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Thebluelightsaber

Could you make a feature where if you're at 5 or 6 stars, when the police shoot from their vehicles, where rather the passenger only shooting from a Police cruiser/Patrol, The driver also shoots at you while in the vehicle, while also maintaining the driving?


And maybe a feature where Noose TRU agents drive the NOOSE cruiser and the NOOSE patriot instead of cops?

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14 hours ago, Daddynnoob said:

Could you make the FIB spawns at 5 stars wanted level after NOoSE instead of sometimes only one of them spawns and give them combat shotgun like the cops too?

The first part doesn't really make sense since NOOSE are harder to kill with this mod

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9 hours ago, Daddynnoob said:

Okay, but the FIB rarely appears with the NOoSE in vanilla, so I just want a variation

I agree. Also, with the NoOSE cruisers. I've wanted to rebalance FIB to be not sh*t for a while now but since they're so rare I found it pointless. 

I tried to do something by putting their car models in the game's memory to see if they'd spawn more often. Unless I did it wrong, it didn't do anything. 

So, I don't really understand what alters this behavior atm and I'd prefer to do it in a vanilla-esque way. I'll eventually figure it out I reckon.

 

I don't really want to replace NoOSE above 5 stars, but I could replace the regular police maybe. Ideally, I wouldn't replace either. I'd have them spawn on top of everything, making it even more hectic.

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14 hours ago, Daddynnoob said:

Okay, but the FIB rarely appears with the NOoSE in vanilla, so I just want a variation

That's because they never spawn at the same time. It alternates every time you get and lose 4+ stars.

 

Also notice how while the FIB are after you, police helicopters (even Annihilators) spawn with normal cops instead of NOOSE.

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7 hours ago, thedewwman said:

Not sure If im going insane but doesnt this make it where you carry less ammo and everything

It does with the new Weapon Progression feature. The last level returns Max Ammo to default. It bases it on your WeaponInfo.xml file when loaded.

 

3 hours ago, Haxogone said:

Can you make No Noose Ragdoll only apply to bullets? It's really jarring to see that 3D era fall animation when running them over.

Fixed. Note: I had to make it only occur when player aims at noose, so this can technically still occur if you're aiming at them when running them over.

Edited by catsmackaroo
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2 hours ago, catsmackaroo said:

It does with the new Weapon Progression feature. The last level returns Max Ammo to default. It bases it on your WeaponInfo.xml file when loaded.

 

Fixed. Note: I had to make it only occur when player aims at noose, so this can technically still occur if you're aiming at them when running them over.

wait u updated your mod and I missed it because I only look at this thread for updates? FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

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7 hours ago, catsmackaroo said:

It does with the new Weapon Progression feature. The last level returns Max Ammo to default. It bases it on your WeaponInfo.xml file when loaded.

 

Fixed. Note: I had to make it only occur when player aims at noose, so this can technically still occur if you're aiming at them when running them over.

OH! okay got it also I notice with liberty tweaks fresh install and everything with all the stuff needed to work with a new install Clothes shop for Three's a crowd the door doesnt wanna open I tried everything but without liberty tweeks or whats needed for to run it the game runs fine but weirdly enough I love the mod its just breaks the game even with bowling as well

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12 hours ago, catsmackaroo said:

Fixed. Note: I had to make it only occur when player aims at noose, so this can technically still occur if you're aiming at them when running them over.

Wouldn't that also mean NPCs can ragdoll them?

Edited by Haxogone
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15 hours ago, catsmackaroo said:

Fixed. Note: I had to make it only occur when player aims at noose, so this can technically still occur if you're aiming at them when running them over.

Hmm... prob a dumb suggestion but instead of preventing them from ragdolling, you could make it so they switch back to non-ragdolled state after being shot (i.e. if last damage taken was from a bullet, they'd switch back to animated instantly, maybe even make their ragdoll duration configurable in the .ini). You could also add a check if theyre in the air to keep them ragdolled while falling.

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On 12/13/2024 at 12:05 PM, Haxogone said:

That's because they never spawn at the same time. It alternates every time you get and lose 4+ stars.

 

Also notice how while the FIB are after you, police helicopters (even Annihilators) spawn with normal cops instead of NOOSE.

I know, that's why I said vanilla which is an unmodded state of the game. Also, the roadblocks at 4+ stars are also replaced by LCPD instead of FIB

Edited by Daddynnoob
Edit, duh
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On 12/14/2024 at 5:11 AM, Internet Rob said:

FIB spawns aren't that rare for me, it's pretty balanced. Maybe it's different for you guys somehow, I remember a PS3 playthrough of IV where I almost exclusively got fat cops :bruh:

Does the FIB spawn aren't that are for you also happened in PS3? Also, I remember by using the FIB Bufallo phone number cheat could increase the chance they spawns

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On 12/13/2024 at 7:02 AM, catsmackaroo said:

I agree. Also, with the NoOSE cruisers. I've wanted to rebalance FIB to be not sh*t for a while now but since they're so rare I found it pointless. 

I tried to do something by putting their car models in the game's memory to see if they'd spawn more often. Unless I did it wrong, it didn't do anything. 

So, I don't really understand what alters this behavior atm and I'd prefer to do it in a vanilla-esque way. I'll eventually figure it out I reckon.

 

I don't really want to replace NoOSE above 5 stars, but I could replace the regular police maybe. Ideally, I wouldn't replace either. I'd have them spawn on top of everything, making it even more hectic.

I don't suggest to replace the NOoSE with the FIB above 5 stars like 3D GTA style, just to make them spawns together. And about the FIB rebalace, how about giving them more weapons that the LCPD and NOoSE don't have and more accuracy than them but still can be ragdolled since they are less armoured than the NOoSE TRU and make the armoured cops have half of the armour bar?

 

Talking about the NOoSE Cruiser (and Patriot), could you add its officer like this mod?

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On 12/17/2024 at 5:40 PM, thedewwman said:

OH! okay got it also I notice with liberty tweaks fresh install and everything with all the stuff needed to work with a new install Clothes shop for Three's a crowd the door doesnt wanna open I tried everything but without liberty tweeks or whats needed for to run it the game runs fine but weirdly enough I love the mod its just breaks the game even with bowling as well

It's a bug with IV SDK .NET, not skibidi tweaks. you can download a hotfixed ver of it here

 

On 12/17/2024 at 1:11 PM, Chunk Norris said:

wait u updated your mod and I missed it because I only look at this thread for updates? FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

yeah, i release an update on pre-releases almost every day. at least, whenever i can. i dont post about it here because they are almost always insanely buggy, more so than actual releases lol

 

On 12/17/2024 at 10:28 PM, Haxogone said:

Wouldn't that also mean NPCs can ragdoll them?

a better trade off imo

 

On 12/18/2024 at 1:34 AM, EdEdEdEd said:

Hmm... prob a dumb suggestion but instead of preventing them from ragdolling, you could make it so they switch back to non-ragdolled state after being shot (i.e. if last damage taken was from a bullet, they'd switch back to animated instantly, maybe even make their ragdoll duration configurable in the .ini). You could also add a check if theyre in the air to keep them ragdolled while falling.

that may work, but i'm not sure how to check their damage type. do you know how?

 

though, i may add onto the feature. there's a native to give someone a bulletproof vest. i think that's kinda cool and it could even make things a bit more balanced for when they're shot by npcs, as npcs typically shoot the chest area.

i was about to say i dont think this native is even used in the game but apparently it's used 14 times, and only in tlad? 14 TIMES!!!

 

On 12/18/2024 at 10:10 PM, Daddynnoob said:

I don't suggest to replace the NOoSE with the FIB above 5 stars like 3D GTA style, just to make them spawns together. And about the FIB rebalace, how about giving them more weapons that the LCPD and NOoSE don't have and more accuracy than them but still can be ragdolled since they are less armoured than the NOoSE TRU and make the armoured cops have half of the armour bar?

On 12/18/2024 at 10:55 PM, Haxogone said:

Like what? Desert Eagles?

there's honestly not many more weapons to give them i think. the deagle would be a bit odd. but maybe i could give them a sniper if they're at a far enough range or always have them equipped with more powerful stuff like the m4/mp5 more consistently.

there's a lot of factors to consider though. the way that FIB work in the regular game is pretty genius. they are drive-bying maniacs. this is already a huge buff for them compared to noose, as they can drive-by you with MP5s at any angle if you're close enough. 

i will most likely not give the armored cops half of their regular armor, as it will give the impression to the player that they've already been damaged.

 

what i may do is, replace all regular cops with FBI at stars 5+, but also have them spawn in packs. of a max of like... 3? that would be pretty damn vicious, i think. imagine being run up on by 3 fib buffalos at once. that would be gaming. 

it could also be cool to have a chance of the cops being replaced by NoOSE cruisers instead, which are filled with 4 noose.

the issue is, this mod is already really hard as is. i will have to nerf some stuff most likely.

 

On 12/18/2024 at 10:10 PM, Daddynnoob said:

Talking about the NOoSE Cruiser (and Patriot), could you add its officer like this mod?

that would be cool. i'll have to consider it, maybe gqcomms could provide some stuff again, like he did for the armored cops.

 

---

 

moving forward though, once i find a good balance, i need to make a screen to edit the overall difficulty of the mod and then shift away from combat.

 

if anyone has any ideas to improve stuff like the world & driving, i would like to hear it. I've done a few things for driving specifically, which are camera shake & tilt, and then a highly experimental feature which dynamically changes handling based off your speed.

the one in the pre-release only does downforce atm, but i also tried traction & suspension which was pretty cool. it makes driving 10x more fun, even tho it's not that realistic. here's a preview vid i made:

 

Edited by catsmackaroo
added 1.8.1 dl
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5 hours ago, catsmackaroo said:

that may work, but i'm not sure how to check their damage type. do you know how?

 

though, i may add onto the feature. there's a native to give someone a bulletproof vest. i think that's kinda cool and it could even make things a bit more balanced for when they're shot by npcs, as npcs typically shoot the chest area.

i was about to say i dont think this native is even used in the game but apparently it's used 14 times, and only in tlad? 14 TIMES!!!

Yeah well, theres a native "HAS_CHAR_BEEN_DAMAGED_BY_WEAPON" which is what i use. As for the bulletproof vest thing, its def interesting but im not sure if it does anything. If it does what i think it does, then it wouldve been great knowledge to have a few months ago when i started this project lmao.

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12 hours ago, Haxogone said:

Center the car camera?

Maybe but probably not 

 

10 hours ago, EdEdEdEd said:

Yeah well, theres a native "HAS_CHAR_BEEN_DAMAGED_BY_WEAPON" which is what i use. As for the bulletproof vest thing, its def interesting but im not sure if it does anything. If it does what i think it does, then it wouldve been great knowledge to have a few months ago when i started this project lmao.

Yeah, that was the only thing I found. I could make a list of the base guns in the game. The issue is I'm not sure how I could get that to work with addon weapons. I have a thing that grabs the player's entire inventory so I guess I could check for foreign weapons there. 

 

The vest just makes their vest bulletproof. Shooting their chest does no damage and doesn't ragdoll them.

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Hello, i read the Liberty Tweaks 1.4.1 changelog and saw this "Alderney Cops will no longer be given armor. Not only do I not have a vest for them, but I also think it makes things a bit more varied" does that mean they will not have vests in the future updates?

Edited by MurphyLAW
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