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(custom file) AI responding with tazers instead of pistols.

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So whenever i ask for backup, in this case ''local swat'' my guys show up, but like 50% of which had tazers in their hands and the other half firearms. When needing backup in a firefight. So i thought, weird. I'll just remove ''<StunWeapon>WEAPON_STUNGUN</StunWeapon>'' from the inventory_eup.xml but then, responding officers came with batons(<Weapon>WEAPON_NIGHTSTICK</Weapon>) , and only some with their main firearm (pistol) out.
This is really annoying because they're useless versus firearms. 

Also note, this isnt only with my custom <Inventory> loadout, but also others.

this is in my inventory_eup.xml file:
<Inventory>
        <Name>kogelwerend</Name>
        <ScriptName>kogelwerend</ScriptName>
        <Weapon>WEAPON_PISTOL</Weapon>
        <Weapon>WEAPON_NIGHTSTICK</Weapon>
    <StunWeapon>WEAPON_STUNGUN</StunWeapon>
    <Armor>100</Armor>
    </Inventory>
(And others, but this one in particular is custom, worked fine at first. And now responding officers come up with non-lethal weapons more often then not.)

I hope someone knows how to fix this, and keep the AI's on their main firearm while responding to a gunbattle. 🙂

  • Author
6 hours ago, JBin818 said:

Which mod do you use to call backup?  LSPDFR or Ultimate Backup?

 

Also, my Inventory_eup for SWAT looks like this;

 

 

Desktop Screenshot 2021.02.22 - 22.13.56.20.png


Hey.

I use the regular default backup menu of LSPDFR 0.4

I see a difference, should i add ''  <weapon chance=''0''> after the stungun?
 

16 hours ago, Gtaboy2003 said:


Hey.

I use the regular default backup menu of LSPDFR 0.4

I see a difference, should i add ''  <weapon chance=''0''> after the stungun?
 

I'm not sure if stungun needs to be in there or if it causes problems if it was taken out.  I never edited this file.  This is the original.  I would change these and see what happens.  Also, if you have multiple weapons that the swat can choose from, make sure in that category (Swat) that the weapon chance adds up to 100.  You'll see in my screenshot that all the weapon chance numbers add to 100. 

 

<Inventory>
        <Name>kogelwerend</Name>
        <ScriptName>kogelwerend</ScriptName>
        <Weapon>WEAPON_PISTOL</Weapon>    -Change this weapon to another that would be more suitable. 
        <Weapon>WEAPON_NIGHTSTICK</Weapon>       -Might just delete this or change to another weapon
    <StunWeapon>WEAPON_STUNGUN</StunWeapon>
    <Armor>100</Armor>
    </Inventory>

 

You could delete stungun and see what happens.  I don't know. 

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