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 [IV|REL] Kidnapping 1.0

 Extort people for more money!
 
BR_Goianiense  
Posted: Thursday, May 19 2011, 12:37
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By BR_Goianiense
Version: 1.0.0
Released: 05/19/2011

- If inside a car with a stranger, press the action button to lock the doors and start a kidnapping.

- The kidnapped will be forced by you to call their folks and ask for a ransom to be exchanged at a direction given by you.

- You can hide and retrieve the kidnapped in an abandoned garage hideout north the island.

- Kidnapped can alert the cops if there's one nearby, making you wanted for kidnapping (4 stars!).

- There's a chance that the kidnapped's family will alert the cops, making an ambush for you during the exchange.

- Abandon the vehicle with the kidnapped inside or just miss the exchange appointment to give up the kidnapping.

- Needs HazardX's .net scripthook version 0.891 or later. -> http://www.gtaforums.com/index.php?showtopic=392325

- xLiveLess -> http://www.gtaforums.com/index.php?showtopic=388658 (xLiveLess)


KNOWN BUGS
=========

None

INSTALLATION
=========

Place the files Kidnapping.net.dll and Kidnapping.ini into the scripts folder within the game directory.

INI FILE
=====

Change the values inside Kidnapping.ini to control the mod behavior.


CutTheChat=0 --> 1 means the conversation between you and the kidnapped at the time of the kidnapping will be more objective and a little less longer. 0 means the conversation will be shown fully.

ChancePedScreamToCops=30 --> in percent. This value means how often a kidnapped will fell confident to alert the cops if one is nearby. Once it's done and if you manage to escape, he won't consider doing it again.

WantedStars=4 --> can go from 1 to 6. Means how many stars you will get if the cops are aware of your kidnapping crime.

ScreamIfWanted=1 --> 1 means the kidnapped will always scream to the cops and alert them of his situation if you're wanted for other reasons than the kidnapping itself, raising your wanted level. 0 means the wanted level won't affect his decision on alerting the cops.

MinRansom=10 --> in thousands of dollars, can go from 5 to 99. This is the minimum amount of money the kidnapped's family will offer as a ransom.

MaxRansom=50 --> in thousands of dollars, can go from 6 to 100. This is the maximum amount of money the kidnapped's family will offer as a ransom.

MinRaiseTimeNeeded=12 --> in hours, can go from 2 to 95. This is the minimum amount of time the kidnapped's family will need to raise the money and perform the exchange. The time asked is ALWAYS a multiple of MinRaiseTimeNeeded.

MaxRaiseTimeNeeded=48 --> in hours, can go from 3 to 95. This is the maximum amount of time the kidnapped's family will need to raise the money and perform the exchange.

ChanceCopsAmbush=50 --> in percent. This value means how often the kidnappeds' families will be likely to involve the cops at the moment of the exchange.

WaitingTime=4 --> in hours, can go from 1 to 12. This means how long the kidnapped's family will wait at the exchange point for you to come perform the exchange. If you take longer than this after the appointment time has begun, the kidnapped's family will just give up. The exchange location is indicated by a '$' mark in the radar.

DisplayWarningSince=4 --> in hours, can go from 1 to 12. This is how early the mod will remember you from your exchange appointment. The mod will remember you once an hour, for the amount of hours set in here.

O This mod is hosted at GTAGarage.com

Downloads:
Download Kidnapping Version 1.3 - 0.014MB, uploaded on Jun 28 2011, downloaded 2763 times
Download Kidnapping Version 1.2 - 0.014MB, uploaded on Jun 03 2011, downloaded 543 times
Download Kidnapping Version 1.1 - 0.013MB, uploaded on May 25 2011, downloaded 349 times
Download Kidnapping Version 1.0 - 0.012MB, uploaded on May 19 2011, downloaded 394 times

Click here to view the mod at GTAGarage

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HippieCommunist  
Posted: Thursday, May 19 2011, 12:47
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DUDE! O_O a must see/have/love inlove.gif

cookie.gif cookie.gif cookie.gif

amazing!

*edit just tried it... i LOVE the way its done! but i had an error from none existing blip trying to be deleted cryani.gif

cool cool cool idea!

This post has been edited by HippieCommunist on Thursday, May 19 2011, 12:54
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SilentPL  
Posted: Thursday, May 19 2011, 13:28
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Could you post a vid, or something? I don't have GTA IV, but it sounds EPIC. I never thought about making something similar for SA.
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icelaglace  
Posted: Thursday, May 19 2011, 14:07
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Amazing! I'll try that as soon as my GTA4 is working back!
Thank you!
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BR_Goianiense  
Posted: Thursday, May 19 2011, 14:26
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QUOTE (HippieCommunist @ May 19 2011, 12:47)
DUDE! O_O a must see/have/love  inlove.gif

cookie.gif  cookie.gif  cookie.gif

amazing!

*edit just tried it... i LOVE the way its done! but i had an error from none existing blip trying to be deleted  cryani.gif 

cool cool cool idea!

Thanks for the info, I'm going to take a look when I get home.

wink.gif

EDIT: Is anybody else experiencing this problem?

This post has been edited by BR_Goianiense on Thursday, May 19 2011, 18:40
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manu90mala  
Posted: Thursday, May 19 2011, 14:57
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gta modding has got no limits...i'm amazed
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WhiteGoblin  
Posted: Thursday, May 19 2011, 20:21
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Been playing around with this one since the moment it was available for download in the bits of free time I've got here or there & absolutely love it. When you add in your Weapon Arrest mod with the additional OtherGunsCanBeReported & MassWeaponsCanBeReported options turned on along with your other realism modifications like; Crash Injury, Cautious Drivers, & Drive Felony this can become quite the feat to pull off! Start a new game, wave a pistol around to get somebody to unlock their doors, get reported for brandishing a weapon, take off on the run and if I don't kill the hostage in the get away then they start yelling at cops on the way to the drop. Also made the mistake a few times of trying to kidnap a few gang members which I like how it recommends one probably wouldn't want to do that! lol.gif

Excellent work & I'd really like to see continued development here as this is an excellent realism modification you've put together that not only brings out another real life element to the game but also creates a very challenging, exciting, & rewarding mini game. Not sure these are really to easy to add in or anything you'd be interested in doing but here's a few suggestions I came up with while testing it out; more stash locations, some triggered by button if the conditions are met but probably integrated more into the game as a quick scene abilities to some how shut up your hostage with say; tape w/ random removal chance, throwing them in the trunk with a dark alley or unpopulated area required then a random chance they could get out, or maybe a simpler to program good'ol knuckle sandwich after they've made the phone calls? I'm thinking it might not keep them out for a long drive or anything but as long as you didn't make it a habit while you took the extreme scenic route they'd probably make it out alive. moto_whistle.gif

I'd also like to see a random chance that a cop hearing the cries of somebody yelling out the window on a busy street might not be able to identify which vehicle it came from. How about the ability to select different values in ransom amount based on how long you give them to get the cash together. Thinking the shorter the amount of time you give them the less cash you can get but the more likely you'll get away with it, meanwhile if you want the big score then you might have to wait a day or two while they get the funds together which would of course raise the odds they're going to go to the cops as they not only think things out but run into issues at the bank or just trying to come up with that type of cash.

'Goblin

This post has been edited by WhiteGoblin on Thursday, May 19 2011, 22:06
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goin-god  
Posted: Thursday, May 19 2011, 22:52
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Crap, your mods are amazing. I can't wait to get my new PC to play IV again... this time with your mods!
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WhiteGoblin  
Posted: Friday, May 20 2011, 03:30
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Another quick thought would be to display the messages about the meeting times for the exchange on a second line right below where it currently does since if you're also using your Wanted Vehicle mod it could be constantly letting you know that you're driving a wanted vehicle as well making it a bit harder to catch. Once again thank you so much for all the work, it's a brilliant mod!
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HippieCommunist  
Posted: Friday, May 20 2011, 07:20
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dont wanna nag, but i really think u should enjoy this mod for what it HAS rather than what it LACKS... sarcasm.gif

better knows no limits

not only Goianiense has an extraordinary mind, hes also a very nice guy (which is a rare mix) sigh.gif

respect.
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WhiteGoblin  
Posted: Friday, May 20 2011, 07:43
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QUOTE
dont wanna nag, but i really think u should enjoy this mod for what it HAS rather than what it LACKS... sarcasm.gif

I completely agree with you actually, BR_Goianiense is extremely talented & as you'll see throughout almost all of his releases an most others a sincere thank you already having been posted. In some of his other threads he's been very vocal about looking for suggestions, people to do testing, or in general provide thoughts and opinions which is why you see the discussion above. In no means was it meant to degrade, demean, or attack the current condition of the modification as it's pretty freaking sweet as is & if it came off that way in any manner then I deeply apologize! smile.gif
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HippieCommunist  
Posted: Friday, May 20 2011, 08:45
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ure cool mate! biggrin.gif
dont think u need to... im sure he will agree that ideas are always welcome. all im saying is that we need to spend more time writing about good parts of the mods as i doubt any1 here have anything bad to say about this pure awesomeness! try to examine the posts through the eyes of some1 who sacrifices HOURS for the greater good.

we should all be appreciative as im sure u are too wink.gif

*it works for me now! woohoo! taxis are easiest kidnappings...



This post has been edited by HippieCommunist on Friday, May 20 2011, 11:27
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icelaglace  
Posted: Friday, May 20 2011, 12:56
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Just tested it.
It's amazing O_O
I guess I had a bug because I was using... a bus, yeah i know really stealthy ;D

CODE

2011-05-20 14:52:40 - Error during Tick in script 'Kidnapping.KidnappingScript':
                     GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore!
                        at GTA.Ped.get_Position()
                        at Kidnapping.KidnappingScript.Kidnapping_Tick(Object sender, EventArgs e)
                        at GTA.Script.TryTick()
                        at GTA.Script.DoTick()
                        at GTA.ScriptThread.OnTick()


Using GTA4 1.0.4.0 and Scripthook 0.4.0 + ScriptHookDotNet v1.7.1.7 BETA
But anyway. It works good!
It happened when I dropped my car into the blip \o/ symbol.
Then tada smile.gif

Thank you for this beautiful script. I was mostly annoyed by people staying in the car. Always waiting for them to leave...
Not anymore ;D

EDIT : 'kay, more precision.
It happens when I leave the blip spot zone like 50ft away when you deliver the kidnapped guy to wait till the ransom.

This post has been edited by icelaglace on Friday, May 20 2011, 13:05
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HippieCommunist  
Posted: Friday, May 20 2011, 13:16
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same here... but i dont use that option anyway smile.gif
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gorgonut  
Posted: Saturday, May 21 2011, 16:52
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Very challenging mod and nice customization in the ini file! Well done! icon14.gif
( Ive also left you a note in the Wanted Vehicle forum about the taxi's wanted level which we use a lot here for kidnapping people as HippieCommunist mentioned).
Bug (?); After some times I played (GTA IV v. 1.0.7 and EFLC v.1.0.2) everytime I was going to the hide out in order to leave the kidnapped person, the mods message appeared and after a some seconds there was an error of the mod and it failed. Anyone else had the same problem or the hide out works for the rest of the people?

This post has been edited by gorgonut on Tuesday, May 24 2011, 21:13
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BR_Goianiense  
Posted: Wednesday, May 25 2011, 03:34
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XXXXX



By BR_Goianiense
Version: 1.1.0
Released: 05/25/2011

- If inside a car with a pedestrian, press the action button to lock the doors and start a kidnapping.

- The kidnapped will be forced by you to call their folks and ask for a ransom to be exchanged at a direction given by you.

- You can hide and retrieve the kidnapped in 3 hideouts: an abandoned garage north of Algonquin, an abandoned factory south of Alderney or in an abandoned building in Dukes.

- Kidnapped can alert the cops if there's one nearby, making you wanted for kidnapping (4 stars!).

- There's a chance that the kidnapped's family will call the cops, making an ambush for you during the exchange.

- Abandon the vehicle with the kidnapped inside to give up the kidnapping or just miss the exchange appointment.

- Needs HazardX's .net scripthook version 0.891 or later. -> http://www.gtaforums.com/index.php?showtopic=392325

- xLiveLess -> http://www.gtaforums.com/index.php?showtopic=388658 (xLiveLess)


CHANGES SINCE LAST VERSION
==========================
v1.1
- Added 2 new hideouts (Dukes and Alderney).
- Added more dialog variaton.
- Corrected bug that deleted the kidnapped in hideout, leading to a script error.
- Added animation to kidnapped calling his family.

INSTALLATION:
=============
Place the files Kidnapping.net.dll and Kidnapping.ini into the scripts folder within the game directory.

INI FILE:
=========
Change the values inside Kidnapping.ini to control the mod behavior.


CutTheChat=0 --> 1 means the conversation between you and the kidnapped at the time of the kidnapping will be more objective and a little less longer. 0 means the conversation will be shown fully.

ChancePedScreamToCops=30 --> in percent. This value means how often a kidnapped will fell confident to alert the cops if one is nearby. Once it's done and if you manage to escape, he won't consider doing it again.

WantedStars=4 --> can go from 1 to 6. Means how many stars you will get if the cops are aware of your kidnapping crime.

ScreamIfWanted=1 --> If you set this value to 1, it means the kidnapped will always scream to the cops and alert them of his situation if you're wanted for other reasons than the kidnapping, raising your wanted level. 0 means the wanted level won't affect his decision on alerting the cops.

MinRansom=10 --> in thousands of dollars, can go from 5 to 99. This is the minimum amount of money the kidnapped's family will offer as a ransom.

MaxRansom=50 --> in thousands of dollars, can go from 6 to 100. This is the maximum amount of money the kidnapped's family will offer as a ransom.

MinRaiseTimeNeeded=12 --> in hours, can go from 2 to 95. This is the minimum amount of time the kidnapped's family will ask to be able to raise the money and perform the exchange. The time asked is ALWAYS a multiple of MinRaiseTimeNeeded.

MaxRaiseTimeNeeded=48 --> in hours, can go from 3 to 95. This is the maximum amount of time the kidnapped's family will ask to be able to raise the money and perform the exchange. The time asked is ALWAYS a multiple of MinRaiseTimeNeeded.

ChanceCopsAmbush=50 --> in percent. This value means how often the kidnappeds' families will be likely to involve the cops at the moment of the exchange.

WaitingTime=4 --> in hours, can go from 1 to 12. This means how long the kidnapped's family will wait at the exchange point for you to come perform the exchange. If you take longer than this after the appointment time has begun, the kidnapped's family will just give up.

DisplayWarningSince=4 --> in hours, can go from 1 to 12. This is how early the mod will remember you from your exchange appointment. The mod will remember you once an hour.

This post has been edited by BR_Goianiense on Wednesday, May 25 2011, 03:51
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SilentPL  
Posted: Wednesday, May 25 2011, 11:44
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Video video video video video video video please. It sounds awesome cookie.gif
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BR_Goianiense  
Posted: Friday, Jun 3 2011, 00:43
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By BR_Goianiense
Version: 1.2.0
Released: 06/02/2011

- If inside a car with a stranger, press the action button to lock the doors and start a kidnapping.

- The kidnapped will be forced by you to call their folks and ask for a ransom to be exchanged at a direction given by you.

- You can hide and retrieve the kidnapped in 3 hideouts: an abandoned garage north of Algonquin, an abandoned factory south of Alderney or in an abandoned building in Dukes.

- Kidnapped can alert the cops if there's one nearby, making you wanted for kidnapping (4 stars!).

- There's a chance that the kidnapped's family will call the cops, making an ambush for you during the exchange.

- Abandon the vehicle with the kidnapped inside to give up the kidnapping or just miss the exchange appointment.

- You have to possess a firearm to kidnap someone.

- Needs HazardX's .net scripthook version 0.891 or later. -> http://www.gtaforums.com/index.php?showtopic=392325

- xLiveLess -> http://www.gtaforums.com/index.php?showtopic=388658 (xLiveLess)


CHANGES SINCE LAST VERSION
==========================
v1.2
- Added sound for random screams of panic from the kidnapped.
- Corrected bug that miscalculated the exchange time if the player saved the game.
- Added code to block player from kidnapping while unarmed.

v1.1
- Added 2 new hideouts (Dukes and Alderney).
- Added more dialog variaton.
- Corrected bug that deleted the kidnapped in hideout, leading to a script error.
- Added animation when kidnapped is calling his family.

INSTALLATION:
=============
Place the files Kidnapping.net.dll and Kidnapping.ini into the scripts folder within the game directory.

INI FILE:
=========
Change the values inside Kidnapping.ini to control the mod behavior.


CutTheChat=0 --> 1 means the conversation between you and the kidnapped at the time of the kidnapping will be more objective and a little less longer. 0 means the conversation will be shown fully.

ChancePedScreamToCops=30 --> in percent. This value means how often a kidnapped will fell confident to alert the cops if one is nearby. Once it's done and if you manage to escape, he won't consider doing it again.

WantedStars=4 --> can go from 1 to 6. Means how many stars you will get if the cops are aware of your kidnapping crime.

ScreamIfWanted=1 --> If you set this value to 1, it means the kidnapped will always scream to the cops and alert them of his situation if you're wanted for other reasons than the kidnapping, raising your wanted level. 0 means the wanted level won't affect his decision on alerting the cops.

MinRansom=10 --> in thousands of dollars, can go from 5 to 99. This is the minimum amount of money the kidnapped's family will offer as a ransom.

MaxRansom=50 --> in thousands of dollars, can go from 6 to 100. This is the maximum amount of money the kidnapped's family will offer as a ransom.

MinRaiseTimeNeeded=12 --> in hours, can go from 2 to 95. This is the minimum amount of time the kidnapped's family will ask to be able to raise the money and perform the exchange. The time asked is ALWAYS a multiple of MinRaiseTimeNeeded.

MaxRaiseTimeNeeded=48 --> in hours, can go from 3 to 95. This is the maximum amount of time the kidnapped's family will ask to be able to raise the money and perform the exchange. The time asked is ALWAYS a multiple of MinRaiseTimeNeeded.

ChanceCopsAmbush=50 --> in percent. This value means how often the kidnappeds' families will be likely to involve the cops at the moment of the exchange.

WaitingTime=4 --> in hours, can go from 1 to 12. This means how long the kidnapped's family will wait at the exchange point for you to come perform the exchange. If you take longer than this after the appointment time has begun, the kidnapped's family will just give up.

DisplayWarningSince=4 --> in hours, can go from 1 to 12. This is how early the mod will remember you from your exchange appointment. The mod will remember you once an hour.

SoundPeriod=1 --> Can go from 1 to 10. Set this number to adjust the frequency of random panic screams from the kidnapped. These screams don't affect gameplay. 1 means he'll probably scream once at every 20 seconds. 5 means he'll probably scream 5 times every 20 seconds, and so goes on... 0 turns the feature off.
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icelaglace  
Posted: Friday, Jun 3 2011, 01:57
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Cool update mate! Thank you !
Will try that right now ;D
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goin-god  
Posted: Friday, Jun 3 2011, 03:50
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This is getting better and better. I've just watched Terminator 3, and this remainds me of the kidnap scene.

I may try to recreate something similar lol.
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