Everything posted by The Loot
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AR-15s for uniformed officers?
Various locations do have AR cops, mostly the airport and subway stations, but a few random buildings also seem to have them nearby. The Leftwood PD has one near the security gate, I think.
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AI Police edits
That brings up an idea - I'd like to see a chance of a mixed pair (Fat/Fit) spawning.
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Traffic Spawner BETA
Most of the time they don't get deleted till they are a fair bit away, but I've had times when they did it after I turned the camera away. This may have just been on the older versions, but I'll keep my eyes open. Most of the bad driving would be the responding units, which are just looney. The spawning is a game issue that lets vehicles spawn off of roads. Maybe if it's set to only replace an already spawned vehicle, but that may make other problems happen.
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Traffic Spawner BETA
Here are the sets I have currently that disappear. I had more, using most of the other main story characters, but I don't have those in my file at the moment. Thought of one mechanic change: Making sure not to delete vehicles until they're a certain distance away, instead of it happening when the vehicle is just off-screen.
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Which Do you Prefer " Sound or Wording" in Lcpdfr
If sound exists for it, that would be the preferable way, but text is fine for anything the game lacks.
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Realistic Drivers/Traffic?
I use this one , since I use the Arrest Warrant mod when not using FR (but it doesn't require it), then there's also this one,
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Realistic Drivers/Traffic?
There's a few "Less Overtake" mods that prevent cars from accelerating when the pull up behind you when stopped.
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Traffic issue.
ELS increases the chance of game crashes (not sure on the exact sources), and since FR spawns more cop cars, the chance of crashes can be even higher. That's the real issue with the two used together. As for the traffic issue, it is a well documented (but so far not completely solved) side effect of using high-detail vehicle replacements. GTA 4 only has so much memory it can use due to the way it was programmed, thus it spawns the required taxi/police/player-driven vehicle sets when it hits the limit.
- ELS Dot Net (Formerly Illumination 2.0)
- ELS Dot Net (Formerly Illumination 2.0)
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Traffic Spawner BETA
I swore I tried that, but maybe not. As for Niko, it's probably possible with "Episodes", since he featured as an NPC a few times, but that's a moot point since I don't have PC versions of those.. Edit: Ok, I must have been typing it in wrong since FS is working. However, it doesn't seem that the mod wants to spawn those characters. The car will appear for a moment, then disappear without a marker even showing up.
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Speed limiter script?
Actually, no, it's just under the first "Options" menu, the very last one on the first page. It turns the player into a driver while activated, and has the same options as the bodyguard one.
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Traffic Spawner BETA
I've been trying to use the ForceSpawn command with no luck either. Hey, cp, would this cause any problems you know of? [CarBrucie] Active = True Vehicle = huntley Ped = ig_brucie Hats = 0 NumPeds = 1 Chances = 1 I'm thinking of adding a few story characters since I mostly use this for FR. Anyone know what model I'd need to spawn Niko?
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Question regarding LCPDFR Online
I think if a game lets you in with mods, there shouldn't be a problem. I may be wrong, as I've never messed with PC MP.
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Traffic mod?
Nah, NW Washington. I'm not saying that traffic jams are bad in the game, it's just that it shows some of the holes in R*s work that bug me.
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Traffic mod?
It's mostly the bad traffic paths, the missing or miscycled lights, and AI behavior (won't go if opposing traffic occupies the intersection even if their path is clear; VERY noticible with large amounts of cars).
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Traffic Spawner BETA
Hye, cp, just to let you know, I'm getting a lot of "Response" vehicles not using lights and sirens. It seems to mostly be police vehicles (I don't think I've yet seen a speeding Fire or Aid without it being Code 3.) Most of them also drive terribly, but that's most likely the game itself. Also, I can't seem to turn debug on anymore.
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ELS Dot Net (Formerly Illumination 2.0)
I wonder if there is the chance of an in-game edit function. It'd be great to move around the lights while you play and save them to an ini file, instead of relying on trial and error and having to exit and relaunch the game over and over. Either way, it'll be great to get to use this mod.
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Traffic mod?
I agree. The cracks in the traffic and driver systems really start to show when you have tons of cars.
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Speed limiter script?
I find that the Player Drive option from Simple Native Trainer works wonders for patrolling in FR, and for keeping Niko under the radar when I play with my realism mods.
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Traffic Spawner
@badboy100, try something like this... [FBI] Active = True Vehicle = FBI Ped = m_m_fbi Hats = 1 Response = True or False (1 or 0 if using test 0.7 version posted in forum thread) NumPeds = 2 Chances = 2
- 28 comments
- 12 reviews
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Traffic Spawner BETA
Sounds good. I knew that it was a small chance of the vehicles being in response mode, but it was better than the normal 0% chance without the mod. If I set it to "1", does that mean they ALWAYS respond? Just got back from work, I'll go ahead and grab it to test pretty soon. And indeed, I made sure to get most every combination I could think of with all the possible vehicles/peds. I've got an idea to change my chances around to make things a litte rarer.
- Traffic Spawner BETA
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traffic stops
Most of the time I find that cars put SOME effort into avoiding my car if it's far enough to the side.
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Release date possibly leaked
The issue is accessability. A $300 console will play any game released for it over its life cycle, while a $300 computer... oh, wait. I'm not saying that's a good thing, but it's definitly the better deal when it comes to moving copies.