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Traffic Spawner BETA

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DESCRIPTION:

This mod lets you set vehicles to spawn in traffic with certain peds. It does not replace taxi bug fixes, but instead creates traffic that you would not see normally. The INI file lets you customize what is spawned. The file supplied spawns armored cars w/armored security, Police Patriots with both SWAT and regular cops, and NOOSE Cruisers with regular cops. The original idea was to spawn NOOSE vehicles and EFLC vehicles in traffic, but it is more general than that. This is a beta; ideas and bug reports are welcome. Please post them here; don't PM me.

Thanks go to jitsuin, thaCURSEDpie, LMS, MulleDK19, and everyone else at #gtaivnetscripthook for help and support with this script.

Note: This requires Scripthook .NET v1.7.1.7. LCPDFR, last I checked, came with 1.7.1.4. This mod has 1.7.1.7 included; simply put that in your GTA IV directory and you'll be good. This shouldn't cause issues with LCPDFR (it doesn't on my computer), but it may. Just a warning.

Download: ?do=embed' frameborder='0' data-embedContent>

Pictures:
JVREwh.jpgdTkhsh.jpg

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I've been wanting armoured security in armoured cars for ages, this is great!

How doe is it effect other traffic mods? Does it work alongside them with no problems?

If the vehicle, let's say the securicar appears on my trafficflow and in this mod, will it appear with armoured security and with regular peds? So then I can pull over the cars if i see them with civi drivers for theft? :thumbsup:

I don't know if Traffic Flow determines the peds to be spawned in proper cars from cargrp.dat,but if it does,then you'll get to see only security guys in it.I personally use TCS with TFv5R2 so it gets me a nice mix of bikers and security peds :whistling:

Edited by Dhruv

EDIT2: Now, it's back, and my game still crashes...

EDIT: It was another mod, I removed it and now it works just fine!

For the most of the time my game crashes, with that error in ScriptHookDotNet.log


2012-03-15 16:11:48 - Error during NetHook.Tick:

					  System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

						 at unmanaged.NativeContext3.Invoke(Int32 nameptr, Byte[] args, Int32 argnum, NativeContext3* cxt)

						 at GTA.ScriptDomain.RemoteEvent(RemoteEventArgs ev)

						 at GTA.ScriptDomain.ProcessRemoteEvents()

						 at GTA.ScriptDomain.Tick()

						 at GTA.NetHook.Tick()

I'm running W7 x64 Ultimate.

Edited by Yard1

3t6pa79.png

I have a question before I will try it out. Will this mod spawn them, then like, dismiss them so the game will naturally delete them?

Or will I see spammed cars/peds every where?

[center][url="http://www.youtube.com/user/Runner335"][img]http://i.imgur.com/CBYih.png[/img][/url][/center]

Marry me.


2012-03-15 20:12:46 - Error during Tick in script 'SpawnCars.SpawnCars':

					  System.MissingMethodException: Method not found: 'Boolean GTA.Game.Exists(GTA.base.Object)'.

						 at SpawnCars.SpawnCars.spawn()

						 at SpawnCars.SpawnCars.SpawnCars_Tick(Object sender, EventArgs e)

						 at GTA.Script.TryTick()

						 at GTA.Script.DoTick()

						 at GTA.ScriptThread.OnTick()





Script doesn't load :/



SpawnCars.ini


; Traffic Spawner v0.5 BETA

; This mod spawns vehicles and configurations that are not otherwise seen. The vehicle sets are configurable.

; Use ';', not '#', for comments



TotalProbability = .2

Interval = 5000





[DeliveryService]

Active = True

Vehicle = BOXVILLE

Ped = M_M_FEDCO

Hats = 1

NumPeds = 1

Chances = 3



[securicar]

Active = True

Vehicle = STOCKADE

Ped = M_M_ARMOURED

Hats = 0

NumPeds = 4

Chances = 1



[swatPolPat]

Active = False

Vehicle = POLPATRIOT

Ped = M_Y_SWAT

Hats = 1

Response = True

NumPeds = 2

Chances = 1

Due to the graphic nature of this post, reader discretion is advised.
lspdfrsig2njsuy.jpg

  • Author

I have a question before I will try it out. Will this mod spawn them, then like, dismiss them so the game will naturally delete them?

Or will I see spammed cars/peds every where?

It has a cap of 5 spawned cars that exist at a time. If it wants to spawn a car but it has 5 already, it will delete the oldest one that is not visible and is not too close to the player. In addition, they're marked as not needed.

EDIT: Double post, sorry.

Edited by cp702

Well, what I notice. I don't think the mod needs to delete. For when it spawns the vehicle with the peds in it, I am able to have it deleted naturally. So I don't believe that is an issue.

So what I have experienced with the mod, is that is spawns the vehicles in random places and alot of times in ally ways. Really don't know why. It's cool sometimes seeing cruisers driving from the ally way. BUT, alot of the time they get stuck in there. It's not that much of a problem anyways.

One thing I noticed, is during police chases, I don't see the cop cars I've set to spawn (using the mod) that much. I do when I stop driving, like if I'm on foot. But if I'm driving, running from the cops, I don't seem to notice them. I asume the mod continues to spawn them as normal, but I'm sure the game deletes them before they are able to even start to drive towards me.

Also, I messed around with the values to get them to spawn a bit more often, and what not. So I finally got it to a point where I don't get errors when I'm sitting still for to long. But I still get an error after about an hour I think. Not sure why. I use to get an error every time I sat still for too long. Think I got around that. But I get an hour after about an hour of play.

Finally, that respond function doesn't really seem to work to well. Like, I know it can spawn then either responding to a call or not. But I notice them speeding down the street, with no lights running. I can't seem to make them have their lights run, so wondering if you could get that.

Really enjoy it, hope you plan on making it better with improvements and new features!

EDIT: I also notice I get this message, when I play mutliplayer, saying, "Non Existing Object." What's up with that?

Edited by Custo

[center][url="http://www.youtube.com/user/Runner335"][img]http://i.imgur.com/CBYih.png[/img][/url][/center]

  • Author

I've noticed the lights issue; I'm still trying to work it out. Also, to make sure you eventually see them, I could try marking them as mission critical until you get very far from them or you see them. I'm not sure how that'd work, though. The 5 car limit was just a safety valve so that they couldn't possibly spam you; I may get rid of it in the next version.

Also, how do people like the Chances system? Are people figuring it out, or is it confusing?

It's cool sometimes seeing cruisers driving from the ally way. BUT, alot of the time they get stuck in there.

And there I go laughing my ass off.

@CP: The mod is great,but still needs work like Custo said.The "natural" spawning of these cars is not proper enough as of now.Really looking forward to this mod.

EDIT: It was confusing to me,at least,as a normal user.

Edited by Dhruv

Also, how do people like the Chances system? Are people figuring it out, or is it confusing?

I understood it. The higher the value the more the vehicle will be spawned compared to others.

Also, that Non Existing Object thing got really fucking annoying. It doens't seem to show up in Single Player. But me and my friend went online and policed the shit out of Multiplayer, and that message just kept poping up. So distracting and annoying. Please let this be one of the things you fix as well! D:

But I got my friend to get it, he loves it, and it works very well online too! No spamming problem, and the cops spawn naturally and loads of more cops and cop cars to chase the dumb criminals online.

[center][url="http://www.youtube.com/user/Runner335"][img]http://i.imgur.com/CBYih.png[/img][/url][/center]

  • Author

It depends on time I have to code (which depends on my homework/extracurricular load). I currently have only very minor improvements; now that I have some specific info, I can get to work.

@Custo: Since I don't play MP, can you do an MP game that triggers the exceptions, and then, before starting a new game, send me the SpawnCars.log file, if it exists? (If it doesn't, I'll send you a version that logs where it is in the code). Also, is it crashing the script, or not?

No, it's not crashing script. It's just a message, I notice the vehicles still spawning. It does get really annoying though.

[center][url="http://www.youtube.com/user/Runner335"][img]http://i.imgur.com/CBYih.png[/img][/url][/center]

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