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[IV|REL] Kidnapping 1.0 Extort people for more money!
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BR_Goianiense  |
Posted: Thursday, May 19 2011, 12:37
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Player Hater

Group: Members
Joined: Mar 1, 2011


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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.
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WhiteGoblin  |
Posted: Thursday, May 19 2011, 20:21
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I am one with the net

Group: Members
Joined: Apr 24, 2011

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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! 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. 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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icelaglace  |
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See futures in balls

Group: Members
Joined: May 4, 2011



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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()
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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  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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BR_Goianiense  |
Posted: Wednesday, May 25 2011, 03:34
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Player Hater

Group: Members
Joined: Mar 1, 2011


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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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BR_Goianiense  |
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Player Hater

Group: Members
Joined: Mar 1, 2011


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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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