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 Arrest Warrant

 notoriety mod with cop alert meters
 
Prof_Farnsworth  
Posted: Thursday, Jul 21 2011, 11:33
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WOW, been gone a while and seems I've missed some wicked SH*T. This looks terrific Angry. Can't wait to try it!
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CK-shit  
Posted: Thursday, Jul 21 2011, 12:15
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can u make it for San andreas it so damn real..
well my computer is not capable of running gta4 thats why i m requesting it
anyways..gr8 mod and u rocc icon14.gif cookie.gif cookie.gif
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lolleroz  
Posted: Thursday, Jul 21 2011, 14:20
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QUOTE (CK-shit @ Thursday, Jul 21 2011, 12:15)
can u make it for San andreas it so damn real..
well my computer is not capable of running gta4 thats why i m requesting it
anyways..gr8 mod and u rocc icon14.gif cookie.gif cookie.gif

do you expect a .net scripter to install SA on his PC, learn coding in CLEO, and make the same mod from the scratch?...
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AngryAmoeba  
Posted: Friday, Jul 22 2011, 01:59
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QUOTE (lolleroz @ Thursday, Jul 21 2011, 08:20)
QUOTE (CK-sh*t @ Thursday, Jul 21 2011, 12:15)
can u make it for San andreas it so damn real..
well my computer is not capable of running gta4 thats why i m requesting it
anyways..gr8 mod and u rocc  icon14.gif cookie.gif  cookie.gif

do you expect a .net scripter to install SA on his PC, learn coding in CLEO, and make the same mod from the scratch?...

That's sort of what I was thinking... I don't own San Andreas and don't know how to mod it. And this mod is stupidly complex. It's been a real bitch to code. tounge.gif

Anyway, new version! Now with INI goodness.

Changes in v0.9.5
- Added INI file for keys, bribe costs, and other settings.
- Now only the knife and bat will alert cops faster.
- For guns, grenades, and molotovs, now there's a chance the cops will notice the weapon (like how they identify your face) and give you 1 star. This feature is incompatible with Weapon Arrest by BR_Goianiense, and can be disabled in the INI.
- Fixed bug where cop alert levels wouldn't drain after giving up an investigation.
- Compiled script and changed save file to CriminalRecord.dat.
- Minor tweaks and cleanup.

Edit: Ninja'd in a couple more changes before anyone downloaded... biggrin.gif

This post has been edited by AngryAmoeba on Friday, Jul 22 2011, 06:39
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lolleroz  
Posted: Friday, Jul 22 2011, 19:19
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Awesome!
Btw just wondering, remember your weaponweight mod? With the coding capabilities you have now, how about updating it so we can store guns in our houses? (The gun info would be saved in a text file or something)
Like, you have 500 rounds of M4
You press a random key to open small menu when in a safehouse
Store weapon:
Pistol - 200
M4 - 500
you scroll down using the Num keys, and press 5 while being on 'M4- 500', the weapon is stored and text file is altered so the game remembers about it incase you save your game.
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AngryAmoeba  
Posted: Tuesday, Jul 26 2011, 05:41
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QUOTE (lolleroz @ Friday, Jul 22 2011, 13:19)
Awesome!
Btw just wondering, remember your weaponweight mod? With the coding capabilities you have now, how about updating it so we can store guns in our houses? (The gun info would be saved in a text file or something)

I might be able to do something like that, in the future. But for now, have you tried the version of Weapon Weight where you can drop weapon pickups? It's a bit buggy, but it works well if you're careful to avoid the bugs.

Also: new version in first post!

I apologize for the last version. It had debug text that wasn't supposed to be there. But this new version mostly fixes the problem with cops being deleted, so I'm happy about that.


Changes in v0.9.6
- Partially fixed major bug where cops could be deleted by the game when off-screen. Cops in cars/standing around can still be deleted. (Added an INI option for this, because it introduces a new bug. See below.)
- Fixed major bug where cops would repeatedly identify the player, quickly giving massive notoriety.
- Increased how much fast movement alerts cops, and how fast cops regain their peak alert level.
- Increased default cop tracking range by 33%.
- Made a separate INI setting for whether weapons alert cops (formerly included in "WeaponsAreIllegal").
- Guns & explosives can now alert cops as well as be spotted for 1 star, depending on your INI settings.
- Minor fixes and tweaks.

NEW BUG: With GTA4 v1.0.4.0 (and older maybe?), all cops who are walking around will ignore NPC criminals. Workaround: disable PreventCopDeletion in the INI, or toggle the mod off until the NPC criminal is chased away.
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AngryAmoeba  
Posted: Tuesday, Jul 26 2011, 20:26
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Alright, hotfix time. I found some serious bugs... suicidal.gif This script's complexity is killing me.

See the first post for the most up-to-date full package. For just the 0.9.6 hotfix by itself: http://www.mediafire.com/?v9cma62uv6b5nhl


Changes in v0.9.6 hotfix
- Fixed bug where cop deletion would be prevented after an interrogation, even if PreventCopDeletion was set to false.
- Fixed bug with older GTA4 patches where cops would shoot at the player with only 1 star, or even when not wanted.
- Fixed bug where escaping after being identified would immediately make the player wanted again.
- Minor fixes and tweaks.

This post has been edited by AngryAmoeba on Tuesday, Jul 26 2011, 20:38
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AngryAmoeba  
Posted: Sunday, Aug 28 2011, 06:41
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Another update in the first post.

I made cops a bit more aware. Also tried some new things to fix some bugs, with pretty good success.


Changes in v0.9.7
- Cops are now alerted when you bump into people. More so for bumping cops, especially for the cop being bumped.
- Cops are also alerted when you're near a dead or dying person.
- Cops are also alerted when you stand face-to-face very close.
- Fixed several bugs affecting investigating cops.
- If your notoriety is high and a cop has investigated you for 90 seconds (not counting when he can't see you), he'll start getting alerted faster.
- Decreased the range in which cops can recognize you when fully alerted, especially with lower notoriety.
- Now investigating cops always walk faster and jog when they lose you. Removed MoveFasterWhileInvestigating INI setting.
- Added AlertModifier INI setting, to increase/decrease how much cops are alerted per second.
- Cop indicators are now labeled "Cop" on the map, instead of "Enemy".
- Minor tweaks, fixes and cleanup.
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AngryAmoeba  
Posted: Wednesday, Sep 7 2011, 04:59
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Yet another update in the first post.

This time we've got flashing blips, some cop awareness improvements, new INI settings, and a new name for the mod.


Changes in v0.9.8
- Renamed the mod from "Criminal Record" to the more accurate name "Arrest Warrant".
- Alert indicators now flash every time a cop's peak alert level gets higher.
- Cops are now alerted when they see you climb, and sometimes when you jump.
- Cops will start getting alerted if you're close to them for a long time.
- If a cop can see you and has been fully alerted for several seconds, you'll get 1 star.
- Added "MaxTrackedCops" INI setting to avoid a noticeable performance impact.
- Added "ShowNotifications" INI setting to disable "crime added to warrant" messages.
- Workaround "fix" for some cops starting to chase an NPC and then immediately stopping.
- Various tweaks, fixes and cleanup.
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The Loot  
Posted: Tuesday, Sep 27 2011, 21:48
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Sounds great, but the mod won't work for me.

2011-09-27 14:41:44 - Initializing ScriptHookDotNet v1.7.1.4 BETA (GTA IV version 1.0.7.0)
2011-09-27 14:42:16 - Direct3D device created!

2011-09-27 14:42:16 - SEARCHING FOR SCRIPTS...
2011-09-27 14:42:16 - Loading scripts in Assembly 'scripts\ArrestWarrant.net.dll' ...
2011-09-27 14:42:16 - ...found script 'ArrestWarrant'!
2011-09-27 14:42:16 - DONE! 1 valid scripts found!

2011-09-27 14:42:16 - STARTING SCRIPTS...
2011-09-27 14:42:16 - Error during GetPhoneNumber (Phone checks will be disabled):
System.Exception: Accessing Globals failed! Invalid Memory Address!
at unmanaged.MemoryAccess.GetGlobalAddress(Int32 index)
at unmanaged.MemoryAccess.GetPhoneNumber()
at GTA.NetHook.CheckPhone()
2011-09-27 14:42:16 - ...successfully started script 'ArrestWarrant'!
2011-09-27 14:42:17 - Error during Tick in script 'ArrestWarrant':
System.TypeLoadException: Could not load type 'GTA.NonExistingObjectException' from assembly 'ScriptHookDotNet, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at ArrestWarrant.updateCopList()
at ArrestWarrant.ArrestWarrant_Tick(Object sender, EventArgs e)
at GTA.Script.TryTick()
at GTA.Script.DoTick()
at GTA.ScriptThread.OnTick()
2011-09-27 14:42:17 - Error in Thread.Abort:
System.Threading.ThreadAbortException: Thread was being aborted.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at GTA.NetThread.Abort()
2011-09-27 14:43:33 - Direct3D device lost!
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AngryAmoeba  
Posted: Tuesday, Sep 27 2011, 21:49
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Your .NET scripthook is outdated. Just get the latest version from here: http://www.gtaforums.com/index.php?showtopic=392325
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The Loot  
Posted: Wednesday, Sep 28 2011, 00:50
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QUOTE (AngryAmoeba @ Tuesday, Sep 27 2011, 21:49)
Your .NET scripthook is outdated. Just get the latest version from here: http://www.gtaforums.com/index.php?showtopic=392325

Hey thank, it works!

I have a suggestion for a feature: Make the cops a bit less willing to gun you down.

If you don't have a weapon drawn, they won't shoot until 3 Stars, but will always shoot if you have one drawn.

I don't know if this mod is the best place for it, but I'd love to see it.
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AngryAmoeba  
Posted: Wednesday, Sep 28 2011, 01:30
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Glad you got it working. smile.gif

I'd love to see that feature as well. I've looked into it a bit, but I haven't yet found out how to make the cops stop shooting.

HippieCommunist uses a trick in his Ticket script: you can hold F8 to surrender, and your wanted level drops to 1 star, so the cops will stop shooting and come arrest you. The Ticket script is in his Mod Pack.
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The Loot  
Posted: Wednesday, Sep 28 2011, 03:08
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QUOTE (AngryAmoeba @ Wednesday, Sep 28 2011, 01:30)
Glad you got it working. smile.gif

I'd love to see that feature as well. I've looked into it a bit, but I haven't yet found out how to make the cops stop shooting.

HippieCommunist uses a trick in his Ticket script: you can hold F8 to surrender, and your wanted level drops to 1 star, so the cops will stop shooting and come arrest you. The Ticket script is in his Mod Pack.

I've got that, but I'd rather be able to keep running and not be shot at without a gun at 2 stars.

I'd like to find out how to edit the fine values for the mod, though.
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AngryAmoeba  
Posted: Wednesday, Sep 28 2011, 03:27
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Open the Ticket.cs file and search for "int B = RN".

RN stands for random number — the first number is the minimum, and the second number is the maximum.
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The Loot  
Posted: Wednesday, Sep 28 2011, 12:47
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QUOTE (AngryAmoeba @ Wednesday, Sep 28 2011, 03:27)
Open the Ticket.cs file and search for "int B = RN".

RN stands for random number — the first number is the minimum, and the second number is the maximum.

Hey, thanks for the help with that, even though it's not your mod.

I've gone back to using your mod after playing around with the other Wanted mod; it's just not as interesting as this.

A quick report, though. I got ticketed with a large number of officers around me, and even though it cleared my Warrant, another officer still had a high alert level, and it ended up with me being ticketed again with the same result.

Should it clear all alerts when your Warrant is cleared, or was that not implemented?
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AngryAmoeba  
Posted: Wednesday, Sep 28 2011, 16:19
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That problem is fixed in the next update. smile.gif

It's because those cops identified you, so they're alerted much faster when they see you. Fixed by resetting their "has identified" attribute after you're ticketed.

I wanted to think of something new to add before releasing the update, but I might just release it as a hotfix, because it fixes several unfortunate problems...
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The Loot  
Posted: Wednesday, Sep 28 2011, 21:54
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QUOTE (AngryAmoeba @ Wednesday, Sep 28 2011, 16:19)
That problem is fixed in the next update. smile.gif

It's because those cops identified you, so they're alerted much faster when they see you. Fixed by resetting their "has identified" attribute after you're ticketed.

I wanted to think of something new to add before releasing the update, but I might just release it as a hotfix, because it fixes several unfortunate problems...

I noticed that you said the next version would have better support for that, so I figured it was probably taken care of already; a hotfix would be great, though.

A question and a suggestion from me...

I use Weapon Arrest for the Ped reporting feature. Will it cause serious problems or just overlap oddly?

As for the suggestion, maybe once an Officer has decided to investigate, if you run (not just jog) you get an immediate star-rating.

That does bring up the point of how it handles ratings and your warrant if different. If identified, does it automatically kick up to the higher warrant? e.g. I get a 1-Star from having a weapon or traffic violation reported while I have an outstanding 3-Star, if I get identified, will it kick up to the 3-Star?

Ack, that brings up another thing. How would this mod handle the Bank Robbery mission (or wearing the mask in general)?

Thanks for you hard work, I have to say that this game has now become more interesting than ever with all the realism mods I've managed to find.

Edit: Had an error occur...

2011-09-28 17:50:39 - Error during Tick in script 'ArrestWarrant':
System.NullReferenceException: Object reference not set to an instance of an object.
at ArrestWarrant.updateCopAlertLevel()
at ArrestWarrant.ArrestWarrant_Tick(Object sender, EventArgs e)
at GTA.Script.TryTick()
at GTA.Script.DoTick()
at GTA.ScriptThread.OnTick()

This post has been edited by The Loot on Thursday, Sep 29 2011, 01:59
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AngryAmoeba  
Posted: Thursday, Sep 29 2011, 02:02
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Prepare for lots of text!

QUOTE (The Loot @ Wednesday, Sep 28 2011,16:19)
I use Weapon Arrest for the Ped reporting feature. Will it cause serious problems or just overlap oddly?

If you set "GunsAreIllegal" to false in the .ini file, there shouldn't be any problems. (Edit: Even if you leave GunsAreIllegal enabled, I doubt there would be any serious problems. You'll just have 2 separate algorithms checking whether the police have spotted your weapon.)

QUOTE
As for the suggestion, maybe once an Officer has decided to investigate, if you run (not just jog) you get an immediate star-rating.

It does something similar: while an officer is investigating, moving fast will alert him much more than usual. This effect is amplified even more by your arrest warrant.

But it's not so strict that you'll immediately get 1 star. What if you only run for 1 or 2 seconds, then walk again? You shouldn't get arrested just for that. The way it works now, that will just make the cop more suspicious. If he gets suspicious enough, his alert indicator will turn red and he'll start running after you. If you continue to run, he'll continue to get more suspicious.

Once he's fully alerted, what happens next depends on your arrest warrant:

If your warrant is 3 stars or more, and he's close enough, he'll "recognize" you. This means you'll get however many stars are on your warrant.
If your warrant is under 3 stars, or he just isn't close enough, you'll finally get 1 star after several seconds.

QUOTE
That does bring up the point of how it handles ratings and your warrant if different. If identified, does it automatically kick up to the higher warrant? e.g. I get a 1-Star from having a weapon or traffic violation reported while I have an outstanding 3-Star, if I get identified, will it kick up to the 3-Star?

Just like above, if your warrant is 3+ stars, then yes, being identified will boost your wanted level to whatever your warrant is.
But if your warrant is only 2 stars, being identified just means a new crime will be added to your warrant if you escape the current chase.

(By the way, if you set "NeedHighNotorietyToRecognize" to false, police can recognize you even with only 2 stars.)

This is all a bit too complicated, I know. tounge.gif The more I try to imitate reality, the more complex it gets...

QUOTE
Ack, that brings up another thing. How would this mod handle the Bank Robbery mission (or wearing the mask in general)?

Unfortunately, the mask has no effect. When I started this mod, I was kind of copying the Wanted mod, and I didn't want to copy all of that mod's features. But in the future, I'll probably try to implement the mask, and maybe other disguises.

QUOTE
Thanks for you hard work, I have to say that this game has now become more interesting than ever with all the realism mods I've managed to find.

I know what you mean! GTA IV was quite impressive when it came out, but now that I have all these realism mods, it's easily the most impressive game I've ever played. And it came out years ago!

QUOTE
Edit: Had an error occur... System.NullReferenceException: Object reference not set to an instance of an object.

That's fixed in the update. wink.gif

This post has been edited by AngryAmoeba on Thursday, Sep 29 2011, 02:44
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The Loot  
Posted: Thursday, Sep 29 2011, 21:54
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Thought of a feature: A two-step identify system during pursuits.

A cop can identify you, but must stay alive for a short while to report it. So if you down the cop quick enough, it won't go on your warrant. It becomes much more complicated when multiple officers tag you, of course.

This came up during the deal with Playboy; after escaping the apartments, I ran around a corner and got identified by a lone officer, but blasted him with a shotgun immediately. Probably would have gotten re-identified later in the crazy chase I had, but it would be nice to have the chance of getting away with it.
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