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Traffic behaviour file

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Alright, so there's a file that can modify ped relations, that can modify ped's walk style, voice etc.

So my question is, is there a file that controls the ai's movement in cars? I'd try to make traffic act a bit better, if there's such thing.

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  • Thought I'd update the thread here. Inside PC > Data > CDimages is a file called "paths.img" When opened, this file contains numerous node files that determine where the cars go, under the

Movement of all vehicles in IV is controlled by path files.

For instance, the planes on the runway at the airport and the ones in the air are controlled by paths. These are nothing but co-ordinates (path nodes) which the AI will try its hardest to stick to. If an AI vehicle is pushed off a path it'll try its best to get back onto that path which is why we sometimes see vehicles ramming into walls and such.

I guess its possible to edit them, but you'd need to get the co-ordinates pinpoint correct.

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

  • Author

I see, and what about stuff like how fast they are going / when they should brake / how they stop for red light? I'm guessing these stuff are hardcoded, and the only file we could modify is the path file.

Also you can see how peds don't really stick to the exact same path as the others. Like 1 of them is a bit closer to the center, while the other 1 is closer to the side.

You think it'd be possible modifying that? Or another thing I'd love to modify is to make them turn less. It's like they have this urge to steer, isntead of going forwards.

I think when it comes to pedestrians the same rule applies, they are trying to get onto that path. Either that or one sidewalk has about 10 different paths an AI can take.

As for red lights, that might be hardcoded although I'm not too sure

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

Interesting. So that is how the AI works. So every vehicle is set to follow a predetermined path and when they are pushed off of that path, they will literally do what ever it takes to get back to that path, whether they run people over or smash into buildings. :P Maybe there might be a way to alter this file so that the AI would drive better. How can you open the path file and edit it?

The path files can be found in Common > Data > Paths

They are in some format I'm not familiar with, .rrr

C7gq3.png

The two top files are for the usable cable cars on the Algonquin to Broker Bridge

Edit:

Upon investigation, these look like paths relevant to vehicles in story-based missions as explained below:

The carrec.img file stores a set of R3 files (files with an extension .rrr). These files contain path information used by the mission script for Grand Theft Auto: San Andreas and Grand Theft Auto IV. The paths are predefined and look unnatural during gameplay because the movement of the vehicle is very rigid. The paths ignore many stuff in the game including gravity and obstacles.

Edited by Harper

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

Well shit... That looks unmoddable to me. Thanks rockstar for supporting the modding com- oh hold on I said support, I meant not support lol

Now hold on, maybe not necessarily. we just need to find someone who might be able to see if they can crack the code to this.

EFLC only has the .dat files, the .rrr files might be something to do with mission paths or something. But the .dat ones appear to be for subway cars, the cable car and planes.

C:Program Files (x86)Rockstar GamesEFLCcommondatapaths>dir

 Volume in drive C has no label.

 Volume Serial Number is F26B-3812



 Directory of C:Program Files (x86)Rockstar GamesEFLCcommondatapaths



29/05/2012  23:15    <DIR>          .

29/05/2012  23:15    <DIR>          ..

20/01/2010  17:40               279 CableCar_northern.dat

20/01/2010  17:40               279 CableCar_southern.dat

20/01/2010  17:40               401 tracks3.dat

20/01/2010  17:40            24,939 TracksBronx.dat

20/01/2010  17:40            23,571 TracksBronx2.dat

20/01/2010  17:40             1,964 TracksBronxMission.dat

20/01/2010  17:40               147 TracksPlaneInFlight.dat

20/01/2010  17:40               178 TracksPlaneInFlight2.dat

20/01/2010  17:40               147 TracksPlaneInFlight3.dat

20/01/2010  17:40               178 TracksPlaneInFlight4.dat

20/01/2010  17:40               235 TracksPlaneOnGround1.dat

20/01/2010  17:40                85 TracksPlaneOnGround2.dat

20/01/2010  17:40            36,175 TracksQueens.dat

20/01/2010  17:40            36,893 TracksQueens2.dat

              14 File(s)        125,471 bytes

               2 Dir(s)  783,921,664,000 bytes free

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During the creation of the WTC Mod, the dev's deleted some file which causes the vehicles to U-Turn when they reached that road as the path no longer exsisted. I'll have a look around and see what they deleted, we could possible locate the non-mission dependent paths.

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

So it sounds like your saying that it might be possible to alter the file so that the AI would drive better, right?

But if the AI drives better, there won't be many stupid people to pull over, taze and/or shoot..... *is a sad panda* :P

  • 2 weeks later...

Thought I'd update the thread here.

Inside PC > Data > CDimages is a file called "paths.img"

When opened, this file contains numerous node files that determine where the cars go, under the file type of .nod

I'm guessing these are just co-ordinates but I'm working on a way to edit them.

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

  • Author

Alright that sounds good. Any chance that this paths.img could store even what speed the traffic should do on different paths? Because they like to do around 80 km/h on the highway and like 20 to 50 km/h on the streets. I'd rather have everyone do like 55 Km/h on the streets.

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Alright that sounds good. Any chance that this paths.img could store even what speed the traffic should do on different paths? Because they like to do around 80 km/h on the highway and like 20 to 50 km/h on the streets. I'd rather have everyone do like 55 Km/h on the streets.

I'm not familiar with km/h, only mph, so you'll have to excuse me of I'm totally off, any who, I think I remember watching a vid along time ago wanting the same thing, upping the speed over all of how fast peds go on surface streets, however when the person did this the traffic was total chaos, I don't think the AI's could handle going that fast+braking+sticking to a followed path, in fact, on some highways they go too fast and slam into the back of each other, I think Rockstar made it so slow for a reason, truthfully I feel it's more realistic, I wouldn't want to go anything more than 20/30mph in new york, due to just how crowded it is, but if some one could get it to work, that'd be awesome.

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55 km/h is like 32 mph. A tiny bit over the limit. 80 km/h is 50 mph.

And here in budapest every1 drives at 32 mph in the 30 zone and like 55 to 60 in a 50 zone. And yes we do have narrow lanes, and lots of traffic. It's obvious if there's a traffic jam everyone will go slow.

Also you're kinda right about the ai sucking at braking and other stuff, but I do believe that if every1 did 30 in the city, the amount of crashes wouldn't grow.

I hope they fix the ai in GTA V. Also I can't even use the siren no more, because all the retard peds drive right into the wall, instead of slowly pulling over lol

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