Everything posted by Naruto607
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Continuing NooseMod: Action Errors
Hold on, that means... should I break the callout script content into parts? Like Squad placed in a new controller called Squad.cs and called from there? For the extension methods, I saw that once on one of JulioNIB's scripts called RocketLock that was open-source in VB. Still, well... idk how to explain this, but I'm getting confused about how to use extension method. My programming language are basics only, of which I learned Pascal and Java (and a bit of C++) from the college. C# is autodidact that none in the college lessons learn it, so I learned it from the book. Also, I've added some part of coding from the original NooseMod into mine for custom player rearming when the player is near an Enforcer (while on duty as a SWAT member), but eventually I got an error that caused Main plugin to halt: [ERROR - 3:29:29 PM] [PluginManager] Unhandled exception caught while processing plugin: NooseMod. Plugin will no longer be executed. [ERROR - 3:29:29 PM] [Plugin.NooseMod] System.NullReferenceException: Object reference not set to an instance of an object. at .( Vehicle ) in d:\GTA IV\LCPDFR\SVN\trunk\LCPD First Response\Engine\Scripting\Entities\Extensions Wrappers\CVehicleExtension.cs:line 55 at LCPD_First_Response.LCPDFR.API.LVehicle.FromGTAVehicle(Vehicle vehicle) in d:\GTA IV\LCPDFR\SVN\trunk\LCPD First Response\LCPDFR\API\LVehicle.cs:line 167 at NooseMod_LCPDFR.Main.GetEnforcerArmoryState() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Main.cs:line 532 at NooseMod_LCPDFR.Main.ProcessEnforcerAbility() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Main.cs:line 541 at NooseMod_LCPDFR.Main.Process() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Main.cs:line 325 at .() in d:\GTA IV\LCPDFR\SVN\trunk\LCPD First Response\Engine\Scripting\Plugins\PluginManager.cs:line 158 [ERROR - 3:29:29 PM] [ExceptionHandler] .( , Vehicle ) L_0056 LCPD_First_Response.LCPDFR.API.LVehicle.FromGTAVehicle(Vehicle vehicle) L_0000 NooseMod_LCPDFR.Main.GetEnforcerArmoryState() L_001b NooseMod_LCPDFR.Main.ProcessEnforcerAbility() L_000e NooseMod_LCPDFR.Main.Process() L_0001 .() L_0026 Error hash: E300819A782774E0CF928BE24EC1CA26AE7B0E20 The codes are usual pushed to my GitHub for debugging. Source Code The error was taken the moment after close to the Enforcer, rearm, and left. I've modified the code since the last one caused me to unable to get back into Enforcer when rearming "in live". I think the issues might be the GetEnforcerArmoryState() since it was an old coding (and modified a bit for LCPDFR API), but maybe I'll consider breaking it instead of that. private bool GetEnforcerArmoryState() { LVehicle closestVehicle = LVehicle.FromGTAVehicle(World.GetClosestVehicle(lcpdfrPlayer.Ped.Position, 3f)); return closestVehicle != null && closestVehicle.Model.ModelInfo.Hash == Enforcer; }
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Continuing NooseMod: Action Errors
Well... so much fun with the V and RDE I started to forget my NooseMod project, now I'm back to continue it. Okay, got my next run of this project using LCPDFR API as the basis and edited some of the codes as I code and "joke" around, and still got some errors. I'm holding advices from @LtFlash until this is sorted out. During my run with the NooseMod I got errors like this: [ERROR - 4:03:29 PM] [Script.CalloutManager] Error while processing callout: NooseMod: Object reference not set to an instance of an object. at NooseMod_LCPDFR.Callouts.NooseMod.Initialize() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C#\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1339 at NooseMod_LCPDFR.Callouts.NooseMod.WaitFor2ndTeam() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C#\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1189 at NooseMod_LCPDFR.Callouts.NooseMod.Process() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C#\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1750 at .() in d:\GTA IV\LCPDFR\SVN\trunk\LCPD First Response\LCPDFR\Callouts\CalloutManager.cs:line 250 [ERROR - 4:03:29 PM] [Script.NooseMod] System.NullReferenceException: Object reference not set to an instance of an object. at NooseMod_LCPDFR.Callouts.NooseMod.Initialize() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1339 at NooseMod_LCPDFR.Callouts.NooseMod.WaitFor2ndTeam() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1189 at NooseMod_LCPDFR.Callouts.NooseMod.Process() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1750 at .() in d:\GTA IV\LCPDFR\SVN\trunk\LCPD First Response\LCPDFR\Callouts\CalloutManager.cs:line 250 [ERROR - 4:03:29 PM] [ExceptionHandler] NooseMod_LCPDFR.Callouts.NooseMod.Initialize() L_0563 NooseMod_LCPDFR.Callouts.NooseMod.WaitFor2ndTeam() L_0075 NooseMod_LCPDFR.Callouts.NooseMod.Process() L_0053 .() L_0331 Error hash: F5C1B28FE99C95E846787D02448A769F5ABD3B63 [ERROR - 4:03:29 PM] [Script.NooseMod] Cannot execute cleanup on peds: System.NullReferenceException: Object reference not set to an instance of an object. at NooseMod_LCPDFR.Callouts.NooseMod.End() in c:\Users\USER\Documents\Visual Studio 2012\Projects\C#\proyek_gta\NooseMod_LCPDFR\NooseMod_LCPDFR\Callouts\NooseMod.cs:line 1857 Source Code of NooseMod.cs I also include the last screenshot where the error happens. I really don't know the last thing I edited on it after 3 months of RDE configuration modding and I just continue it all the way in. While I try to sort this out, any help will be appreciated.
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Better CSI Granger and Police K9 Stanier for PoliceToolbox
- 19 downloads
- Version 1.0.0
Consider looking for a better version of optional police vehicles for PoliceToolbox? Have a look on what I work. I've modified the CSI Granger and Stanier K9 texture to a lore-friendly and high quality, but fictional texture. It's a bit of realism work I have done at this moment. When I have time I'll be doing the CVPI and Tahoe/Suburban. Note that these vehicle textures do not include the model on its own (only YTD files), so you'll have to download separately. And as most of all this is required if you have downloaded the PoliceToolbox script. The Granger model is basically a regular Sheriff Granger that have its textures modded for PTB purposes, but I enhanced it so that there would be no more black coloring on some parts (numbering is where I "peek"). The Stanier is another story. You'll need to install the Police Stanier from Stock Vehicle Template Pack by Thero here; the old model PTB mod provided isn't gonna work on the new YTD file. -
RDE, IV Car Pack, and Vanillaworks Ext. Pack Response Configuration
- 271 downloads
- Version 1.0
My custom police response configuration for 3 packages in place: Realism Dispatch Enhanced IV Car Pack Vanillaworks Extended Pack I did this during my free time as I saw a mixture of multiple car packs and most of the new cars (add-on cars) are either spawned only by player (LSPDFR) or tend to not showing in the world, so I took my time to test the potential of RDE with all my skills, particularly with XML coding, in about 3 months testing. In such, this custom police response configuration requires: Realism Dispatch Enhanced IV Car Pack: here Vanillaworks Extended Pack (required and also need to install RDE + IVPack + World of Variety Support): here As everyone should know, RDE will be updated soon enough after Rockstar released a new DLC and game update, which in such, as it is updated, this mod should only compatible with version 3.1.1, though if you are smart enough, you can bypass the response configuration to make it work on the latest version of it. I can't say enough about what I worked on this. Most of these feature car additions and bug fix as per 3.1.1 of the RDE, of which it includes cars (police vehicles) from both IV Car Pack and Vanillaworks Extended Pack. Some of the bugfixes I provided will be obsolete when RDE is updated (thanks to @Yard1 for sharing thoughts with me). I hope you enjoy. It's the least I can do for an early Christmas gift. The video I provided here isn't gonna show how these new vehicles spawn - chances are very small depending on certain zones and how do you treat them in VehicleGroups.xml. I'll provide the selections from RDE installation in later version, but then again, you'll have to do manual installing instead of using RDE installer (reinstalling will lose all changes made to your current configuration). Special Thanks to the developers of the RDE (GTA Realism Team) for allowing other users to publish custom configuration files for use with the RDE. -
[REL] Realism Dispatch Enhanced 3.1.1
Anyway, sorry to intrude, but I recently found some awkward description about "Canis Crusader is replaced by Military Patriot" (or should I say, a bug that I can't tell for RDE). In game, when you buy the vehicles from a website (Warstock Cache and Carry in this instance), I found out that Crusader is replaced by Military Patriot. I do see that it has no problems at all, but when you're planning to buy a realistic and militarized Humvee (or in my days of LockOn: Flaming Cliffs 2 game it's known as M1025 HMMWV, an unarmed version of Humvee used for ATC backup in case if the airbase tower is destroyed or when at a FARP) for your collection in your aircraft hangar, the car name changes, but the pictures and description don't. I found it weird in some cases (and I think others may feel the same), but you can ignore it if it's okay. I'm planning in my expansion pack to remap this Patriot as the third Crusader vehicle and restores the first one to its maximum potential, if I can't figure out which OXT lines and images contained that carry them.
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[REL] Realism Dispatch Enhanced 3.1.1
Actually, my friend, before I attempted to add more vehicles, I did experienced popping in textures after more than an hour of retarded fun with cops. That was at the first time RDE installed with some of the weapon realism mods; no add-on vehicles or peds used at that time. Added cars after RDE have no effect for prolonged use w/o wanted level unless either added to the dispatch files, repeated vehicle spawns (RDE and some other script mods that implement it), or any other factors. Temporarily deactivating it should improve performance, though, and I see it did the job when it comes to LSPDFR.
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[REL] Realism Dispatch Enhanced 3.1.1
I see. Then I have something to tell ya, @Yard1 My 10 minutes testing with RDE is fine. I've been testing all vehicles provided from that and seems to have no problems. Only the thing I concern is the Hunter helicopter, which weirdly was exist in Smugglers' Run DLC. I had to apply the bugfix on it since the handling and vehicles metadata are duplicated but differ in data inside (one in RDE, one in Smugglers' Run itself). I've already tested the Hunter helicopter since RDE 3.0.1, but in 3.1.1, it has conflicts with Smugglers' Run Hunter helicopter. My bugfix is that I apply the RDE's handling and vehicles into Smugglers' Run handling and vehicles, then deactivate the ones in RDE. I got this since two months ago, but I'm too shy to report in to the team developers. Also, I've been testing RDE into a prolonged use (2 hours or more of retarded fun with the cops and army), and just like you said, game crash when traveling into some parts of LS. Another thing... there are popping in textures as well as "glassy surface" (because of popping in textures) that makes you can see the underworld right under the player's feet. I've been testing it for almost more than 20 times in 2 months and my reports are more or less same. Oh yeah, I'm testing it with at least 500+ vehicle and ped add-ons; most of them are from Panico Total at 5-Mods and some are hand-picked. I also implemented his USCG Pack into the RDE to add extra variety (USCG Predator and USCG Swift are not enough). I've been including it into the proposed custom dispatch that I'll be releasing it before the New Year. In the other side, most parts of the story missions are compatible with RDE (noting that I started the new game with RDE installed), only for the Evasion Time itself takes quite longer (got Bronze in "Carbine Rifles" mission for the Jewel Heist no matter how many times I tried unless I cheated). "The Paleto Score" however, was my favorite, where I can see BCSO officers rock 'n roll when the heist happens and the Army comes for a KO. RDE should add difficulty with SWATs swarming in, but in there, LSPD SWATs? I had to say that it's a game script that spawns LSPD SWATs in LSPD Riot instead of BCSO SWATs or NOOSE SWATs. Any other missions look fine, including "The Final Score" where you rob the Union Depository. That's all I can report in for my review with RDE.
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[REL] Realism Dispatch Enhanced 3.1.1
Hey, @Yard1, just come by here at the wrong place and the wrong time anyway. I've been spending my time before the end of 2017 for testing Realism Dispatch Enhanced to its maximum potential, and guess what, I'm getting a hang of it. Personally I'd like to leave a feedback, but I have other matters to attend to, especially with lots of homeworks going on. Your team's mod was really awesome, but apparently after 5 stars, you can't even surrender to cops anymore. Is this normal? I'd personally chose the Police Bribe mod to reduce stars to 4 and surrender, if that's ever saw fit. Also I'm developing my own dispatch system for RDE since I combined IV Car Pack and Vanillaworks Extended Pack into one. Only a few more steps towards upload before the New Year. Anyway, I forgot the RDE's mod description again. Is it okay to publish a custom dispatch system for RDE? And I also make a showcase video with RDE and some other mods in place. Say hello to The Realism Team from me.
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NooseMod: having trouble with main callout
Anyway, @LtFlash I managed to use the method to bypass the deprecated method to get the blips, but eventually it got an error when coding with Find method. I had to do workaround like this: Blip[] myBlips = Blip.GetAllBlipsOfType(BlipType.Ped); foreach (Blip myBlip in myBlips) { if (myBlip.GetAttachedItem() == myped) { if (myBlip != null) myBlip.Delete(); } else continue; } Is this okay?
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NooseMod: having trouble with main callout
Wow... you know every solutions I have for the project I'm developing. But what's done is done. I'll take your advice if I want to make other LCPDFR API project, @LtFlash. Likewise, if I want to use it in my ongoing project, that means code redesigning. ATM, my method is quite stable to me, because enumerations are processed in the Process function, like the way original Pursuit callout works (LCPDFR mostly processes ongoing event from the Process function). If I have a trouble again while designing this callout, I'll post again in this thread.
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NooseMod: having trouble with main callout
Well... I dunno what to say, but I appreciate your feedback. However, I know from the way you said about "RegisterStateCallback" (I even declare it in MissionState class), but mine's very different. Like I said, the callout looks awkward no matter I force setting the State to what I want, although I did follow what you said before you tell me that. I currently had to remove the RegisterStateCallback function and process every method in Process area. That, fortunately, sorted (solved) the problem out. BTW, should I change 2^n (2 powered by n number) with the regular integer (0, 1, 2, 4, 8, 16, and so on), or keep it as is? 2^1 is similar to 2. public override void Process() { base.Process(); // here is where I bypass the awkward callout when RegisterStateCallback is used // It's stable, perhaps if (mission == MissionState.GoingToMissionLocation) { WaitingForPlayer(); return; } if (mission == MissionState.WaitForTeamInsertion) { DispatchTeam(); return; } if (mission == MissionState.Initialize) { InitiateShootout(); return; } if (mission == MissionState.DuringMission) TrackPedsInPlayerRoom(); // Count on how many terrors left to be finished if (isPursuitSessionActive == false) { // Should between 1 and 3 because Intro only include 4 terrorists and 3 hostages // Frequent use of Common.GetRandomValue "might" be unstable; consider changing it? HoldUntilTerrorists_Left(Common.GetRandomValue(1, 3+1)); return; } GetArrestedTerrorists(); // If no more terrorists are active (arrested or killed in the process), end the callout if (missionPeds.Count == 0) { // Get casualties on officers and squad GetCasualties(); // Sum cash gained int cashGained = (deadSuspects.Count * MoneyForEachDeadSuspect) + (arrestedSuspects.Count * MoneyForEachArrestedSuspect) + (hostages.Count * RewardForRescuedHostages) - (deadHostages.Count * PenaltyForDeadHostage) - (officers_killed * PenaltyForOfficerCasualties) - (squad_killed * PenaltyForSquadCasualties); // Inform player on screen Functions.PrintText("Mission complete! Terrorists killed: " + deadSuspects.Count + ", Terrorists arrested: " + arrestedSuspects.Count + " Hostages killed: " + deadHostages.Count + ", Hostages rescued: " + hostages.Count + ", Officer Casualties: " + officers_killed + ", Squad Casualties: " + squad_killed + ", Income for your noble service: $" + cashGained, 30000); Functions.AddTextToTextwall("Squad, terrorist threat is neutralized. Mission complete!", LPlayer.LocalPlayer.Username); Functions.AddTextToTextwall(Functions.GetStringFromLanguageFile("CALLOUT_SHOOTOUT_END_TW"), Functions.GetStringFromLanguageFile("POLICE_SCANNER_CONTROL")); // Add cash LPlayer.LocalPlayer.Money += cashGained; // Write stats WriteStatistics(deadSuspects.Count, arrestedSuspects.Count, deadHostages.Count, hostages.Count, officers_killed, squad_killed, cashGained); // Save the progress SaveGame(); Log.Debug("Process: Commands properly assigned", this); /*// End everything PlaySound(false); PlayFinishedMissionSound(); SetCalloutFinished(true, false, false);*/ SetCalloutFinished(true, true, false); End(); } } Anyway, this is the very first mod that uses database system, if I need to go off topic for a bit. I got this learning when I practicing C# language from the book and figure out the commands on my own.
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NooseMod: having trouble with main callout
I'll take your advice, @LtFlash. Well, you know more of LCPDFR API programming than mine. I had to do major edits on the code because when using "while" and "do... while" loop, the game hangs instead of processing information. Also the "RegisterStateCallback" method seems to get the callout looks awkward (you responded the callout and suddenly you are already in position while you don't) - I only use it on my SecuricarThefts plugin for LCPDFR, the one with the Shooting callout with Securicar personnel involvement. And I've been putting tutorial inside it but so far not yet tested because I need to rest. Well, I'm sure it works, because I can predict what will happen next. Anyway I'm still debugging the plugin without Audio Player for a while until it works and meets my minimal demands of a working plugin. Still... There's these functions I've been implementing from the original NooseMod, but current version of SHDN deprecate the functions (or those are obsolete). I actually don't know how to use "dynamic" method, because I currently know the basics, but not with handling the so-called "metadata". I haven't yet tested this, because the callout runs on Difficulty and Hardcore Mode check. // Standard ped do not have option to grab a Blip instance, used Metadata instead // Method is similar to the old NooseMod, but not for suspects // TODO: Look for other alternative (to bypass deprecated method) myped.SetMetadata<Blip>("blip", true, hostageBlip); Blip metadata = myped.GetMetadata<Blip>("blip"); if (metadata != null) metadata.Delete(); I believe these are used in old SHDN, but I can't exactly confirm the version, could be older than the one distributed alongside the LCPDFR. Could that cause the side-effect in LCPDFR and regular script (which also use that method)? If so, how to replace it (using Metadata then followed by a dynamic function)? I bet no one has ever done this than me, except in the old times where the original author designed the NooseMod (that eventually designed for the older version of GTA IV with older SHDN). None in any tutorials explain about it (especially for JulioNIB's). Likewise, I'm still developing, but needed rest a bit often.
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NooseMod: having trouble with main callout
Hey, actually while I was developing, I got a question. In details, there's this unique LCPDFR feature about "search radius" for knowing last location of suspect when the pursuing police/law enforcer has lost contact, like the ones in original GTA when a player is being chased by a police. Can't tell by screenshots because I'm still developing but I remember about "visual on suspect lost" or something. When the suspect has escaped the police (definitely after escaping the search radius for a period of time), I'd like to add an option to clear the mission peds list in my NooseMod project, that is, specific for that suspect that escaped. Will this part of coding work? I'm still curious, though, because I did beta tests alone. private void GetArrestedTerrorists() { if (isPursuitSessionActive && missionPeds.Count != 0) { foreach (LPed myped in missionPeds) { if (myped.IsAlive && myped.HasBeenArrested && myped.Exists()) { missionPeds.Remove(myped); arrestedSuspects.Add(myped); } // whether IsDead return true and HasBeenArrested return false else if (myped.IsDead && !myped.HasBeenArrested && myped.Exists()) { missionPeds.Remove(myped); deadSuspects.Add(myped); } // If the suspect has lost visual and escaped else if (!myped.Exists()) missionPeds.Remove(myped); } } } I'm focusing to the one that commented "If the suspect has lost visual and escaped". Wonder if that won't work.
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NooseMod: having trouble with main callout
I'll give it a shot. Thanks @LtFlash. Edit: Looks good, no game crashes, but apparently I'm running on something I want to figure out on my own, but... oh well... Looks like I'm getting into the programming world... I've been running a recently test on missions but I got stuck on "ArgumentOutOfRange" exception. On my other tests using Listing in Console Application is fine (I did an approx. 2 times with changing codes and adding StreamReader into it), but not with the NooseMod, even though the list was within the range (0 to 7 - there are 8 missions provided from the original NooseMod script). I'm trying to chase this issue to find out what caused the trouble, but if anyone got time to spare thoughts, I'd be happy to oblige. LCPDFR.log Edit2: Actually, I got that problem sorted out.
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NooseMod: having trouble with main callout
Actually, I don't know if I'm correct to post my problem right here, but I do have a problem. I'm designing a new LCPDFR API plugin that brings Counter-Strike-styled game into GTA, but I encountered a problem. Long story short, I designed this based on the old NooseMod script that released since 2009 and I wanted to enhance it, using LCPDFR engine. I wanted to contact the author of the mod, but for the past 8 years he was never resurfaced, nor speaking online. Also the site I wanted to get in contact with was closed. And yeah, I do have adequate skills in GTA scripting after learning from C# tutorial book and the internet. My script comprises of many classes; very complicated. I redesigned it based from the original NooseMod. Terrorist Pursuit callout works without any issues except, when it comes to the main callout (NooseMod). I made 3 attempts on forcing the callout after changing model to SWAT member, but it always caused the game to crash. LCPDFR.log records NO exceptions, but the Scripthookdotnet.log records it, which is unique IMO. I have attached 3 logs (or full preview from my blog post: "Well, at least I tried..."). Any help will be appreciated. P.S.: If anyone wants to test my source code for debugging, I published my codes as a repository on my GitHub here: https://github.com/Naruto607/NooseMod It's my third debug since the initial commit on 30/7. ScriptHookDotNet.log AdvancedHook.log LCPDFR.log
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NYPD&LCPD ESU New Model + Uniforms
Shit... nearly 14 MB for a hat texture file (m_y_swat_p.wtd)? Sad to say, some PCs work with HD textures, some other not. My advice: Lower the image resolution. If it's 4096x4096 for example, drop it to 25% (1024x1024) or 12.5% (512x512) of its original. Any image-editing software like Photoshop can reduce its image resolution, so that the size will be smaller when compressed. Compress the image. If the image is HD and in Bitmap RGB (A8R8G8B8 in OpenIV) state, compress it to either DXT1, DXT3, or DXT5. DO NOT CHOOSE L8 (in OpenIV) as it will turn the texture to a Grayscale. What do I see after a quick look on m_y_swat_p.wtd (either NYPD or LCPD) is that all images are in 2048x2048 resolution: diffuse, bump map, and specular. If some of you are running the issue of unable to spawn with Trainer and in police station, drop ONLY bump map and specular textures size to 25% (512x512) or 12.5% (256x256) of its original. That should help most of them who can't spawn the SWAT model. I hope this helps. I do have an experience like that as well with an MP5SD mod which all images are HD and solved by dropping its bump map and specular images size. I should guarantee that there'll be no quality loss, except if you drop the diffuse texture resolution as well.
- 34 comments
- 7 reviews
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NYPD PACK
Dang, this is somewhat like... how do I describe this... I don't have a clan, I work alone, I do developing textures, and I never edit anyone's work that is completely protected to prevent my ass being chased by the law enforcers. BTW, it is indeed true if mods developed that intended for specific game own the copyright of specific game, but what about scripts (those particularly add-ons for LCPDFR or LSPDFR)? Should you comply to game maker or GNU GPL License? Personal scripts do not have copyright holder of the other, only the person who made it. Besides, most scripts are compiled and released without source code, not even anyone can break it unless they have a program to extract it. Mine is quite simple, BTW, with exclusivity period, under conditions attached. My Game Modding License | GNU GPL License Sorry for being off-topic, but I guess looking on the images is enough to download more stuffs in GTA IV to enrich the game world. Your NYPD Pack is just the thing (since I downloaded a pack containing female cop ped that is not suitable to my style). How about adding a like, @Dualift? Cheers from Indonesia.
- 73 comments
- 4 reviews
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Vapid Interceptor Whelen Mini + Can Lights T-2 [ELS]
- 709 downloads
- Version 1.0.0
One of my other fictional police cruisers, this cruiser from GTA V comprises of oldschool and modern lighting. It has Whelen Mini and TRIO Can Lights Model T-2 attached on top of the cruiser, with also Traffic Advisor and working Spotlight (accessible as extra_6 in ELS system). This cruiser reminds me much of Ford Taurus or Ford Police Interceptor in my POV. Mod is requested by @JBuzz826 and is made to free my boredom from "no college tasks" and lack of reference for next release. -
Vapid Stanier Gen2 Detective Cruiser [ELS]
- 257 downloads
- Version 1.0.0
A Slicktop detective cruiser similar to the Undercover Cruiser in GTA V. Mod is requested by @JBuzz826 and is made to free my boredom from "no college tasks" and lack of reference for next release. -
Vapid Stanier Gen2 Cruiser Code 3 MX7000 [ELS]
- 610 downloads
- Version 1.0.0
2nd generation of Vapid Stanier police cruiser with Code 3 MX7000 lightbar. This is similar to those in GTA V, only with realism set. Mod is requested by @JBuzz826 and is made to free my boredom from "no college tasks" and lack of reference for next release. -
Declasse Merit Boston Police Department [ELS]
- 249 downloads
- Version 1.0.0
Merit police cruiser with whole blue lights and yellow Traffic Advisor. The Boston Police theme is picked to match the lights. Again, this is made upon request by @OfficerDeal as he wanted some of my police cruisers to have blue lights on the lightbar. Still, this is created from scratch as I don't do rework on my Merit cruiser that uses Streethawk lightbar. I don't normally see Streethawk lightbar to have completely blue lights while I haven't watched Youtube for 2 or 3 years. If you like Boston Police theme, my skin pack should help: Related Download- 2 comments
- 1 review
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Vapid Stanier Boston Police Department [ELS]
- 182 downloads
- Version 1.0.0
A vanilla IV police cruiser with whole blue lights and yellow Traffic Advisor. Since idk what theme I should pick with this blue lights on the lightbar, I decided to pick the Boston Police theme since I already made one and wanted to play Fallout 4 when I get a new computer. Mod is requested by @OfficerDeal as he wanted some of my car mods to have the lights of the lightbar to become whole blue. Sorry for the LONG reply, though, because I have other work to do, and besides, I don't think I can do the rework on my previous mods, like making the Vector lightbar to flash blue while I haven't watched Youtube for 2 or 3 years. -
MTL Firetruck FDLC V-styled Lightbar [ELS - DROT]
- 1,024 downloads
- Version 1.0.0
A vanilla IV firetruck with V lightbar converted from GTA V. It features the secondary lightbar, functional rotating dome lights, functional internal lightbar rotators, and interior decorations like camera and laptop. This sweet, vanilla firetruck will change the way of your Fire missions to a near future where new stuffs come in. -
Enhanced Police Stockade
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Improved Police Bike [ELS]
Thanks @OfficerDeal. I had to postpone creating and uploading the enhanced police vehicle ones since my family was having a holiday trip at Bali on 4th July. I was hoping to upload the mod while I was there, but the internet is sh*t. I have to wait for the right time to upload my mods before going for another mod proposal. Right now I'm continuing to develop the flight simulator mod that was postponed because of modding tools lacking. Check my blog posts when you have time; I do updates when needed.