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Pages: (7) « First ... 5 6 [7]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [CLEO]Realistic Traffic! (no more floating

 nor overspeeding traffic!!)+FREECARAIM!
 
toonskull  
Posted: Sunday, Jun 6 2010, 17:10
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Well it hasn't been 24 yet but I figure it hasn't crashed mine.

Notes: This is the only CLEO mod I ran on my system so no promises it won't have conflicts with other mods running. This version has doors locked but if you read through my comments you can see how to swap it for car health. I set my distance to 60.0 meters because it felt right. I found setting it higher fewer cars get selected. While setting it lower makes for more accidents.

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'REALTRAFFIC'
//Based on HippieCommunist version 2008 - 2010.
//Recoded by Vincent Black aka ToonSkull
//June 5th, 2010
:REALTRAFFIC_19
wait 0
//Grab any vechicles near player
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
073E: get_car_in_sphere 1@ 2@ 3@ radius 60.0 model -1 handle_as 0@
//Car Info
if
056E:   car 0@ defined
jf @REALTRAFFIC_19
//Driver Info
046C: 1@ = car 0@ driver
if
056D:   actor 1@ defined
jf @REALTRAFFIC_19
if
  not Actor.DrivingPoliceVehicle(1@)
jf @REALTRAFFIC_19
//This is a cool way to figure out which cars are modified. Just Lock the doors.
//See notes if you don't like this option.
//4@ = Car.Health(0@)
09B3: get_car 0@ door_status 4@
089F: get_actor 1@ pedtype_to 3@
//No mods, bikes, Criminals, or Cops
if and
  not 4@ >= 3     //Doors are locked = car is already modded - ALT is "4@ == 1000"
  not 3@ == 6     //Is a Cop
  not 3@ == 20    //Is a Criminal
847A:   not actor 1@ driving_bike
jf @REALTRAFFIC_19
03F3: get_car 0@ primary_color_to 11@ secondary_color_to 12@
5@ = Car.Model(0@)
6@ = Car.Angle(0@)
02E3: 7@ = car 0@ speed
//Get the driver
0665: get_actor 1@ model_to 2@
0407: store_coords_to 8@ 9@ 10@ from_car 0@ with_offset 0.0 0.0 0.0
Actor.RemoveReferences(1@)
//Car Capacity Check  
13@ = 0
14@ = 0
15@ = 0
01EA: 22@ = car 0@ max_passengers
//Two Door Check
if
 22@ == 3
jf @REALTRAFFIC_404
//Four Door Check Rear Seats
//Rear Seat passenger
if
8431:   not car 0@ passenger_seat_free 2
jf @REALTRAFFIC_355
0432: 16@ = get_actor_handle_from_car 0@ passenger_seat 2
0665: get_actor 16@ model_to 13@
089F: get_actor 16@ pedtype_to 19@
Actor.RemoveReferences(16@)
//Rear Seat passenger
:REALTRAFFIC_355
if
8431:   not car 0@ passenger_seat_free 1
jf @REALTRAFFIC_404
0432: 17@ = get_actor_handle_from_car 0@ passenger_seat 1
0665: get_actor 17@ model_to 14@
089F: get_actor 17@ pedtype_to 20@
Actor.RemoveReferences(17@)
//Front Seat Passenger
:REALTRAFFIC_404
if
8431:   not car 0@ passenger_seat_free 0
jf @REALTRAFFIC_453
0432: 18@ = get_actor_handle_from_car 0@ passenger_seat 0
0665: get_actor 18@ model_to 15@
089F: get_actor 18@ pedtype_to 21@
Actor.RemoveReferences(18@)

:REALTRAFFIC_453
Car.Destroy(0@)
0@ = Car.Create(5@, 8@, 9@, 10@)
Car.Angle(0@) = 6@
//This line was used for testing it turns the cars black
//Not all the cars turn black as I approach them so it still needs tweaking.
//0229: set_car 0@ primary_color_to 0 secondary_color_to 0
0229: set_car 0@ primary_color_to 11@ secondary_color_to 12@
0129: 1@ = create_actor_pedtype 3@ model 2@ in_car 0@ driverseat
//Place passengers (if any)
if
  not 13@ == 0
jf @REALTRAFFIC_559
01C8: 16@ = create_actor_pedtype 19@ model 13@ in_car 0@ passenger_seat 2
0526: set_actor 16@ stay_in_car 1
Model.Destroy(13@)
Actor.RemoveReferences(16@)

:REALTRAFFIC_559
if
  not 14@ == 0
jf @REALTRAFFIC_610
01C8: 17@ = create_actor_pedtype 20@ model 14@ in_car 0@ passenger_seat 1
0526: set_actor 17@ stay_in_car 1
Model.Destroy(14@)
Actor.RemoveReferences(17@)

:REALTRAFFIC_610
if
  not 15@ == 0
jf @REALTRAFFIC_661
01C8: 18@ = create_actor_pedtype 21@ model 15@ in_car 0@ passenger_seat 0
0526: set_actor 18@ stay_in_car 1
Model.Destroy(15@)
Actor.RemoveReferences(18@)
//Set behaviors
:REALTRAFFIC_661
Car.SetSpeedInstantly(0@, 7@)
Car.SetToNormalDriver(0@)
Car.SetDriverBehaviour(0@, FollowRoad)
00AE: set_car 0@ traffic_behaviour_to 1
//Lock the doors - some players don't like this option so it could be
//written to use Car.Health(0@) and just add 1 point so car health is not normal.
//4@ += 1
//Car.Health(0@) = 4@
Car.DoorStatus(0@) = 3
04E0: car 0@ abandon_path_radius 0
Model.Destroy(5@)
Model.Destroy(2@)
Actor.RemoveReferences(1@)
Car.RemoveReferences(0@)
jump @REALTRAFFIC_19


Thanks Hippie for setting code out there.

This post has been edited by toonskull on Sunday, Jun 6 2010, 17:15
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methodunderg  
Posted: Sunday, Jun 6 2010, 23:11
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I will have a test of this later, and get back to you on it ! Hopefully it doesn't conflict with my other CLEO's i have installed.

I don't really understand cleo, so what where you tryin' to achieve with this edit ? just so I know exactly what to look out for smile.gif

Cheers mate
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toonskull  
Posted: Monday, Jun 7 2010, 03:35
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QUOTE (methodunderg @ Jun 6 2010, 23:11)
I will have a test of this later, and get back to you on it ! Hopefully it doesn't conflict with my other CLEO's i have installed.

I don't really understand cleo, so what where you tryin' to achieve with this edit ? just so I know exactly what to look out for smile.gif

Cheers mate

Add the passengers back into the vehicles. Hippie's last mod link was like a step backwards in the fact that it removed the passengers from the vehicles. Also if you read the comments inside the code it allows you to change the doors being locked to unlocked.

IF "thread 'REALTRAFFIC'" is on line number 0005 here are the lines to change for those.

CODE
0028 4@ = Car.Health(0@)
0029 //09B3: get_car 0@ door_status 4@

0033 4@ == 1000

0126 4@ += 1
0127 Car.Health(0@) = 4@
0128 //Car.DoorStatus(0@) = 3


Making changes to those lines without the line numbers of course will make the cars 1 point stronger instead of locking the doors.

-----------Now for something you said earlier-------------
QUOTE
if you commited a crime, and no cops where around, a random ped near you, would use there cellphone to ring the police (a short text convo will appear at the bottom) the ped will also have a arrow/icon above there head so you know which ped is calling the cops, and if you shoot that ped before convo over, then no stars are received.


Well I omitted the cell phone thing and give you this:
CODE
{$VERSION 3.1.0027}
{$CLEO .cs}
//This mod hooks the wanted level and checks for cops within 100 feet of the player.
//Coded by Vincent Black
//June 6th, 2010
//-------------MAIN---------------
thread 'RCOPCARS'
//Load Wanted Level into variable 1@
:RCOPCARS_19
wait 0
1@ = Player.WantedLevel($PLAYER_CHAR)
if
 1@ > 0
jf @RCOPCARS_19
Player.ClearWantedLevel($PLAYER_CHAR)
10@ = 0
//Set a counter to zero in 10@
:RCOPCARS_61
wait 0
04C4: store_coords_to $4 $5 $6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
08E5: get_actor_in_sphere $4 $5 $6 radius 30.0 handle_as 3@
if
  not 10@ >= 100
jf @RCOPCARS_19
10@ += 1
//Stop scanning after 100 loops assume no one saw anything.
if
056D:   actor 3@ defined
jf @RCOPCARS_61
089F: get_actor 3@ pedtype_to 5@
if or
 5@ == 4
 5@ == 5
 5@ == 6
jf @RCOPCARS_61
//We have a witness.
//Set timer to zero.
32@ = 0
if
  not 5@ == 6
jf @RCOPCARS_241
//Witness Marker
12@ = Marker.CreateAboveActor(3@)
07E0: set_marker 12@ type_to 0
Marker.SetColor(12@, 0)

:RCOPCARS_241
wait 0
if
  Actor.Dead(3@)
jf @RCOPCARS_273
//Killed the Witness.
Marker.Disable(12@)
jump @RCOPCARS_19

:RCOPCARS_273
if or
 32@ >= 30000    //30 seconds to kill the witness
 5@ == 6         //Witness is a cop so timer don't matter.
jf @RCOPCARS_241
//Reset Wanted Level stored in 1@
Player.WantedLevel($PLAYER_CHAR) = 1@
if
  not 5@ == 6
jf @RCOPCARS_307
Marker.Disable(12@)
//Loop here until Wanted Level is cleared.
:RCOPCARS_307
wait 0
1@ = Player.WantedLevel($PLAYER_CHAR)
if
 1@ == 0
jf @RCOPCARS_307
jump @RCOPCARS_19


Like you said, this grabs the wanted level and stores it. Then it scans 30 meters (about 100 feet) around you for any cops or civilians (gangs don't narc). You will still hear a report but no stars. At this point look for a red marker on your radar. That person is running for help. Then if you can kill them in 30 seconds you will still have no stars. If the witness is a cop the stars will apply and the mod waits for you to clear them.

Have FUN!

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methodunderg  
Posted: Monday, Jun 7 2010, 06:38
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WOW !!!

Is all I can say .. That script is dope ! I'm able to run around killing HEAPS of people, and only get WANTED when a cop actually sees me. (I've only tested this on a cop ped, not on bike or car, I'm sure it will work the same though)

I tested it only for ten minutes. But will continue to play after this and update the post if I find anything.

I noticed that sometimes the 'witnesses' are in vehicles .. Which makes it quite hard, but I guess .. Realistic ! Which is what we are after ..

Could you add in, when a witness is 'detected' that you write a comment down the bottom saying "You have left a witness behind. You have ## seconds to eliminate them" And have the ## counting down.

Awesome work on that one !

Tested that traffic edit as well. (Only the locked version) Every car was locked. Can I edit it the same way as the original with the 'wait 0' at the start so that only SOME of the vehicles are locked ? Also, the taxi cleo that was created with this traffic mod doesn't seem to work with your edit either. I don't personally care though, that taxi script isn't the greatest smile.gif The driver himself sucks. Other people might still use it though ..
Ive been playin' with Rapier's 2.4 Taxi Cleo (just found it earlier, was using James' buggy 1.2)

Thanks dude ! Your the best !
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toonskull  
Posted: Wednesday, Jun 9 2010, 03:59
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Ok I added a text block to inform the player about the witness. I know someone will want to chime in about the GXT hook blah blah blah ... look I just needed to add one info line of text not wanting to complicate things when this is compiled it all remains in just one file. If you want to change it to use the gxt hook then feel free. But I find this a perfect solution to the code.

Also I change the name since I feel this is completed and should be separate from the other I am working on "Real Cop Car Chases".

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}
//This mod hooks the wanted level and checks for cops within 100 feet of the player.
//Coded by Vincent Black
//June 6th, 2010
//-------------MAIN---------------
thread 'REALCOPS'
//Load Wanted Level into variable 1@
054C: use_GXT_table 'BCRASH1'
:REALCOPS_19
wait 0
1@ = Player.WantedLevel($PLAYER_CHAR)
if
 1@ > 0
jf @REALCOPS_19
Player.ClearWantedLevel($PLAYER_CHAR)
10@ = 0
//Set a counter to zero in 10@
:REALCOPS_61
wait 0
04C4: store_coords_to $4 $5 $6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
08E5: get_actor_in_sphere $4 $5 $6 radius 30.0 handle_as 3@
if
  not 10@ >= 100
jf @REALCOPS_19
10@ += 1
//Stop scanning after 100 loops assume no one saw anything.
if
056D:   actor 3@ defined
jf @REALCOPS_61
089F: get_actor 3@ pedtype_to 5@
if or
 5@ == 4
 5@ == 5
 5@ == 6
jf @REALCOPS_61
//We have a witness.
//Witness is a cop so timer don't matter.
if
  not 5@ == 6
jf @REALCOPS_280
//Non Police Witness Marker
12@ = Marker.CreateAboveActor(3@)
07E0: set_marker 12@ type_to 0
Marker.SetColor(12@, 0)
//Text Block
0A9F: 0@ = current_thread_pointer
0@ += 16
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ -= @TEXT
0@ += 4
//Game Version Check
wait 0
0AA9:   is_game_version_original
jf @REALCOPS_200
   0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 0@  
jump @REALCOPS_210
:REALCOPS_200
   0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 0@  
jump @REALCOPS_210
:TEXT
0900: unknown_set_object "You have about 30 seconds before this ~r~witness~w~ tells the cops."
0000: NOP
//End Text Block
:REALCOPS_210
//Set timer to zero.
32@ = 0  
:REALCOPS_241
wait 0
if
  Actor.Dead(3@)
jf @REALCOPS_273
//Killed the Witness.
Marker.Disable(12@)
jump @REALCOPS_19

//Start Counter
:REALCOPS_273
if
 32@ >= 30000    //30 seconds to kill the witness      
jf @REALCOPS_241

:REALCOPS_280
//Reset Wanted Level stored in 1@
Player.WantedLevel($PLAYER_CHAR) = 1@
if
  not 5@ == 6
jf @REALCOPS_307
Marker.Disable(12@)
//Loop here until Wanted Level is cleared.
:REALCOPS_307
wait 0
1@ = Player.WantedLevel($PLAYER_CHAR)
if
 1@ == 0
jf @REALCOPS_307
jump @REALCOPS_19


EDIT:
OOPS! I fixed the code above. Now I have all 3 working so I am zipping them up for download now.

This post has been edited by toonskull on Wednesday, Jun 9 2010, 10:21
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methodunderg  
Posted: Wednesday, Jun 9 2010, 04:47
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Nice !!! Can't wait for the real cop chases to. Thanks for replyin' to my PM.

Could you add in for texts "

"You let the witness get away!"

"Witness has been executed"

I also noticed, that when you would 'usually' get a star, (but you don't, because there are no cops around, or you have killed all witnesses) you hear that voice-over from the Police-Radio "..... Suspect last seen on foot ...", even when you don't 'have any stars. This voice-over should happen when the witness calls it in.

I don't know the limitations of CLEO, so I dunno if thats possible; just ideas floating around in my head.

Cheers mate ! cookie.gif cookie.gif
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toonskull  
Posted: Wednesday, Jun 9 2010, 10:55
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Ok you can grab all 3 compiled plus the alt traffic that doesn't lock the doors here. This includes all the source code and other info.

Have FUN!

Vincent

PS no I don't know how to block or delay the audio. Sorry. biggrin.gif
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methodunderg  
Posted: Sunday, Jun 20 2010, 06:12
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After testing it for quite some time; I found the following ..

# The cops are still stupid. Even when the are around me sometimes, and I kill peds, I don't get any stars.
# Sometimes there are witnesses when there are cops around me
# Witnesses don't always flee
# After I finish a cellphone call (from Denise or Cesar) the stars are cleared
# Peds in cars driving downhill 9 times out of 10 do a lil' bunny hop with front wheels like they have hydraulics
# With no stars, I can pull my gun on a cop walkin' down the street, and he will surrender (put hands up) I'll get a star (for pointing gun at cops) but the cop won't do anything. If I stop aiming at him, he will continue on walking, and won't interact with me until I gain a 2nd star.

Great mod mate. Can't wait for the next version
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Darecki  
Posted: Monday, Jun 28 2010, 21:13
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a.k.a LinkinDark
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Can someone re-upload this mod?
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methodunderg  
Posted: Monday, Jun 28 2010, 23:52
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Download the mod posted by ToonSkull, its 2 posts above yours. Its a modified version of HippieCommunists original Realistic Traffic cleo.
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Darecki  
Posted: Tuesday, Jun 29 2010, 20:48
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Ok... And one more question - does this script posted by ToonSkull do anything more thank checking the cops etc.? Because as I remember Hippie's mod was meant to control the traffic cars more wisely...
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methodunderg  
Posted: Wednesday, Jun 30 2010, 00:06
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Its an improvement on the original. It also includes 'witnesses'. So if a cop isn't around, then a ped will become a 'witness'. You have 30sec to eliminate the witness, before you get a wanted level.

And you can use other CLEO's with the one as well, and it will still use the 'witness' if there is no cops. Like speed limit scripts, running red light script, the 'armed' cleo by rnboy15 etc

My favourite CLEO by far. Has HUGE potential smile.gif I just hope he won't let it die !

Still a bit buggy, but I'm sure he is still working on it smile.gif
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rabanadas  
Posted: Friday, Jul 30 2010, 12:45
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The links are dead...any idea where can i get this mod?
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rabanadas  
Posted: Friday, Jul 30 2010, 13:09
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Ok I dl the toonskull version and I'm loving it!:D
Just one question...where do I buy cars?I really want to buy but I don't know where!
Cheers! cookie.gif cookie.gif cookie.gif
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methodunderg  
Posted: Friday, Jul 30 2010, 23:27
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Yeah I've been using it for a while, my favourite CLEO by far smile.gif

What you mean by buying cars ?
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YyHhGgTt  
Posted: Saturday, Dec 4 2010, 03:41
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I laik planez
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Real Traffic, when you get out of your OWN car, you get locked out.
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MSKick  
Posted: Sunday, Sep 18 2011, 02:13
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Excuse me the download links are down. smile.gif
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Tasso3D  
Posted: Saturday, Jul 14 2012, 16:29
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Please, download the mod is not working sad.gif
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Death2Drugs  
Posted: Saturday, Jul 14 2012, 21:09
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Wanna milky?
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Could anyone please upload a new link?
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methodunderg  
Posted: Sunday, Jul 15 2012, 09:35
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Grandpa
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