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Traffic Spawner BETA

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Agreed.

My Yukon (police4) is the most "haunted" unit in the fleet.

Police3, for me... most of the times old ladies are driving my MSP units which are slotted for police3, police4 and policeb. :/

Well, I think GTA4 is best GTA4 out of all GTA4's. Anyways, I'm not a big fan on how EFLC is setup anyways. :|

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

Actually I think I experienced a similar issue, I have police3 in a 'newvehicles.img' added to my gtaiv and it occasionally will spawn with no driver.

One thing I'm attempting is to have a group of escaped prisoners spawn in a vehicle. I tried it originally with them spawning in a police car but I couldn't pull it over so I'm trying with a taxi or just another average car, this should work, right?

Actually I think I experienced a similar issue, I have police3 in a 'newvehicles.img' added to my gtaiv and it occasionally will spawn with no driver.

One thing I'm attempting is to have a group of escaped prisoners spawn in a vehicle. I tried it originally with them spawning in a police car but I couldn't pull it over so I'm trying with a taxi or just another average car, this should work, right?

I...I think it might not work.

CP,my man.Police bikes are almost NEVER getting the peds assigned.They're driven by civvies all the time.Since the day of 0.5's release,I've just once spotted a cop on policeb.

Ok, so I've never gotten the problem where the car is just empty. But I think I know how to fix the problem where civ's will be driving the vehicle.

Go to the cargrp.dat file, and remove the vehicle name from any list it's in. Then place it in POPCYCLE_GROUP_COPS after the first two vehicle names.

Since the vehicle is in the cop car group, the game will not at all try to add civ's in that vehicle.

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

Ok, so I've never gotten the problem where the car is just empty. But I think I know how to fix the problem where civ's will be driving the vehicle.

Go to the cargrp.dat file, and remove the vehicle name from any list it's in. Then place it in POPCYCLE_GROUP_COPS after the first two vehicle names.

Since the vehicle is in the cop car group, the game will not at all try to add civ's in that vehicle.

Ok, so I've never gotten the problem where the car is just empty. But I think I know how to fix the problem where civ's will be driving the vehicle.

Go to the cargrp.dat file, and remove the vehicle name from any list it's in. Then place it in POPCYCLE_GROUP_COPS after the first two vehicle names.

Since the vehicle is in the cop car group, the game will not at all try to add civ's in that vehicle.

Thanks,Custo.

I thought of that,at one point.But I was feeling just tooooo lazy to do that,at that moment.So,I got into bed and forgot it later :biggrin:

Good to know. I've noticed that some of the responding vehicles drive like normal traffic (wait at lights, wait behind cars), is there a way to make sure their driving style is set to "2" (by SNT standards)?

Also, I'm still a bit fuzzy on the "Chances" setting; which values would cause what chance (High/Low)?

Thanks for taking the one feature I wanted out of Traffic Flow and making a stand alone mod!

Also, I'm still a bit fuzzy on the "Chances" setting; which values would cause what chance (High/Low)?

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

One thing I'm attempting is to have a group of escaped prisoners spawn in a vehicle. I tried it originally with them spawning in a police car but I couldn't pull it over so I'm trying with a taxi or just another average car, this should work, right?

I've been trying this and I'm having an issue; the vehicle spawns (in the middle of the road), the selected ped gets out and a regular civilian ped drives the vehicle away. The selected ped soon despawns if I turn my back. The same thing happens using the securityman ped and the stockade armoured car. Is this something to do with my selection of peds? Or the fact I have passengers selected to spawn in the vehicle? Or is it just an issue with the mod? It didn't seem to happen when I put police peds in police cars (like a swat team).

Can't get it working, probably due to TrafficLoad, and the amount of extra spawning vehicles in TrafficLoad.ini.

Q: Does this works on EFLC by the way?

[url=http://www.gtagaming.com/downloads/author/145769]sy10Oxj.png[/url]

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Yes.

EDIT: And about TrafficLoad, I have absolutely no idea why that would lead to an issue. The next version will have the ability to force a spawn for debug purposes, and will have a log that can help with debugging. I actually don't remember if I had the log on or off on v0.5; can someone check and see if there is a file named SpawnCars.log in the main IV directory that has been modified recently?

Edited by cp702

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