Jack 465 Posted November 16, 2016 (edited) WANTED LEVEL EDITOR Mod compatibility with GTA Underground currently in progress! - 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 with fastman92 limit adjuster), e) TWO_OCCUPANTS_4_GUNMAN (requires limits exceeding with fastman92 limit adjuster), f) TWO_OCCUPANTS_2_GUNMAN. - By selecting the "Other stuff" option from the start menu we have: To activate the menu use these keys: List of cheats which come along with this mod: - CLEARWANTED Clears Wanted Level - STAR0 Clears Wanted Level - STAR1 Activates One Wanted Star - STAR2 Activates Two Wanted Stars - STAR3 Activates Three Wanted Stars - STAR4 Activates Four Wanted Stars - STAR5 Activates Five Wanted Stars - STAR6 Activates Six Wanted Stars - STAR7 Activates Seven Wanted Stars - STAR8 Activates Eight Wanted Stars - STAR9 Activates Nine Wanted Stars - TENSTARS Activates Ten Wanted Stars - ELEVENSTARS Activates Eleven Wanted Stars - MAXWANTED Activates Twelve Wanted Stars Projects used to build up this mod: - https://github.com/DK22Pac/plugin-sdk - https://github.com/leethomason/tinyxml2 Install instructions: - You need Silent's ASI Loader installed unless you already have it (it comes with the cleo setup). - Place both files (WantedLevelEditor.xml and WantedLevelEditor.SA.asi) into the game directory (if you want to use modified version then use the xml file from the "modified version folder"), - Put WLE_Cheat_Table.fxt inside the cleo_text folder located inside cleo folder of game directory. If you don't have cleo folder then install cleo for gta san andreas from here: https://cleo.li/ Modified mod version changes: - cop weapons silenced pistol and shotgun - cop skins: Los Santos WMOMIB WMOSCI NSA and Scientist San Fierro BMYMIB WMYSGRD NSA_2 and Security guard Las Venturas WBDYG1 WMOICE Mad Dogs Security Guard and Clown - cop vehicles: Los Santos HUNTLEY San Fierro PATRIOT Las Venturas LANDSTALKER - Police Helicopter arrival time 3 seconds - Police Helicopter Model MAVERICK (civilian) - Military plane arrival time - 1 second Military plane attack type - attacks any kind of players vehicle 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), 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. Wanted Level Editor for San Andreas Download for WLE ASI Vice City Wanted Level Editor for gta3 Source Code for gta3 (github) Edited November 14 by Jack . Quote Share this post Link to post Share on other sites
Deadstroke 30 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'. Quote Share this post Link to post Share on other sites
Vills SkyTerror 32 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? Quote Share this post Link to post Share on other sites
Jack 465 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? Quote Share this post Link to post Share on other sites
Poobabeer 2 Posted November 21, 2016 I'm gonna check this out for sure! Really sounds promising. Can you add more police pedestrians this way? Quote Share this post Link to post Share on other sites
Yorpie 125 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. Quote Share this post Link to post Share on other sites
Jack 465 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. Quote Share this post Link to post Share on other sites
Poobabeer 2 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? Quote Share this post Link to post Share on other sites
fastman92 2,193 Posted November 26, 2016 (edited) Not that good. Incompatible with the level limit increased. Edited November 26, 2016 by fastman92 Quote Share this post Link to post Share on other sites
Jack 465 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 Quote Share this post Link to post Share on other sites
fastman92 2,193 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 Quote Share this post Link to post Share on other sites
Jack 465 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 Quote Share this post Link to post Share on other sites
Deadstroke 30 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. Quote Share this post Link to post Share on other sites
Jack 465 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: Quote Share this post Link to post Share on other sites
Deadstroke 30 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 Quote Share this post Link to post Share on other sites
_onyx_ 1,042 Posted December 11, 2016 good mod!!! thanks) Quote Share this post Link to post Share on other sites
_onyx_ 1,042 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 Quote Share this post Link to post Share on other sites
Jack 465 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 Quote Share this post Link to post Share on other sites
_onyx_ 1,042 Posted December 12, 2016 thanks man!) Quote Share this post Link to post Share on other sites
Jack 465 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... Quote Share this post Link to post Share on other sites
Deadstroke 30 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 Quote Share this post Link to post Share on other sites
Deadstroke 30 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 Quote Share this post Link to post Share on other sites
Jack 465 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 Quote Share this post Link to post Share on other sites
Deadstroke 30 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. Quote Share this post Link to post Share on other sites
Deadstroke 30 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 Quote Share this post Link to post Share on other sites
Jack 465 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. Quote Share this post Link to post Share on other sites
Jack 465 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 Quote Share this post Link to post Share on other sites
Deadstroke 30 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... Quote Share this post Link to post Share on other sites
Jack 465 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). Quote Share this post Link to post Share on other sites
Deadstroke 30 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... Quote Share this post Link to post Share on other sites