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AI TRAFFIC Fluidity & Discipline 9.1.1

(32 reviews)

1 Screenshot

AI Traffic -

Fluidity & Discipline 

 

 

TRAFIC AI.jpg

 

Hey friends,

This mod is back with new functionality and new settings to make even more
intelligent (in theory) drivers a.i, I am still looking for a way to get there
We are getting closer to an a.i excellent in traffic, you can be sure they still look a little like us in this mod since I have not yet managed to control some crazy people who are probably deliberately put in 
across our road.

 

 

Hey les amis,

Ce mod est de retour avec une nouvelle fonctionnalité et de nouveaux paramètres pour rendre toujours plus
intelligents (en théorie) les conducteurs i.a, je cherche et chercherai encore le moyen d'y arriver pour
nous rapprocher d'un i.a excellent dans le trafic, rassurez-vous ils nous ressemblent encore un peu dans ce mod
puisque je n'ai pas encore réussi à contrôler quelques dingues qui font sans doute exprès de se mettre en 
travers de notre route.

 

 

 

 

Last minute information pending next update:
you can change the button in the file ". lua" with Notepad++ or bloc-notes, to the line "CONTROLS.IS_CONTROL_JUST_PRESSED(2, 45)"

 

- for the A button: 2, 18

- for X : 2, 22

- for Push stick left "horn" : 2, 28

- for Push stick right : 2, 29

- for LB : 2, 37

- for RB : 2, 44

- for d-pad : Left 2, 15 / Right 2, 74 / Up 2, 27 / Down 2, 19

- for Space Barre : 0, 22

...

 

Edited by RCrw notik

What's New in Version 9.1.1

Released

[ Programs required for the mod to work fully ]

[ Programmes requis pour que le mod fonctionne entièrement ]

 

- ScripthookV : http://www.dev-c.com/gtav/scripthookv/
- LUA Plugin for Script Hook V 10.2 : https://www.gta5-mods.com/tools/lua-plugin-for-script-hook-v
- (optional) E.L.S : https://www.lcpdfr.com/downloads/gta5mods/scripts/13865-emergency-lighting-system/

 

ChangeLog. v9.1.1

 

[ ENG ]

- I added a script to manage independently the avoidance of obstacles, skill, aggression and driving style of the a.i that you can set according to your game. There is also the possibility of freezing
 "stop" the traffic in a radius also configurable around you, by pressing the "B" key of your controller, by pressing a second time they will start again.

- I have rehashed the file "vehicleaihandlinginfo.meta" (hoping to do better ).
- I removed the "FLAG_BIG" from the file "vehicles.meta" as for other versions of this mod, so that all
  Road vehicles will move away when you approach in code3.

 

 

[ FRA ]

- J'ai ajouté un script pour gérer de façon autonome les évitements d'obstacles, l'habilité, l'agressivité et le style de conduite de l'i.a que vous pouvez paramétrer selon votre jeu. Il y a également la possibilité de geler
"stopper" le trafic routier dans un rayon également paramétrable autour de vous, en appuyant sur la touche "B" de votre manette, en appuyant une deuxième fois ils repartiront.

- J'ai reparamétré le fichier "vehicleaihandlinginfo.meta" ( en espérant faire mieux ).
- J'ai enlevé les "FLAG_BIG" du fichier "vehicles.meta" comme pour les autres versions de ce mod, pour que tous
  les véhicules routier s'écartent quand vous approchez en code3.


Short Description

Regularity of Ai traffic, speeds, curves, deviations.

User Feedback

Recommended Comments

  • Community Team

Quick question: What's new in version 8.0.0? Do I have to actually download the file to view the "change.log?" There's no change log in the description. 

RCrw notik

Members Author

(edited)

2 hours ago, unitedOrange66 said:

Quick question: What's new in version 8.0.0? Do I have to actually download the file to view the "change.log?" There's no change log in the description. 

I just modified the files "vehicle.meta" and "pedpersonality.ymt" following the different updates of gtav, the file "vehicleaihandlinginfo.meta" remains unchanged ( V7.0.0 )

Edited by RCrw notik

RCrw notik

Members Author

(edited)

10 hours ago, jerrysworld said:

Could you let me know what file and value actually controls how fast/slow the peds drive? I'm wanting to fine tune speeds myself but not sure what value controls that

All the different versions of this mod are proof of my research on this speed parameter among others and like you
 this has always intrigued me, the pedpersonality.ymt file can answer your questions too, especially look at the following lines

 

       ( 0 min. - 10 max.)

 

      <MotivationMin value="7"/>
      <MotivationMax value="10"/>
      <DrivingAbilityMin value="5"/>
      <DrivingAbilityMax value="10"/>
      <DrivingAggressivenessMin value="0"/>
      <DrivingAggressivenessMax value="5"/>

 

 

Edited by RCrw notik

jerrysworld

Members

1 hour ago, RCrw notik said:

All the different versions of this mod are proof of my research on this speed parameter among others and like you
 this has always intrigued me, the pedpersonality.ymt file can answer your questions too, especially look at the following lines

 

       ( 0 min. - 10 max.)

 

      <MotivationMin value="7"/>
      <MotivationMax value="10"/>
      <DrivingAbilityMin value="5"/>
      <DrivingAbilityMax value="10"/>
      <DrivingAggressivenessMin value="0"/>
      <DrivingAggressivenessMax value="5"/>

 

 

 

I figured it had to do with those values, thanks! I wonder what the difference is between Motivation, Ability, and Aggressiveness

RCrw notik

Members Author

(edited)

18 minutes ago, jerrysworld said:

 

I figured it had to do with those values, thanks! I wonder what the difference is between Motivation, Ability, and Aggressiveness

For now and after several tests, I assumed that:

1)  the motivation is equal to the reaction time...
2) the ability to drive, to steer...
3) aggressiveness speed or slowness...

 

...a coktail of values between these 3 parameters can, I think, influence the speed

Edited by RCrw notik

M.Williams

Members

Any plan to make it possible for the cars to go over 100mphs as an option?

RCrw notik

Members Author

2 hours ago, M.Williams said:

Any plan to make it possible for the cars to go over 100mphs as an option?

where ? what road or what kind of road ?

M.Williams

Members

20 hours ago, RCrw notik said:

where ? what road or what kind of road ?

Looking at mostly the highways where people normally speed at. I have no idea what is possible or impossible here but looking at the idea of 1% of the cars doing over 100mph with the likelihood to happen every 5 - 7 mins game time

(edited)

  • Community Team

Hello, I'm wondering if this(click here to view screenshot) "issue" regarding how AI react to emergency vehicles on Highways can be fixed with this mod?

 

In the screenshot, as you can see, AI drivers on the opposite of the Highway always pull directly towards the emergency vehicle whenever its lights and siren are on, especially in pursuits. This causing major crashes between AI officers and AI drivers, and make the pursuit impossible to continue with these vehicles blocking the way. 

Edited by unitedOrange66

medicbobs

Members

I'm just getting to try out the mod. Will this fix the ped pulling over immediately when lighting them up? A normal person won't just slam on the brakes as soon as the lights go on. If not, is there anything in the meta that will delay them pulling over so it's not so abrupt?

RCrw notik

Members Author

On 9/5/2022 at 1:00 AM, unitedOrange66 said:

Hello, I'm wondering if this(click here to view screenshot) "issue" regarding how AI react to emergency vehicles on Highways can be fixed with this mod?

 

In the screenshot, as you can see, AI drivers on the opposite of the Highway always pull directly towards the emergency vehicle whenever its lights and siren are on, especially in pursuits. This causing major crashes between AI officers and AI drivers, and make the pursuit impossible to continue with these vehicles blocking the way. 

Sorry for my late reply, I was on vacation...
Yes I know the problem you are pointing out to me, and this is a big part of my research on the subject, the best for the moment would be a script to adjust the angle of impact of the sirens in code 3 ( ex: 90° to 110° towards the front of the vehicle ) and delay their reaction with much softer...in the files. meta these settings seem complicated to me to set for the moment...but I look for friends, I look....

On 9/13/2022 at 11:15 AM, medicbobs said:

I'm just getting to try out the mod. Will this fix the ped pulling over immediately when lighting them up? A normal person won't just slam on the brakes as soon as the lights go on. If not, is there anything in the meta that will delay them pulling over so it's not so abrupt?

Sorry for my late reply, I was on vacation...
Yes I know the problem you are pointing out to me, and this is a big part of my research on the subject, the best for the moment would be a script to adjust the angle of impact of the sirens in code 3 ( ex: 90° to 110° towards the front of the vehicle ) and delay their reaction with much softer...in the files. meta these settings seem complicated to me to set for the moment...but I look for friends, I look....

  • Community Team

No worries. That's a known issue with AI drivers' reactions toward player's vehicle. It's definitely not that easy to just "fix" it. 

 

Thank you for the hard work you put into this mod. 

Razgr1z

Members

I don't know if you put this detail in the explanation but what does this "vehicleaihandlinginfo.meta" specifically change ?

Pato

Members

VehicleAiHandlingInfo.meta 

does not go into WARNING !!!!! "Mods / update / update.rpf / common / data / ai"  WARNING !!!! pls update readme config

 

 

It Goes into "Common.rpf / data / ai /"  For all those seeing this

RCrw notik

Members Author

(edited)

2 hours ago, Pato said:

VehicleAiHandlingInfo.meta 

does not go into WARNING !!!!! "Mods / update / update.rpf / common / data / ai"  WARNING !!!! pls update readme config

 

 

It Goes into "Common.rpf / data / ai /"  For all those seeing this

Sir, please...your intervention and warning are inappropriate and may confuse people in the installation instructions of this mod that works like this...this file is placed voluntarily in "update.rpf" to allow players to return to a clean and original installation during current updates of gtaV which only this "upadate.rpf" file is impacted.
Nevertheless, you did not all wrong on the logical location to "common.rpf" and the mod will work the same way,
the fact that the ".meta" file is placed in "update.rpf" will take the ascendant over the original one in the "common.rpf". Not all people have necessarily put a "common.rpf" file in their "mod" folder..... Also remember that the more elements you add to your "mod" folder, the more you will work on your system.

Edited by RCrw notik

RCrw notik

Members Author

(edited)

On 10/6/2022 at 1:04 AM, LILNDNY said:

I don't know if you put this detail in the explanation but what does this "vehicleaihandlinginfo.meta" specifically change ?

Frankly, I often ask myself this question as well as many other people.... but do this experiment, change for example just one line in this file as <MinBrakeDistance value="100.000000" /> and test the result, done the same for others MaxBrakeDistance, MaxSpeedAtBrakeDistance, AbsoluteMinSpeed and you will understand the importance of this small file . meta and what it can change.

Edited by RCrw notik

Anonymous1800

Members

hi dev,

I have a question.. I was wondering would it be possible to add more traffic in certain zones or either overall?

RCrw notik

Members Author

1 hour ago, Anonymous1800 said:

hi dev,

I have a question.. I was wondering would it be possible to add more traffic in certain zones or either overall?

dev?

yes it is possible with a gameconfig modified and adapted to the last update of gtaV

RCrw notik

Members Author

On 10/9/2022 at 11:53 PM, RCrw notik said:

dev?

yes it is possible with a gameconfig modified and adapted to the last update of gtaV

sorry, I forgot to add this link: Gameconfig (1.0.2699) for Limitless Vehicles - GTA5-Mods.com

On 10/9/2022 at 11:53 PM, RCrw notik said:

dev?

yes it is possible with a gameconfig modified and adapted to the last update of gtaV

sorry, I forgot to add this link: Gameconfig (1.0.2699) for Limitless Vehicles - GTA5-Mods.com

dieselgaming84

Members

How necessary is the vehicles meta file? I only ask because if I add it, it will over write a lot of vehicles I have modified, and it will be a pain to go back through and fix them. Thanks!

RCrw notik

Members Author

(edited)

On 11/22/2022 at 11:20 AM, dieselgaming84 said:

How necessary is the vehicles meta file? I only ask because if I add it, it will over write a lot of vehicles I have modified, and it will be a pain to go back through and fix them. Thanks!

Hi friend, I just deleted the FLAG_BIG from the <flag> lines of the vehicles.meta, if you know how to do it you can modify your own vehicles.meta file by deleting the FLAG_BIG from it, if you don’t know how to do it I can do it for you if you want...

This modification simply makes it possible for large vehicles such as buses, trucks etc...to let you pass when you are in code 3 like other vehicles.

Edited by RCrw notik

Officer David21

Members

The speeds of the AIs are extremely slow. They are driving with 10 MPH in the city. Any way to increase their speed to 30-40?

RCrw notik

Members Author

4 hours ago, Officer David21 said:

The speeds of the AIs are extremely slow. They are driving with 10 MPH in the city. Any way to increase their speed to 30-40?

Hi, yes it is possible, how much traffic do you have? x1? x3? x5? or normal? vehicles that don’t run fast enough are in a straight line or a curve ?

OkBuddyDraper

Members

Great mod! Makes the game a lot more realistic imo.

 

But AI vehicles turning is a bit weird with this mod on. They brake way too early before making a turn and cruise at around 5-10mph before turning. 

RCrw notik

Members Author

On 2/12/2023 at 6:10 PM, Memetastic said:

Great mod! Makes the game a lot more realistic imo.

 

But AI vehicles turning is a bit weird with this mod on. They brake way too early before making a turn and cruise at around 5-10mph before turning. 

Thank you, yes I understand what you are saying and I try to prepare a version that corrects it or improves it

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