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Traffic Advisor Mod


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Is it possible to get a mod made that would use ELS traffic advisor lights to control traffic? Or create a separate mod that would control traffic? If there is already one please post a link if possible.

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actually braveheart did it, but you have to be outside the car....

 

abraxas did it by spawning cones and road barriers

 

not sure if the game allows for such controls when inside a vehicle and if that could be worked around.

 

but yes it would be so nice. we all have been run over by cars, even with the no overtake mod (which is marginal at best as it lasts a few seconds and then its free for all again)

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It would be epic to see.. I hate doing a traffic stop then having 10 cars backed up behind my cruiser because the AI is too stupid to go around.

 

Someone please make it happen!

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actually braveheart did it, but you have to be outside the car....

 

abraxas did it by spawning cones and road barriers

 

not sure if the game allows for such controls when inside a vehicle and if that could be worked around.

 

but yes it would be so nice. we all have been run over by cars, even with the no overtake mod (which is marginal at best as it lasts a few seconds and then its free for all again)

What mod from Braveheart does this?

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Braveheart's Policing Script, It allows you to stop all traffic, let each car go one-by-one, and resume normal traffic again.

OK awesome

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It cant, because the traffic is so bad...

 

 

i know a way to fix the bad drivers mod especially the ambulance and buses but i have to go find the settings file in my directory but there is a way to make all of LC with good drivers

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Things like redirecting traffic into another lane, closing a road etc... are impossible. The best you can do is stop cars in their place (and let a lot of traffic build behind those cars) or place objects that cars cannot pass through (again causing mad traffic issues). You can't have a mod that will tell the cars to use another road instead of the one you closed.

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Its possible.

 

All AI in every game follow pathnodes, there are literally hundreds (if not thousands) of these in each area of LC, the cars just simply follow each one and have no regard for surroundings. This can be seen when an ambulance just rams into buildings and pedestrians to get to the next path node when its on a callout. Same goes for a car just endlessly ramming up against a side wall without thinking to find another way around.

 

These nodes, for the traffic, are placed neatly in the middle of each lane of road on the map, the cars spawned on them will just go straight from one to the other. In IV however, they have been given some sort of situational awareness and do swerve (badly) around objects in the road that shouldn't be there such as another car or pedestrian. If you look at San Andreas for example, the cars in that game will NEVER attempt to overtake the player when they are in the standard driving mode. When in the aggressive mode, they'll try and get around the player but will most likely sideswipe them.

 

A few months ago, myself and Sniper296 managed to discover the pathnodes in the game directory, he opened them in 3DS max but we were stumped from there on how to move them or modify them. People who create custom maps with traffic have done it so there is definitely a way.

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Its possible.

 

All AI in every game follow pathnodes, there are literally hundreds (if not thousands) of these in each area of LC, the cars just simply follow each one and have no regard for surroundings. This can be seen when an ambulance just rams into buildings and pedestrians to get to the next path node when its on a callout. Same goes for a car just endlessly ramming up against a side wall without thinking to find another way around.

 

These nodes, for the traffic, are placed neatly in the middle of each lane of road on the map, the cars spawned on them will just go straight from one to the other. In IV however, they have been given some sort of situational awareness and do swerve (badly) around objects in the road that shouldn't be there such as another car or pedestrian. If you look at San Andreas for example, the cars in that game will NEVER attempt to overtake the player when they are in the standard driving mode. When in the aggressive mode, they'll try and get around the player but will most likely sideswipe them.

 

A few months ago, myself and Sniper296 managed to discover the pathnodes in the game directory, he opened them in 3DS max but we were stumped from there on how to move them or modify them. People who create custom maps with traffic have done it so there is definitely a way.

thx for that info harper would love to see this so much maybe the pull over could also be linked to this as well

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terriuer something is the guy who does paths for maps. I spelled his name wrong, his name is on the stilldre maps though.

 

seems he is one of 2 people who know how to make new paths, not sure about setting anything else though.

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Setting vehicle paths or pedestrian paths like Harper said is workable for every major game I've spend modding time with. It's done every time you download a custom map for Team Fortress 2 or Counter Strike or whatever when you play against bots. If they have simple, predictable routes to an objective and you can camp there and slaughter them every time, it's because there may be only one or two paths they can choose from, and they may not have been that creative. That being said, even if the paths in GTA IV are something you can mod and can take time to be creative with, keep in mind that plenty of traffic lights or intersection stop signs in the game simply aren't obeyed in the vanilla version. This is especially true near the Dukes LCPD office, the intersection further down that leads to the short bridge to Bohan, and nearly every traffic light on the highway system. And this is just on the first island, never mind the others. It's because the traffic AI is very rudimentary, and likely can't be improved much, even with god-like scripting knowledge, simply because we don't have access to source code. If a script like this is made, it will likely bit hit or miss as to when it works. And if the script takes off like a rocket in popularity, I guarentee you people will be asking every 3 comments "can you fix it? can you fix it? can you fix it?". And the answer would simply be; no.

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