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Jack

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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).

 

I really like the sound of the stingers :)

 

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

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  • 2 weeks later...

I really like the sound of the stingers :)

 

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

 

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

 

UPDATE!

04.03.2017

GTA3 Liberty City Wanted Level Editor 1.00:

- supports gta3 1.0 executable only,

- most of the features from GTA SA version are available,

- some of the features are not functional (it will be done later),

- ped types 6 (cops and the reast wanted level peds) will not be immune to each other any more,

- new feature "ENABLE_JURISDICTION" available. Seting it to 1 will manage foot cops models and their weapons based on the WL star

you obtain.

 

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

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

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I really like the sound of the stingers :)

 

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

 

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

 

UPDATE!

04.03.2017

GTA3 Liberty City Wanted Level Editor 1.00:

- supports gta3 1.0 executable only,

- most of the features from GTA SA version are available,

- some of the features are not functional (it will be done later),

- ped types 6 (cops and the reast wanted level peds) will not be immune to each other any more,

- new feature "ENABLE_JURISDICTION" available. Seting it to 1 will manage foot cops models and their weapons based on the WL star

you obtain.

 

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

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

 

 

Very nice!

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

 

SA:

0xB7CD9C - Wanted pool start (CWanted). Each slot has 668 bytes of data.+0x0 = Is the counter for how pissed the cops are:above 50 = 1 starabove 180 = 2 starsabove 550 = 3 starsabove 1200 = 4 starsabove 2400 = 5 starsabove 4600 = 6 stars

That or the multiplier at which wanted level is increased.

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

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  • 2 weeks later...

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

 

ENABLE_SLOTS = 0 ; if 0 there will be no constand model replacement which in some cases results problems caused by LOD displays    ENABLE_ONMISSION = 1    ; if 0 there will be no changes if the player is on the mission    ENABLE__JURISDICTION = 0    ; which models and weapons will be given to the foot cops?    VEHICLE0 = 141  ; MODEL_PATRIOT     ; works only if ENABLE_SLOTS is set to 0    VEH0_PED = 4    ; MODEL_ARMY        ; works only if ENABLE_SLOTS is set to 0    PED_GUN0 = 25   ; WEAPON_MP5LNG     ; works only if ENABLE_SLOTS is set to 0    OCCUPANTS__0 = 0x0F76   ; 0x0F76 = 2 occupants   ;0x3E74 = 4 occupants    ; works only if ENABLE_SLOTS is set to 0    BOAT = 160  ; MODEL_PREDATOR  ; works only if ENABLE_SLOTS is set to 0    HELI = 227  ; MODEL_POLMAV    ; works only if ENABLE_SLOTS is set to 0    MAX_PEDS = 10        CAR_TIME = 8000 ; 8 secs    HELITIME = 15000    ; 15 secs    PEDTYPE0 = 6    ; copType    ARMOUR_VALUE = 100.0    GUN_ACCURACY = 84    OFFSET__0505 = 32    MAX_VEHICLES = 3    ROADBLOCK_CHANCE = 30    HELI_ARRIVALTIME = 2000        ENABLE_INTERFACE = 1        ACTIVE_STAR_COLOUR_R = 97    ACTIVE_STAR_COLOUR_G = 194    ACTIVE_STAR_COLOUR_B = 247        INACTV_STAR_COLOUR_R = 27    INACTV_STAR_COLOUR_G = 89    INACTV_STAR_COLOUR_B = 130        MIDDLE_STAR_COLOUR_R = 62    MIDDLE_STAR_COLOUR_G = 141    MIDDLE_STAR_COLOUR_B = 188    STARS_FLASHING_TIMER = 2000    STARS_BLINKING_TIMER = 4        ; the slots begin from here (; works only if ENABLE_SLOTS is set to 1)    VEHICLE1 = 162  ; MODEL_RHINO    VEHICLE2 = 163  ; MODEL_BARRACKS    VEHICLE3 = 162  ; MODEL_RHINO    VEHICLE4 = 163  ; MODEL_BARRACKS    VEHICLE5 = 162  ; MODEL_RHINO    VEHICLE6 = 163  ; MODEL_BARRACKS    VEH_PED1 = 4    ; MODEL_ARMY    VEH_PED2 = 4    ; MODEL_ARMY    VEH_PED3 = 4    ; MODEL_ARMY    VEH_PED4 = 4    ; MODEL_ARMY    VEH_PED5 = 4    ; MODEL_ARMY    VEH_PED6 = 4    ; MODEL_ARMY    PED_GUN1 = 25   ; WEAPON_MP5LNG    PED_GUN2 = 25   ; WEAPON_MP5LNG    PED_GUN3 = 25   ; WEAPON_MP5LNG    PED_GUN4 = 25   ; WEAPON_MP5LNG    PED_GUN5 = 25   ; WEAPON_MP5LNG    PED_GUN6 = 25   ; WEAPON_MP5LNG    PEDTYPE1 = 6    ; copType    PEDTYPE2 = 6    ; copType    PEDTYPE3 = 6    ; copType    PEDTYPE4 = 6    ; copType    PEDTYPE5 = 6    ; copType    PEDTYPE6 = 6    ; copType    OCCUPANTS__1 = 2    OCCUPANTS__2 = 2    OCCUPANTS__3 = 2    OCCUPANTS__4 = 2    OCCUPANTS__5 = 2    OCCUPANTS__6 = 2

 



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

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

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

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"Let death take my enemies by surprise; let them go down alive to the grave, for evil finds lodging among them."

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  • 2 weeks later...

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

 

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

 

GTA Vice City Wanted Level Editor:

- suported game versions: - gta-vc 1.0

- gta-vc 1.1

 

More info at the original post...

Edited by Jack
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You should make 2 versions:

 

No 7 star version

 

And 7 star version

 

 

Also, can you add cops drop nightsticks back?

 

 

P.S Talking about the SA version

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  • 4 weeks later...
GaryRoachSanderson

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

 

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

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skatefilter5

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

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You should make 2 versions:

 

No 7 star version

 

And 7 star version

 

 

Also, can you add cops drop nightsticks back?

 

 

P.S Talking about the SA version

 

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

 

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

 

 

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

 

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

 

Since the current version(s) of the mod doesn't support model replacement for a police bike or his occupant the only way he get rid of that problem is to

disable copbikes completely by using the command SWITCH_COPS_ON_BIKES also known as the opcode:

 

072C: generate_police_bikes 0
After that replace some of the cop car model ids to a bike model id.

You were talking about the GTA Underground Vice City area so open WantedLevelEditor.ini and find the next lines:

 

 

ZONE_LEVEL_5_COP_CAR1ZONE_LEVEL_5_COP_CAR2ZONE_LEVEL_5_COP_CAR3ZONE_LEVEL_5_COP_CAR4ZONE_LEVEL_5_COP_CAR5ZONE_LEVEL_5_COP_CAR6

 

 

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

I don't understand this line.

 

 

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

Version 2.0 of what? The game or my mod?

 

 

I knew a guy once. He had 650 girlfriends. It didn't end up nice.

 

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  • 1 month later...

@Jack

 

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

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

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@Jack

 

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

Have you tried with the ScrLog?

Also disable helicopters - they were always causing problems.

 

 

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

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

 

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

Edited by Jack
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  • 3 weeks later...
Hi, I have a problem with the mod :, when the mod starts to "work", my gta (SA) get starts to stuck constantly .. While more is the search level, the more it gets stuck ... Why? :panic:

PS: sorry for my bad english :miranda:

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Get stuck? You mean lag?

 

Follow the steps please:

- Install Silent Patch and fastman92 limit adjuster,

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


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

 

- If the problem however still continues then increase some limits with the fastman92 limit adjuster.

Note: Seting ENABLE_SLOT to 0 will disable multiple model usage - this means that you can use only 1 vehicle (ped or weapon) model at each star or zone.

 

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

Progress made with the version 1.04:

 

ENABLE_SLOT 100% DoneCOP__MURDER 100% DoneCOLLIDECOPC 100% DoneDAMAGE_COPC 100% DoneCRIME_EVANT 100% DoneSTEALCOPCAR 100% Done___ONMISION 100% DoneLEAVE__TOWN 100% DoneLEAVETOWNCH 100% Done___MAX_STAR   0% Done___MIN_STAR   0% DoneARMYZONEWLS 100% Done___COPBIKE1 100% Done___COPBIKE2 100% Done___COPBIKE3 100% Done___VEHICLE1 100% Done___VEHICLE2 100% Done___VEHICLE3 100% Done___VEHICLE4 100% Done___VEHICLE5 100% Done___VEHICLE6 100% Done___VEHICLE7 100% Done___CHOPPER1 100% Done___CHOPPER2 100% Done___CHOPPER3 100% Done___BOAT_ID1 100% Done___BOAT_ID2 100% Done___BOAT_ID3 100% Done___HYDRA_01 100% Done___HYDRA_02 100% Done___HYDRA_03 100% Done___HYDRA_04 100% Done___HYDRA_05 100% Done___HYDRA_06 100% Done___OCCUPAN1 0% Done___OCCUPAN2 0% Done___OCCUPAN3 0% Done___OCCUPAN4 0% Done___OCCUPAN5 0% Done___OCCUPAN6 0% Done___OCCUPAN7 0% Done___OCUPANH1 100% Done___OCUPANH2 100% Done___OCUPANH3 100% Done___OCCUPANB 100% Done___OCCUPANP 100% Done___OCCUPAB1 100% Done___OCCUPAB2 100% Done___OCCUPAB3 100% Done____PEDMOD1 100% Done____PEDMOD2 100% Done____PEDMOD3 100% Done____PEDMOD4 100% Done____PEDMOD5 100% Done____PEDMOD6 100% Done____PEDMOD7 0% Done___BIKEPED1 100% Done___BIKEPED2 100% Done___BIKEPED3 100% Done___PED_GUN1 100% Done___PED_GUN2 100% Done___PED_GUN3 100% Done___PED_GUN4 100% Done___PED_GUN5 100% Done___PED_GUN6 100% Done___PED_GUN7 0% Done___HLTHVEH1 0% Done___HLTHVEH2 0% Done___HLTHVEH3 0% Done___HLTHVEH4 0% Done___HLTHVEH5 0% Done___HLTHVEH6 0% Done___HLTHVEH7 0% DoneGUNACCURACY 100% DoneRBLCKCHANCE 100% DoneSHOOT__RATE 100% DoneBOAT_GUN_ID 50% DoneB_GUN_FRATE 50% DonePLANE_SPEED 50% DoneENABLE_COLS 75% DonePICK_COLOR1 100% DonePICK_COLOR2 0% DonePICK_COLOR3 0% DonePICK_COLOR4 0% DonePICK_COLOR5 0% DonePICK_COLOR6 0% DonePICK_COLOR7 0% DonePICK_COLOR8 0% DonePICK_COLOR9 0% DoneENABLEHLGUN 100% DoneHELI_GUN_ID 100% DoneHELI__LIGHT 100% DoneHL_BULLHORN 100% Done___MAX_CARS 100% Done___MAXHELIS 25% Done___MAXPLANE 100% Done___MAXBOATS 100% Done___MAX_PEDS 100% Done___HELITIME 100% Done___VEH_TIME 100% Done___BOATTIME 100% DoneRCNHELITIME 100% DoneHELIRSPTIME 100% DoneHYDRA_TIMER 100% DoneJET_CALLOFF 100% DoneJETATACKTYP 66% DoneENABLE_WHUD 100% DoneACT_STAR_CL 100% DoneENABLEBTGUN 100% DoneINACTVSTARR 100% DoneINACTVSTARG 100% DoneINACTVSTARB 100% DoneSTR_BORDR_R 100% DoneSTR_BORDR_G 100% DoneSTR_BORDR_B 100% DoneBORDERTHICK 100% DoneBLINK__TIME 100% DoneBLINK_SPEED 100% DoneENABLE_EMLT 100% DoneENABLE_ESRN 0% Done___TurretX1 0% Done___TurretY1 0% Done___TurretZ1 0% Done___TurretX2 0% Done___TurretY2 0% Done___TurretZ2 0% Done___TurretX3 0% Done___TurretY3 0% Done___TurretZ3 0% Done___TurretX4 0% Done___TurretY4 0% Done___TurretZ4 0% Done___TurretX5 0% Done___TurretY5 0% Done___TurretZ5 0% Done___TurretX6 0% Done___TurretY6 0% Done___TurretZ6 0% Done___TuretXH1 0% Done___TuretYH1 0% Done___TuretZH1 0% Done___TuretXH2 0% Done___TuretYH2 0% Done___TuretZH2 0% Done___TuretXH3 0% Done___TuretYH3 0% Done___TuretZH3 0% Done___TurretXB 0% Done___TurretYB 0% Done___TurretZB 0% Done___TurretXP 0% Done___TurretYP 0% Done___TurretZP 0% DoneRBLOCK__PED 0% DoneVEHIC_SPEED 0% DoneHELI__SPEED 0% DoneHELIRADIUS1 0% DoneHELIRADIUS2 0% DoneHELIRADIUS3 0% DoneIN_CAR_TIME 100% DoneBODY_ARMOUR 100% DoneCOP_SHOTGUN 100% DoneSHTGN_CHANC 100% DoneW_NITESTICK 100% DoneHDR_OBJECT1 50% DoneHDR_OBJECT2 50% DoneHDR_OBJECT3 50% DoneHELI_OBJCT1 50% DoneHELI_OBJCT2 50% DoneHELI_OBJCT3 50% DoneROADBLOCKID 50% DoneCAR_SIREN_1 0% Done___RPEDPOS1 50% Done___RPEDPOS2 50% Done___RPEDPOS3 50% Done___RPEDPOS4 50% Done___RPEDPOS5 50% Done___RPEDPOS6 50% Done___RPEDPOS7 50% Done___RBPEDNM1 50% Done___RBPEDNM2 50% Done___RBPEDNM3 50% Done___RBPEDNM4 50% Done___RBPEDNM5 50% Done___RBPEDNM6 50% Done___RBPEDNM7 50% DoneOCCPEDTYPE1 50% DoneOCCPEDTYPE2 50% DoneOCCPEDTYPE3 50% DoneOCCPEDTYPE4 50% DoneOCCPEDTYPE5 50% DoneOCCPEDTYPE6 50% DoneOCCPEDTYPE7 50% DoneOCCPEDTYPE8 50% DoneOCCPEDTYPE9 50% DoneENABLE_JURI 50% DoneTARGET_PRIO 50% Done

 

 

Edited by Jack
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Hi Jack, if I use it in the original game, do I need to use any limit adjuster?

*talking about WLE 1.04. thanks

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

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Hi Jack, if I use it in the original game, do I need to use any limit adjuster?

*talking about WLE 1.04. thanks

It depends which options you choose since WLE has no limits when it comes to defining the number of vehicles or peds.

Higher the number - more structures, more models, more EM light and pickup coronas...

 

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

 

And the INI is set to default in all versions.

 

 

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

Thanks. I really appreciate any help I can get.

 

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

 

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

 

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

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

 

 

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

 

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

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

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

Indeed.

 

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

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

 

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

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

 

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

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  • 2 weeks later...

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

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

For the boat offset use this code:

IF OR    04A7:   actor $PLAYER_ACTOR driving_boat    04AD:   actor $PLAYER_ACTOR in_waterTHEN        0A8C: write_memory 0x41C323 size 4 value 0.0 virtual_protect 0     // X position    0A8C: write_memory 0x41C331 size 4 value 3.0 virtual_protect 0     // Y position    0A8C: write_memory 0x41C340 size 4 value 2.0 virtual_protect 0     // Z positionEND
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Here you go, I don't use STAR 7 though.

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

 

UPDATE: WANTED LEVEL EDITOR 1.07 22.07.2017

-------------------------------WANTED LEVEL EDITOR 1.07------------------------------- 22.07.17- game: GTA San Andreas,- supported game version: gta_sa  public no-dvd 1.0 US Hoodlum,- compatible with GTA SAxVCxIII & GTA Underground.Install: Extract files from this archive into the cleo folder located in gta san andreas directory.If there's no cleo folder then install cleo for gta sa here:http://cleo.li/How to modify stuff:- start the game,- Open Wanted Level Editor.ini from the cleo folder,- make your changes,- save,- play, modify, save...What's new:- settings for 7 stars are already in the Wanted Level Editor.ini so it can be used as the update for the star7 mod as well,- 4 "random game crash" errors has been removed,- the mod has been tested with the constant change of wanted level from 0 to 9 stars.The Wanted Level Editor.ini has been split in two parts:1) GENERAL_SETTINGS = 0    - all settings are available except for general settings;2) GENERAL_SETTINGS = 1    - only general settings are enabled - changes could be made only for each wanted level star but not for every zone.In short:GENERAL_SETTINGS set to 1 can be used for a quick change (for example star5 in all areas),GENERAL_SETTINGS set to 0 - thorough modification for every zone and star (for example star5 in San Fierro).The new values for the vehicle occupants:1 - one occupant,2 - two occupants,3 - driver and gunman attached to a vehicle,4 - four occupants.Any other value will be ignored and in that case the code will put just a driver.The code "SetTurretOffset" fixes position of the attached actors:The next vehicle models has been used to set the turret offset of a gunman (if occupants set to 3):MODEL_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.Known issues (Work In Progress):- roadblock vehicle models don't match to roadblock ped models,- helicopter pilots don't match to helicopter models,- sometimes police helicopters suddenly disappear in the moment they're created.

Description and the download link at the topic start.

Edited by Jack
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thalilmythos

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

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  • 2 weeks later...

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

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

 

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

Try WLE 1.08

 

Is there anything else?

 

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

 

 

MISSILE_SMOKE_R = 0.3   ; missile smoke colour 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
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