Jack 525 Posted November 16, 2016 Share Posted November 16, 2016 (edited) Announcement: Wanted Level Editor version 1.05 for SAxVCxLC released (02.12.2020) Wanted Level Editor version 2.17 for the default San Andreas game released (12.12.2020) Mod Update includes these fixes: - mixing of cheats and menu keys resolved, - some mod keys altered within the XML according to some game menus, - every key used by this mod can now be replaced through a menu by a press of a new selected button, - "press/release key" issue resolved, - some key presses are synchronized with the FPS, - fxt file removed, - "muscle memory" issue caused by a mod key presses resolved, - fixed WL Editor cheat error (cheats above 6 stars were still activating 6 stars), - General/Zone Settings switch error finaly removed (menu related issue), - fixed random game crash error caused by currentStatus key press (key 7), - reported issue resulting people geting out of their vehicles at high wanted level doesn't seem to be related with this mod. Wanted Level Editor version 1.03 for SaxVCxIII version 1.0 (published on 24.09.2020) - The code has been tested and appears to be stable, - Settings are adjusted for SaxVCxIII (all models are already set by zones): Vigilante missions for the obvious police vehicles (for example VC_BPOLICE) are automaticly enabled. Those you choose to put in the pursuit will have it as well. Since this is the 1st mod release for SaxVCxIII version 1.0 some mod features are not functional (they are present in the menu though). Also: Support for the latest version of GTA Underground (snapshot 3.3.11) available for download. Many mod features are not functional yet (although they are present in the menu). Here's the list of settings that do work: - ground vehicles and their occupants can be completely edited (including occupant weapons), - number of stars on the interface... This mod version is for testing purposes, unfinished and therefor unstable. Use it at your own risk. However it has been tested on GTA Underground snapshot 3.3.10.4. Please report issues or bugs so I can speed up the work on the mod version. WANTED LEVEL EDITOR Go down for download links. - 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: or directly within the xml file. List of new options which come with this mod version: - Ground vehicle occupants can be completely edited now. That includes skins and weapons: In this particular case we have 4 diferent cop skins inside the vehicle, altough they all have the same weapons but that can be changed too so that they can have 4 diferent weapons as well. Since you can have 6 diferent vehicles per star - that means you can have 24 diferent ped skins and 24 diferent weapons per star (6*4). Aircrafts and boats however do not have this extended option. - Vehicle occupants option has been extended as well (including aircrafts and boats). Besides the standard 1, 2 or 4 occupants, you can now have: a) TWO_OCCUPANTS_ONE_GUNMAN, b) FOUR_OCCUPANTS_ONE_GUNMAN, c) THREE_OCCUPANTS, d) TWO_OCCUPANTS_10_GUNMAN (requires limits exceeding), e) TWO_OCCUPANTS_4_GUNMAN (requires limits exceeding), f) TWO_OCCUPANTS_2_GUNMAN. - By selecting the "Other stuff" option from the start menu we have: Page -1- - Inactive Star Colours - black transperent star colours which represent how menu stars you DO NOT have, - Star Border Colour - active stars have black colour borders by default, - Missile Smoke colour - the smoke colour produced by fired missile of any kind including the Hydra one, - Hydra crosshair colour - red colour by default - it appears when you aim with the Hydra plane or a Heat Seaking Launcher, - Recon Helicopter arrival - Time required for the distant Police Helicopter which never attacks the player - it just observes from the far, - Stars Blinking Time - wanted level stars flashing time - 2 seconds by default (2000 miliseconds represented in the menu instead of 2 seconds), - Cops in Car timer - cops will leave their vehicle when this time is passed (if their vehicle is standing nearby you), - Firetruck Arrival Time - time required for the Firemen to arrive one the scene of a nearby fire, - Ambulance Arrival Time - time required for the Medics to arrive on the scene of a nearby accident, - Missile Time - Life time of a fired missile (3 seconds by default). The missile will explode after this time is passed, Page -2- - Cruise Missile Time - Same as the Missile Time since this works for a cruise (also known as a stinger) missile (10 seconds by default), - Flare Drop Time Step - Military Jet (known as Hydra plane) has the option to drop a bait for a cruise missile (it's a brigh light activated by Left click). This setting is a time frame between the dropped flares (2 seconds by default). If you decrease this time frame - your plane will be able to drop flares a lot faster, - Missile Lock Time - time required for a Hydra or a HS Launcher to lock their targets (second and a half - 1500 miliseconds), - Enable Helicopter weapon - this option can disable Police Helicopters from shooting at you (you can enable it again later...), - Enable Helicopter Searchlight - toggle on/off police helicopters searchlights, - Display wanted stars - toggle on/off wanted level stars on the interface (it will only effect the hud - the police will be still present), - Enable Boat Weapon - toggle on/off Police Boats weapon (police boats will not fire their weapons when this option is off), - Enable Emergency Lights - toggle on/off emergency lights used by the law enforcement vehicles, - Forbidden Areas - toggle on/off Forbidden Areas (when off - there will be no longer areas which activate wanted stars when you approach to them), For example military base will not be alarmed when you enter it (when disabled), - Enable Hydra Burst Fire - when enabled - player's hydra will constantly fire its missiles if you hold the fire button, - Enable News Heli - toggle on/off News Helicopter (when off - News helicopters will never arrive to the scene), Page -3- - Enable Police Sirens - toggle on/off Police Sirens (when disabled - law enforcement vehicles will not use their sirens), - Enable Radio For Police Cars - toggle on/off radio for law enforcement vehicles (when enabled - you can listen radio stations in the police vehicles as well), - Enable PnS for Police Cars - toggle on/off Pay and Spray Shops for police vehicles (when enabled you can respray police vehicles as well), - Enable Vigilante on aircrafts - when enabled - vigilante missions can be played from the law enforcement aircrafts (Military Jets, Police helicopters...), - Kill Cop Level - wanted stars if a player shot a cop with a sniper riffle (2 stars by default), - Wreck Cop Car Level - wanted stars if a player damage a police vehicle (1 star by default), - Damage Cop Car Level - wanted stars if a player destroys a police vehicle (2 stars by default), - Commite Crime Level - wanted stars showen when player commits any crime close to a cop (1 star by default), - Steal Cop Car Level - wanted stars showen if player steal a police vehicle close to a cop (1 star by default), - Leave Town Level - wanted stars if a player leaves town at the begining of the game (4 stars by default), - Military Plane Call Off Star - military planes will be called off when the player has this star or a star bellow this one (3 stars by default), Page -4- - Military Zone Level - Number of stars attained for entering a military base (5 stars by default), --- Boat Weapon Type - Weapon used by police boats (M4 by default), ----- Sam Site Fire Rate - not functional through the menu (it'a time frame between missiles launched from a SAM site at a player when he enters restricted areas), - Police Helicopter Speed - Police helicopter speed while in pursuit (it doesnt's effect the heli if player is flying it), default is 0, ---- Helicopter Target Distance - not functional through the menu (distance between a police helicpoter and the player at which the helicopter fire its missiles), ---- Military plane objective - not functional through the menu (Military plane objective ID - 59 by default), - Turret Ped Target Priority - toggle on/off (when enabled cops attached on vehicles will became sharp shooters - extreme dificulty - not recomended), ---- Leave town chaos - not functional through the menu (when a player escapes the police without commiting a crime, wanted level slowly decreases during escape (-2 by default), ---- Stars Blinking Speed - not functional through the menu (), Page -5- - Police Helicopter Elisa speed - not functional through the menu (), - Missile Smoke Size - not functional through the menu (), - Missile Smoke Unk - not functional through the menu (), - Missile Smoke Last Factor - not functional through the menu (), - Missile Speed - not functional through the menu (), - Cruise Missile Speed - not functional through the menu (), - Missile Air resistence - not functional through the menu (), - Cruise Missile Blip Scale - not functional through the menu (), - Helicopter Megaphone Volume - not functional through the menu (), - Cop Heli Chase Distance - distance between player and a Police Helicopter while in pursuit (20 by default), - Army Heli Chase Distance - distance between player and the Army Helicopter (Hunter) while in pursuit (40 by default), Page -6- - Distance Between Stars - distance between wanted level stars on the interface (18 by default), - Flare Y position - not functional through the menu (if the plane is the coordinate system start - this value is Y), - Flare Z position - not functional through the menu (if the plane is the coordinate system start - this value is Z), - Police Shotgun Chance - not functional through the menu (chance of shotgun appear in the hands of a cop exiting the vehicle), - Military Plane Speed - not functional through the menu (Hydra speed), - Enable On Mission - not functional under any circumstances (toggle on/off the whole mod while on mission), - SWAT Rope Colour (black by default), Menu keys: 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 2.17.8 for San Andreas (23.12.2020) the latest Wanted Level Editor 2.17.7 for San Andreas (21.12.2020) Wanted Level Editor 2.17.6 for San Andreas (19.12.2020) Wanted Level Editor 2.17.5 for San Andreas (12.12.2020) Wanted Level Editor 2.15 for San Andreas Wanted Level Editor v1.05 for SAxVCxIII (02.12.2020) Wanted Level Editor v1.03 for SAxVCxIII Wanted_Level_Editor v1.0 for GTA_Underground snapshot 3.3.11 WantedLevelEditor for Vice City v2.7 [MVL Support] Wanted Level Editor for Vice City [MVL Support] - links to all previous versions WantedLevelEditor for gta3 v2.1 WantedLevelEditor for gta3 v2.0 Source Code for gta3 (github) http://i.imgur.com/HlkUHtg.jpg http://i.imgur.com/FcgpMVW.jpg http://i.imgur.com/BPozxAE.jpg http://i.imgur.com/yfh9glo.jpg http://i.imgur.com/jjH4qaU.jpg http://i.imgur.com/p1EH9qS.jpg http://i.imgur.com/wWjjc4l.jpg Edited December 25, 2020 by Jack . 23 Link to post Share on other sites
Deadstroke 30 Posted November 20, 2016 Share Posted November 20, 2016 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'. 1 Link to post Share on other sites
Vills SkyTerror 31 Posted November 20, 2016 Share Posted November 20, 2016 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? 1 Link to post Share on other sites
Jack 525 Posted November 20, 2016 Author Share Posted November 20, 2016 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? 1 Link to post Share on other sites
Poobabeer 3 Posted November 21, 2016 Share Posted November 21, 2016 I'm gonna check this out for sure! Really sounds promising. Can you add more police pedestrians this way? 1 Link to post Share on other sites
Yorpie 130 Posted November 21, 2016 Share Posted November 21, 2016 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. 3 Link to post Share on other sites
Jack 525 Posted November 22, 2016 Author Share Posted November 22, 2016 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. 2 Link to post Share on other sites
Poobabeer 3 Posted November 26, 2016 Share Posted November 26, 2016 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 = 10That 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? 1 Link to post Share on other sites
fastman92 2,617 Posted November 26, 2016 Share Posted November 26, 2016 (edited) Not that good. Incompatible with the level limit increased. Edited November 26, 2016 by fastman92 1 Link to post Share on other sites
Jack 525 Posted November 27, 2016 Author Share Posted November 27, 2016 (edited) 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 November 27, 2016 by Jack Link to post Share on other sites
fastman92 2,617 Posted November 27, 2016 Share Posted November 27, 2016 (edited) 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, UNUSEDendWith 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 November 27, 2016 by fastman92 1 Link to post Share on other sites
Jack 525 Posted November 27, 2016 Author Share Posted November 27, 2016 (edited) 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 November 27, 2016 by Jack Link to post Share on other sites
Deadstroke 30 Posted December 2, 2016 Share Posted December 2, 2016 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. 1 Link to post Share on other sites
Jack 525 Posted December 2, 2016 Author Share Posted December 2, 2016 Hunters will fire missiles, other helicopters will have gunmen on the right sides:WantedLevelEditor(HunterFix) A taste of things to come: 2 Link to post Share on other sites
Deadstroke 30 Posted December 2, 2016 Share Posted December 2, 2016 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 2 Link to post Share on other sites
_onyx_ 1,079 Posted December 11, 2016 Share Posted December 11, 2016 good mod!!! thanks) 1 Link to post Share on other sites
_onyx_ 1,079 Posted December 12, 2016 Share Posted December 12, 2016 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 1 Link to post Share on other sites
Jack 525 Posted December 12, 2016 Author Share Posted December 12, 2016 (edited) 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 January 27, 2017 by Jack 2 Link to post Share on other sites
_onyx_ 1,079 Posted December 12, 2016 Share Posted December 12, 2016 thanks man!) Link to post Share on other sites
Jack 525 Posted January 27, 2017 Author Share Posted January 27, 2017 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... 2 Link to post Share on other sites
Deadstroke 30 Posted January 29, 2017 Share Posted January 29, 2017 (edited) 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 January 29, 2017 by Deadstroke Link to post Share on other sites
Deadstroke 30 Posted January 29, 2017 Share Posted January 29, 2017 (edited) 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. Edited January 29, 2017 by Deadstroke Link to post Share on other sites
Jack 525 Posted January 29, 2017 Author Share Posted January 29, 2017 (edited) "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 January 29, 2017 by Jack 1 Link to post Share on other sites
Deadstroke 30 Posted January 30, 2017 Share Posted January 30, 2017 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. Link to post Share on other sites
Deadstroke 30 Posted January 31, 2017 Share Posted January 31, 2017 (edited) 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 January 31, 2017 by Deadstroke 1 Link to post Share on other sites
Jack 525 Posted February 1, 2017 Author Share Posted February 1, 2017 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. 1 Link to post Share on other sites
Jack 525 Posted February 17, 2017 Author Share Posted February 17, 2017 (edited) Update - number of wanted level stars limit doesn't exist any more: WantedStars [gta3Script] NOT TestedWantedStars [CLEO HighLevelCode] Edited February 17, 2017 by Jack 1 Link to post Share on other sites
Deadstroke 30 Posted February 18, 2017 Share Posted February 18, 2017 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... 1 Link to post Share on other sites
Jack 525 Posted February 19, 2017 Author Share Posted February 19, 2017 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). 1 Link to post Share on other sites
Deadstroke 30 Posted February 20, 2017 Share Posted February 20, 2017 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... 1 Link to post Share on other sites