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*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.
Happy 25th Anniversary Grand Theft Auto!

Jack
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PROJECT

WANTED LEVEL EDITOR

Wanted Level Editor 2.19.8.7    Update (03.03.2022):

- you can disarm the police peds now (previously the value 0 which is unarmed was ignored by the code),
- the "EnableOnMission" feature activated (when it's off there will be no wanted level while on mission),
- improved "enable_jurisdiction" while "general_settings" are activated (when it's off - the foot cops will use "zone settings"),
- new foot cop models will automaticly use "STAT_COP" as their status so they won't cowardly run away from the gun fire,
- dff model limit (20000 by default) inputed in the modelInfo cond. checks.

1uXetEB.png

 

Go down for download links.

 

About the mod:

- Wanted Level Editor is a mod which allows the player to edit a lot of stuff  related with the Wanted Level while in game,
- Originally it was build up in scm language,  now in c++ environment by using plugin-sdk developed by DK22Pac
All of the options of this mod are stored inside the xml file and they can be edited either through the in game menu:

sYM5sZ8.png

or directly within the xml file.

 

WXhLmfW.png

 

zQS14vX.png

 

ZXDd7an.jpg

Projects used to build up this mod:
-   https://github.com/DK22Pac/plugin-sdk
-   https://github.com/leethomason/tinyxml2

Install instructions:
    - extract WantedLevelEditor folder to modloader folder of your gta san andreas directory.

 

Note: 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),
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.

 

 

 

 

Wanted Level Editor version 2.19.8.8 for SA

Wanted Level Editor version 2.19.8.7 for SA

 

Wanted Level Editor v1.10 for SAxVCxLC

 

Wanted Level Editor v1.01 for GTA UG  //  removed

 

Wanted Level Editor for Vice City v2.8.4.6 [MVL Support & heli script]

Wanted Level Editor for Vice City v2.8.4.5 [MVL Support & heli script]

Wanted Level Editor for Vice City v2.8.4.4 [MVL Support & heli script]

Wanted Level Editor for Vice City v2.8.4.3 [MVL Support & heli script]  //  removed

 

WantedLevelEditor for gta3 v2.3

WantedLevelEditor for gta3 v2.2

 

Edited by Jack
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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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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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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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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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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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Not that good. Incompatible with the level limit increased.

Edited by fastman92
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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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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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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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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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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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  • 2 weeks later...
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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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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  • 1 month later...

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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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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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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"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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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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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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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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  • 3 weeks later...

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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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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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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