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Recommended Posts

Jack

WANTED LEVEL EDITOR

Update for 15.07.2018 (Work In Progress):

- main wle code update - rebuilt in c++ enviroment (with the plugin-sdk) - 75%

- ini replace with xml file (tintxml2) - 90%

- wle menu update - 0%

 

 

 

Wanted Level Editor 2.02 updated - 09.03.2018

Wanted Level Editor v2.01 Updated 08.03.2018

 

 

 

Wanted Level Editor 2.01    last update - 02.03.2018- Colours of the Wanted Level Stars can be changed in the game.- General Settings (changes by wanted stars only) are now available through the menu (it works only for wanted stars above 3 since the police have jurisdiction for each city),- To activate the menu you have to press 2 keys at once (unlike the previous version where you can activate the menu with one of the selected 2 keys),    Just to remind - keys can be altered - check the ini file,- Two of the police opcodes can be controlled through the Wanted Level Editor only (if you choose that option):[OPCODES]    disableOpcode_03C0 = 0  ; 03C7: set_sensitivity_to_crime    WantedMultiplier = 1    ; 03C7: set_sensitivity_to_crime    disableOpcode_01F0 = 0    - You can change the Police Helicopter SWAT rope colour (currently possible through the ini only),- An option to make SWAT team on the rope vulnurable to bullets while they rappeling down (currently possible through the ini only),[sWAT_ROPE]    RGBA_RED = 0    RGBA_GREEN = 0    RGBA_BLUE = 0    RGBA_ALPHA = 128    MAKE_SWAT_IMMUNE = 1    [CWanted]    TimeOfParole = 20000    PrecinctLevel = 2    RandomPoliceCars = 1    "TimeOfParole" represents how much time the wanted stars will flash since the player left the pay&spray garage,"PrecinctLevel" represents how much stars the player will obtain when he enters a police precinct,"RandomPoliceCars" toggle on/off random police cars


Please remember that this mod puts already added vehicles in the police pursuit (it can not be used to add the new vehicles to the game itself),
To add the new vehicles to the game you need fastman92 limit adjuster.
Once the vehicle is added - first you need to check if it works by using some car spawner and then use the Wanted Level Editor.

To make the already added vehicle present in the police pursuit and have vigilante mission - use Wanted Level Editor.

Another important note:
Wanted Level Editor is split in 2 parts:
1) General Settings (making the changes for each wanted star evants only)
For example 10 wanted stars in all areas,

2) Zone Settings - wanted star evant changes by cities:
For example 10 wanted stars in the San Fierro city.

General Settings and Zone Settings can not be used both at the same time:
Wrong usage of Wanted Level Editor:
- Making changes in Zone settings then switching to General Settings,
- Making changes in General Settings then switching to Zone settings.

Police settings (the first 3 stars) can be managed through the Zone Settings only.


 

 

 

 

 


Update 06.01.2018 - Wanted Level Editor v2.00 - check gtagarage link.

Update 01.01.2018
Main code update:
- the gameplay should be improved since the frame drop effect has been almost completly removed
(the previous mod versions had 30 FPS, now it's 60 FPS or close to it).

- model type checks have been corrected (CModelInfo::GetModelType was directly used this time - thanks to the sdk plugin examples).

Menu Update:
- missing model IDs for the added vehicles, skins or weapons are now visible through menu,
- improved menu features mostly related with the ModelID list panel:
- for example Plane models will be marked as "plane",
- in case you choose wrong or unexisted Model ID, the menu will refuse to use it and leave a message to alert you,
- all model IDs will have the appropriate number and the name (number only - in case the model ID is not a default one).

That's all for now.
Feal free to ask anything related with the mod (there're no dumb questions).

Install Instruction:
- download and install the latest cleo for GTA San Andreas here:
http://cleo.li/
- after the installation, a folder named cleo will be created inside the GTA SA root (and the subfolder named cleo_text),
- put everything from this archive inside the cleo folder,
- put WLE_Cheat_Table.fxt inside the cleo_text folder.

Important: In case you decide to use WLE Menu (recomended) you should close the ini file (otherwise your Menu settings might be unsaved do to a game restart or load).


 

 

 

Basic WLE Menu description (under "cars, peds, guns, occupants"):- 6 rows and 4 columns will appear,- each row contains vehicle, ped, weapon and number of vehicle occupants,- once you select one of the 6 rows - the selected row will become a column,- the column will contain stuff from the selected row:    vehicle, ped, weapon, number of vehicle occupants AND the option to choose player's vehicle, skin or a current weapon,    the last 3 options could be usefull in case you're using visual spawner for vehicle, ped or a weapon (like a visual car spawner mod for exmpl),    - whatever you choose next - it will lead you to the appropriate model list:        (the 1st row is for vehicles, 2nd for skins, 3rd for ped weapons and 4th for number of vehicle occupants),        the 5th row is for the player's vehicle, 6th for the player's skin, 7th for the player's current weapon),        - whenever you choose a model - the menu will automaticly return to the main panel    (the one with 6 rows and 4 columns) which will show you the changes you made for the row you previosly selected (current status for the chosen star and zone),    - if you press and hold number 7 at any time - the menu will show your current status:    - the title will contain the town you are in and the wanted star you attained,    - the rest will be the settings you set (vehicle, ped, weapon and the number of occupants represented as 6 rows and 4 columns).

So as you can see it's possible to have 6 diferent vehicles, peds or weapons for each and every wanted level star.

- future plans:
The mod will be recreated as asi (I already start working on it).


Previosly:

Cheat Menu Update (18.12.2017):
WLE_Menu 10.13:

 

 

DOWNLOAD LINK 2.02


Previosly:
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,

 

 

 

 

 


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

 

 

MISSILE_SMOKE_R = 0.3   ; missile smoke colour RGBAMISSILE_SMOKE_G = 0.3   ; missile smoke colour RGBAMISSILE_SMOKE_B = 0.3   ; missile smoke colour RGBAMISSILE_SMOKE_A = 0.3   ; missile smoke colour RGBAMISSILE_SMOKE_SIZE = 0.5    ; missile smoke sizeMISSILE_SMOKE_UNK = 1.0     ; missile smokeMISSILE_SMOKE_LAST = 0.08   ; missile smoke last factorMISSILE_SPEED = 0.4   ; [float] fired missile speedCRUISE_MISSILE_SPEED = 0.2    ; [float] fired cruise missile speedMISSILE_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 firedCRUISE_MISSILE_BLIP_SCALE = 1    ; [byte]    missile blip size on radarCRUISE_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 milisecondsENABLE_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 missilesMISSILELOCK_TIME = 1500 ; [4 bytes] time in milisecondsHYDRA_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 0.0FLARE_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_BFINJECT6585  //  VC_BFINJECT    GTA Underground    6673  //  LC_BFINJECT    GTA UndergroundMODEL_RHINOMODEL_FBITRUCKMODEL_SWATVANMODEL_MONSTERMODEL_MONSTERAMODEL_MONSTERB6526  //  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.

 

 

Edited by Jack

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Deadstroke

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.com.br/2015/06/novo-canhao-para-o-rhino-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'.

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Vills SkyTerror

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?

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Jack

 

 

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

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Poobabeer

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

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Yorpie

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.

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Jack

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

 

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?

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fastman92

Not that good. Incompatible with the level limit increased.

Edited by fastman92

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Jack

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.

Edited by Jack

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fastman92

 

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:

 

zoneVegas, 3, 685.0, 476.093, -500.0, 3000.0, 3000.0, 500.0, 3, UNUSEDSF01, 3, -3000.0, -742.306, -500.0, -1270.53, 1530.24, 500.0, 2, UNUSEDSF02, 3, -1270.53, -402.481, -500.0, -1038.45, 832.495, 500.0, 2, UNUSEDSF03, 3, -1038.45, -145.539, -500.0, -897.546, 376.632, 500.0, 2, UNUSEDLA01, 3, 480.0, -3000.0, -500.0, 3000.0, -850.0, 500.0, 1, UNUSEDLA02, 3, 80.0, -2101.61, -500.0, 1075.0, -1239.61, 500.0, 1, UNUSEDend
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.

Edited by fastman92

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Jack

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 :^:

Edited by Jack

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Deadstroke

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.

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Jack

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

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.com.br/t5142-health-armour?highlight=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.com/open?id=0B37TrXDep9Jwd21lX2JEVVo2U1k

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_

good mod!!! thanks)

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_onyx_
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

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Jack

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: CCREPEAT    wait 250UNTIL 0256:   player $PLAYER_CHAR definedCONST    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 = 599ENDVAR    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: [email protected] = 0x00   0A8D: [email protected] = read_memory 0x407CBD size 4 virtual_protect 0    //  [email protected] *= 0x03WHILE 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    ENDEND    :SetPoliceModels0209: [email protected] = random_int_in_ranges 0 [email protected] *= 0x040A8D: [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_CurrLevel006A: [email protected] *= [email protected]: [email protected] += [email protected]: write_memory [email protected] size 4 value [email protected] virtual_protect 00A8D: [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_CurrLevel006A: [email protected] *= [email protected]: [email protected] += [email protected]: write_memory [email protected] size 4 value [email protected] virtual_protect 0return
Edited by Jack

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_onyx_

thanks man!)

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Jack

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

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.

Edited by Deadstroke

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Deadstroke

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:

Edited by Deadstroke

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Jack

"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.

Edited by Jack

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Deadstroke

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.endif [email protected] <> -1then    // Do somethingelse    // Do another thing or nothingend

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

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Deadstroke

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?

Edited by Deadstroke

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Jack

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.

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Deadstroke

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...

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Jack

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).

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Deadstroke

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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