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Traffic Spawner BETA

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Great! (:

EDIT; Just got another question...

In the next version, could you make that when a certain vehicle spawns by the game, instead of by your mod, it will replace the inside peds with the peds you want?

Kinda hard to explain... Here's an example:

*The game spawns an armored truck, and I happened to edit in the TrafficSpawn that I want cops in thetruck.

Can your Mod replace the inside Pedestrian driver with the cop I want, even though the Game spawned it?

Edited by Intensified

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

CLICKY

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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?

I recently reinstalled my EFLC and decided to go with traffic load instead of traffic flow,this time.I must admit I ain't getting the exact amount of spawns as I did with traffic flow :\

  • Author

So far, the main bugs seem to be:

* Cars spawning with no drivers or civilian drivers - does anyone have spawning with civilian drivers who uses a traffic mod besides Traffic Spawner and TrafficFlow?

* Cars not using lights/sirens on responses

* Peds getting out of cars instead of staying in

* Debug messages showing onscreen

* Seeming incompatibilities with TrafficLoad

What did I miss? I especially have less of an idea about how it works in MP; comments about that would be very valuable.

I'm going to be releasing a simple update soon (probably early next week) with revised logging to help in debug. This is also going to have the ability to force a spawn. Lastly, it will let you turn on blips for spawned cars, to see if it is the mod that spawned or a particular vehicle or not. Stuff that seems like it's mostly fixed:

* People getting right back out of their cars

* The display on screen when there's an error. Custo: The NullPointerException was a debug message I added; the display will be removed, and it'll just handle it silently

* It'll be made to delete a car if an issue occurs (so a car doesn't stop in the middle of nowhere because no one stayed inside)

I also plan on adding the ability to specify the glasses prop (this was initially added for a side project, where I have a patrolling motor unit), and specifying liveries. Region-specific liveries and region-specific spawning will happen once I get a list of which SHDN zones correspond to where.

Roadmap:

* Bugfixes (obviously)

* Region-specific stuff

* Ability to specify a separate driver and passenger ped (e.g. for buses)

* Better control over ped clothing

* Better control over emergency responses

* Stopping peds from wearing completely inappropriate clothing (specifically, I'm going to try to make a system that will make a cop not use raingear if it's not raining, and will use raingear if it is - this is a longer term project)

Any other suggestions?

Yes,please.Add the region specific spawning for police1 and police2.

The current one doesn't allow to customize these two slots.And,it would be the most fantastic mod ever made,if the regions depend on cargrp.dat.I mean,the regions will be detremined same as in the cargrp like POPCYCLE_GROUP_AIRPORTWORKERS and so on.As for the wrong ped spawn,this mod itself will ensure that the desired peds spawn in it.The basic idea is,that the cars' patrol area will be defined by the system,but the game won't be able to override the mod to spawn the appropriate ped according to cargrp.

So far, the main bugs seem to be:

* Cars spawning with no drivers or civilian drivers - does anyone have spawning with civilian drivers who uses a traffic mod besides Traffic Spawner and TrafficFlow?

* Cars not using lights/sirens on responses

* Peds getting out of cars instead of staying in

* Debug messages showing onscreen

1. Haven't seen this yet, and I use Traffic Load (http://www.gtaforums...howtopic=481572).

2. I think I've seen this one with a NOOSE Stockade, but it may have been a late FR spawn.

3. Seen this one, with a firefighter and fire truck.

4. Seen that one, too, usually when using SNT fuctions and keys.

As for liveries, that would be the same as the mod already in the download section, wouldn't it?

Edited by The Loot

* Stopping peds from wearing completely inappropriate clothing (specifically, I'm going to try to make a system that will make a cop not use raingear if it's not raining, and will use raingear if it is - this is a longer term project)

Aren't you able to have the script read pedVarations.dat to check and see which ped should be wearing what depending on the weather, then effect the ped if the ped happens to be wearing that clothing? Because my cop models do not have rain coats, and I would hate for something to be happening if the mod doesn't need to do anything.

What did I miss? I especially have less of an idea about how it works in MP; comments about that would be very valuable.

The mod works great in Multiplayer. There is no problem other than that message, which you said you fix. But yeah, I get no errors at all in Multiplayer, sometimes in Singleplayer yes, but never in Multiplayer.

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

I recently reinstalled my EFLC and decided to go with traffic load instead of traffic flow,this time.I must admit I ain't getting the exact amount of spawns as I did with traffic flow :

I removed TL later today and added TF to get TSB working.4 hours of gameplay and still haven't seen a police vehicle other than the regular ones.

I'm starting to believe its pure luck that it would work on your copy.There are no errors or anything,during gameplay or in scripthook log.It says it successfully started the script,but nothing happens.

???

  • Author

Is there a file called SpawnCars.log that has been recently modified in your main IV directory?

  • Author

OK, awesome. Could someone having issues with cars not spawning please post their SpawnCars.log? (it should have many, many numbers in separate lines; the logging will be more meaningful in 0.6).

Also, Custo: Any issues in MP besides the "Non Existing Object" message? (That message was a debug thing; it'll swallow the error in future releases [i'll probably make a debug mode, which will mark all spawned vehicles with blips and show error messages onscreen]).

  • Author

Whatever you want. However, the probability that the script will spawn *something* in a given tick is the TotalProbability value up top in the config. Selecting the specific set to spawn is like a raffle; with that analogy, the "Chances" value is how many "tickets" a particular set has. If you double the "Chances" for each set, it has no effect. If you increase the value for one set, all other sets have a lower probability of spawning. As long as you don't increase it too much, the effect is not too great.

Say,I increased it to 9.Is it fine?

Also,some scripts tend to crash when I involve myself in a police chase with 3 or more stars.Why is that? TSB is one of 'em as well.Any reasons? I guess it has something to do with the game.Because then there's a curfew in LC and only Police vehicles are allowed to appear. Civilian presence is lessened at those times.

This seems quite interesting. Any chance of restricting vehicles to only spawn in certian areas. If so this could make things alot easier on me.

If you're interested in playing LCPDFR multiplayer with me, add me on GFWL my name is RyanB524.

Traffic spawning scripts are never wise for multiplayer. In the MP group it caused the car's to go crazy when players who were nearby eachother had the mod installed.

Processor: Intel i5-6600 @ 3.30GHz 

GPU: MSI ARMOR GeForce GTX 1080 OC

Ram: 16GB Skylake

  • Author

I just uploaded v0.6. This is mostly a maintenance fix; it now has a debug mode, spawn forcing, and easy suppression of spawns.

It still has the capability to display error messages onscreen, but they're suppressed by default. To turn on the debug features, enter TsbDbgOn into the console. This adds blips on all vehicles spawned by the mod, shows some error messages onscreen (instead of swallowing them), and turns on logging. NOTE: To stop the log from getting too big, it wipes it and starts over each time you turn on debugging. If you have a bug report, copy the log somewhere else ASAP.

To turn off debug mode, enter TsbDbgOff (debug mode is off by default).

It is now easy to suppress spawning. Just enter TsbOff, and there will be no random spawns from the mod (you can still force a spawn). Enter TsbOn to unsuppress spawning (the normal behavior). This could make it possible to use in MP without being too utterly ridiculous; it still isn't perfect, and I'll try to see if I can get the distance to another player, and reduce spawning frequency when you're nearby.

To force a spawn, enter TsbForceSpawn. By default, this will spawn a random carset. This spawn occurs MUCH closer to the player, and can even occur onscreen. It will automatically have a blip added to it. It will still not delete a player or mission vehicle.

TsbForceSpawn has one optional string argument. To spawn a specific carset, enter TsbForceSpawn *name*, where *name* is the name of that set in the INI file.

Mod uploaded; awaiting approval.

Sounds great! Did you manage to figure out anything about "Response" vehicles not using lights/siren sometimes?

And if anyone is interested, I've got a full Emergency Services set below, mostly focused on getting regular police units responding.

[CopCruiser]

Active = True

Vehicle = POLICE

Ped = Cop

Hats = 1

Response = True

NumPeds = 2

Chances = 3

[CopNoose]

Active = True

Vehicle = NOOSE

Hats = 1

Ped = Cop

Response = True

NumPeds = 2

Chances = 2

[CopPatrol]

Active = True

Vehicle = POLICE2

Ped = Cop

Hats = 1

Response = True

NumPeds = 2

Chances = 3

[CopPrison]

Active = True

Vehicle = PSTOCKADE

Ped = Cop

Hats = 2

Response = True

NumPeds = 2

Chances = 1

[FBI]

Active = True

Vehicle = FBI

Ped = m_m_fbi

Hats = 1

Response = True

NumPeds = 2

Chances = 1

[FireAid]

Active = True

Vehicle = AMBULANCE

Ped = m_y_pmedic

Hats = 0

Response = True

NumPeds = 2

Chances = 1

[FireTruck]

Active = True

Vehicle = FIRETRUK

Ped = m_y_fireman

Hats = 1

Response = True

NumPeds = 2

Chances = 1

[securicar]

Active = True

Vehicle = STOCKADE

Ped = M_M_ARMOURED

Hats = 0

NumPeds = 2

Chances = 1

[swatNoose]

Active = True

Vehicle = NOOSE

Ped = M_Y_SWAT

Hats = 0

Response = True

NumPeds = 2

Chances = 1

[swatPolPat]

Active = True

Vehicle = POLPATRIOT

Ped = M_Y_SWAT

Hats = 0

Response = True

NumPeds = 2

Chances = 1

[swatPrison]

Active = True

Vehicle = PSTOCKADE

Ped = M_Y_SWAT

Hats = 1

Response = True

NumPeds = 2

Chances = 1

[swatTruck]

Active = True

Vehicle = NSTOCKADE

Ped = M_Y_SWAT

Hats = 1

Response = True

NumPeds = 4

Chances = 1

  • Author

This mod wasn't intended originally to make *just* responding vehicles; there's only a 30% chance of response. 0.7 will have controllable chance of response; for now, a version with that is here: http://www.4shared.com/file/sd64-vLl/SpawnCarsnet.html

This doesn't have any of the other stuff, just the DLL. Still download the LCPDFR.com version for updated readme. Also, in your ini, change "Response" from "True" to 1.0 for all the sets.

Ya know what,I really love the fact that all units aren't responding with lights and sirens on.Its much more realistic and keeps my game from crashing.I don't want this feature to be removed.Even I don't use ELS v5 fix,which fixes the default bug of all the copcars not responding with lights on.My game crashes even lesser.

Edited by Dhruv

  • Author

The version on 4shared actually has the chance of a response user-specified, so you could do more control. Actually, one nice thing is that I can offload a lot of tough choices onto the INI, (instead of making compromises :devil: ), because the idea is to have the most flexibility possible.

I think I know how I would implement vehicle exclusion (my term for making sure a certain vehicle doesn't spawn "naturally"). Also, I'm looking to see what I can learn about what syncs in MP. If I could find some unimportant thing, I could maybe change it for 30 seconds at the beginning and use that to figure out who else is using the mod. I have found something else which almost certainly doesn't sync, but if it does, it's awesome and would make this a snap. As it is, though, it just has the ability to quickly suppress and unsuppress it ingame.

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