

 

UPDATE: WANTED LEVEL EDITOR 1.07 22.07.2017

-------------------------------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.

Description and the download link at the topic start.

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#58

Posted 23 July 2017 - 02:30 AM

I was waiting for the general settings actualization to use this finally, i tried to modify it before this release (the ini i mean) and i gave up halfway through it due to having to do it over and over and over and over again, nice of you to do this now, i also was having problems with this mod making my game slow i hope is not my computer, trying this now.


theviewer
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#59

Posted 31 July 2017 - 01:34 PM

report, Jack. the game always crash in 6th stars with/without enable_general_setting. there is two star 9 config in the ini? then when i compare between cleo script and the ini there is some missing config that active in cleo but missing in the ini, ex: ___enable_emlt. is that can cause problem? thanks
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#60

Posted 31 July 2017 - 08:07 PM

report, Jack. the game always crash in 6th stars with/without enable_general_setting. there is two star 9 config in the ini? then when i compare between cleo script and the ini there is some missing config that active in cleo but missing in the ini, ex: ___enable_emlt. is that can cause problem? thanks

 

Good catch. It's corrected - download link updated:
Try WLE 1.08

Is there anything else?

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




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