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police3, police4, policeb spawning in traffic.


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Hey guys, never been here in a while and I just recently began playing EFLC again. This problem has always existed for me but I never had the time to ask and hopefully this will help. So my problem is that whenever I play tBoGT and I arrest a suspect and request prisoner transport (F10), police3 and police4 are sometimes called in and that is when things usually become unplayable. Once they arrive and take the suspect, whichever car was called usually begins to spawn in traffic in unusually high numbers with either invisible or civilian drivers. Sometimes policeb does this even though it has not been called by LCPDFR. I try reloading scripts but things stay the same, and when I reload the save game, the game crashes. Whenever I arrest a suspect I do not always want to take them there myself so F10 is my only other option. They do not always spawn in traffic but usually they do, I estimate around 80% of the time. Is there a reason for this happening and is there a way to prevent it? I am not using any car mods as of right now. It makes no difference either way. All my mods include, LCPDFR 0.95 RC2-R2, inGame Trainer, SNT, indicator script and that is it. Thank you in advance.

Edited by BoomCBS
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Yeah it's just a side effect of the way the mod essentially adds them to the cars it spawns (so you can select them and so they can appear as backup) but also because those cars aren't given specific drivers, they appear like civilian cars but with no drivers.

I think using traffic mods (trafficload or trafficflow for example) might be able to reduce them. Also I'm not sure but editing the cargrps.dat to include them as police vehicles may also help. Not sure though.

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Yeah it's just a side effect of the way the mod essentially adds them to the cars it spawns (so you can select them and so they can appear as backup) but also because those cars aren't given specific drivers, they appear like civilian cars but with no drivers.

I think using traffic mods (trafficload or trafficflow for example) might be able to reduce them. Also I'm not sure but editing the cargrps.dat to include them as police vehicles may also help. Not sure though.

Thanks Ekalb, I still do not understand why LCPDFR chooses these "extra vehicles" while it already has police1 and police2. The base game and TLAD worked fine with just these two models as prisoner transport but why must tBoGT use extras? It should have selected noose, polpatriot, police1, police2, fbi, pstockade, and nstockade if it needed to be more diverse.

In EFLC/TBoGT/common/data/cargrp.dat (edit it with Notepad), find the line that ends # POPCYCLE_GROUP_COPS. Add policeb, police3, and police4 to that line.

Will this reduce the amount they spawn or will it just change who is driving them? Edited by BoomCBS
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It *should* stop them from spawning at all (LCPDFR can spawn them as transports, but GTA won't spawn them, so they won't spam the streets).

Awesome! I will try this as soon as I am home. *Edit* Seems like the fix worked, thank you so much cp, now tBoGT can be my main game again. Now if only there was a fix that would make Prisoner Transport always respond no matter where you are. Edited by BoomCBS
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