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Pages: (9) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Arrest Warrant

 notoriety mod with cop alert meters
 
AngryAmoeba  
Posted: Thursday, Sep 29 2011, 23:41
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QUOTE (The Loot @ Thursday, Sep 29 2011,15:54)
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.

Hmm yeah, I've thought about that too... For now, I'll make it count how many cops have identified you, and only add crimes to your warrant if you escape with at least 1 cop counted. If you kill a cop who identified you, he won't be counted.

It'll be a bit better than it is now, but doing it this way will still be rather unrealistic (e.g. earn 1 star; get identified by Cop A; run away; earn another star during the chase; get identified by Cop B; kill Cop B, earning another star; escape the pursuit — because Cop A identified you for the 1-star crime, the 2-star and 3-star crimes will both be added to your warrant too).

I've got some ideas for a more significant revision of the system, which should improve realism a lot. Hopefully, that will be in v1.0.
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The Loot  
Posted: Friday, Sep 30 2011, 01:45
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QUOTE (AngryAmoeba @ Thursday, Sep 29 2011, 23:41)
Hmm yeah, I've thought about that too... For now, I'll make it count how many cops have identified you, and only add crimes to your warrant if you escape with at least 1 cop counted. If you kill a cop who identified you, he won't be counted.

That would be great, more so if we can get indicators over the cops who've made an ID during chases (I've seen other mods use a flashing Red/Blue marker).

QUOTE
It'll be a bit better than it is now, but doing it this way will still be rather unrealistic (e.g. earn 1 star; get identified by Cop A; run away; earn another star during the chase; get identified by Cop B; kill Cop B, earning another star; escape the pursuit — because Cop A identified you for the 1-star crime, the 2-star and 3-star crimes will both be added to your warrant too).

That concept doesn't bug me; if someone is running from the cops and one gets shot in the area, easy to pin it on them, especially for the LCPD.

I'm also curious as to what parameters are used to determine if an ID is made/suspicion aroused, and if they can be made configurable. Also, an option to have the warrant text displayed at all times during a chase would be great.

Can't wait to see you've got up your sleeve.

This post has been edited by The Loot on Friday, Sep 30 2011, 01:54
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AngryAmoeba  
Posted: Friday, Sep 30 2011, 04:24
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QUOTE (The Loot @ Thursday, Sep 29 2011, 19:45)
QUOTE (AngryAmoeba @ Thursday, Sep 29 2011, 23:41)
Hmm yeah, I've thought about that too... For now, I'll make it count how many cops have identified you, and only add crimes to your warrant if you escape with at least 1 cop counted. If you kill a cop who identified you, he won't be counted.

That would be great, more so if we can get indicators over the cops who've made an ID during chases (I've seen other mods use a flashing Red/Blue marker).

I've decided not to indicate which cops have identified you. I like the idea of not quite knowing, and trying to decide whether to run away or take the risk of trying to eliminate everyone who might have seen you.

QUOTE
I'm also curious as to what parameters are used to determine if an ID is made/suspicion aroused, and if they can be made configurable. Also, an option to have the warrant text displayed at all times during a chase would be great.

Just added the warrant text option, and made separate options for "identified for crime" messages and "crimes added to warrant" messages.

---------------

As for how cops identify you... It's kind of interesting. colgate.gif Basically, each cop has a percent chance each second. So he might ID you instantly, or it could take him several seconds. That's just luck. I tried to imitate how some people memorize/recognize faces quickly, and other people take longer.

If you're in a vehicle: 9% chance each second, which adds up to ~25% total chance after 3 sec, ~60% after 10 sec
If you're on foot and...
your warrant is 0-2 stars: 15% chance each second, adds up to ~40% total chance after 3 sec, ~80% after 10 sec
your warrant is 3-6 stars: 21% chance each second, adds up to ~50% total chance after 3 sec, ~95% after 10 sec

These chances are then tweaked by distance (lower chance), your warrant stars (+3% chance per star), and your wanted level (+1% chance per star).

I'll add an "IdentifyChanceModifier" option, which will be applied after the other calculations.

---------------

How cops are alerted is much more complicated... bored.gif First of all, conditions like "player is moving fast" and "player is climbing" are divided into two categories: ones that alert the cop less if you're far away/facing away/in a vehicle or your warrant is less than 3 stars (I call these "weighted"), and ones that aren't affected by those things (unweighted).

Each condition then has its own effect, for example:

- Cop has identified you before: +25 weighted
- You're holding a knife: +20 weighted
- Walking into a civilian: +10 unweighted
- Walking into a cop: +25 unweighted
- Sitting in heavily damaged car: +(car damage / 10), unweighted
- Near dead or dying person: +(warrant stars * 10), unweighted

All the effects are added up into two totals, then the "AlertModifier" INI setting is applied to each total, then finally they're both applied to the cop's alert level.
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The Loot  
Posted: Friday, Sep 30 2011, 07:05
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Ah, quite interesting system you've used.

That brings up another idea I had; is there a way to check time of day, or even light levels (not sure if the game supports anything like that)? That way it's harder for them to ID you at night (or in shadows).
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AngryAmoeba  
Posted: Friday, Sep 30 2011, 08:29
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I don't think light levels are possible, but time of day is definitely something I plan to use in v1.0.

v0.9.9 is coming later today, unless I find new bugs.

This post has been edited by AngryAmoeba on Friday, Sep 30 2011, 08:38
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The Loot  
Posted: Friday, Sep 30 2011, 22:37
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Hope I'm not being a pest, but I had to post this while I was thinking about it.

Have you thought of implementing features like what's in "Wanted Vehicle"? I think I'd enjoy your detection/suspicion system in action for that, too.
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AngryAmoeba  
Posted: Friday, Sep 30 2011, 23:44
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I wasn't going to... But now that you mention it, I've got a pretty good idea of how I would code it. Maybe I'll add that in v1.0 and push back some other stuff into later updates.

Eventually, I want to make you meet a contact somewhere to bribe, and make a system that adds crimes to your warrant even if you escape unidentified, depending on witnesses and time of day. And if possible, I'd like to stop the game from starting a pursuit if there were no witnesses or gunshots.
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mirmihir  
Posted: Sunday, Oct 2 2011, 09:09
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Wow, Amoeba, you are very very very creative! Keep up the good work!
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AngryAmoeba  
Posted: Saturday, Oct 8 2011, 03:36
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The last beta version, v0.9.9, is now in the first post. It's got a hefty change list.


Changes in v0.9.9
- Every consecutive second that cop can see face at close range, +3% chance to ID; resets once cop can't see face anymore. (Imitates "getting a good look" at the player.)
- If you were IDed and you escape a chase, cops will be alerted easily, and the chase will resume if they become fully alerted. Lasts 1 minute for every star on your warrant.
- Cops now notice when you run near them even if they can't see you.
- When you've been IDed and earn additional stars in a chase, you're no longer immediately IDed for the new stars. Now you must be IDed by a new cop or seen by a cop who already IDed you.
- Cops who are down but not dead can now ID you.
- Cops who have died are no longer counted as having IDed you.
- Added "IdentifyChanceModifier" INI setting — changes how likely cops are to identify you.
- Added several INI options for tweaking messages.
- Replaced "ShowNotifications" option with separate options for "identified" and "crime added" messages.
- Decreased max bribe cost to $999,999,999 (because that's the max that you can carry).
- Increased default bribe costs for 3+ stars.
- Increased default MaxTrackedCops from 20 to 25.
- Improved cop tracking (several fixes and tweaks).
- Improved cop tailing during investigation (more fixes and tweaks).
- Improved compatibility with Ticket mod by HippieCommunist.
- Fixed occasional "NullReferenceException" and "NonExistingObjectException" script crashes.
- Fixed major bug in calculation of cops' chance to ID.
- Lots of minor fixes and tweaks, and a few optimizations.
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AngryAmoeba  
Posted: Sunday, Oct 9 2011, 05:55
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Hotfix!

Changes in v0.9.9 hotfix
- Fixed bug where interrogations wouldn't progress properly.
- Fixed bug where cops would be deleted more often than normal during chases.
- Minor optimization and cleanup.
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ktm_ryder  
Posted: Thursday, Oct 13 2011, 05:44
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>>> AngryAmoeba
Big thanks!!! I have been playing with this mod a while now and its very exciting. In fact I use most of your mods now. I Really like Bank Account, Weapon Weight and Weapon Storage. Give the game more feeling and realism. Together with Hippiecommunist Contact Missions and Prison mod its great fun to be in Liberty City even after storyplay...

With all the realism already in IV there was two things I couldnt stand. I hated that you could stand in front of cops with your weapons out and they didnt care. Or the fact you could pull out a rpg from your pockets...Thanks for changing this!!!
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AngryAmoeba  
Posted: Thursday, Oct 13 2011, 10:03
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Very glad I could help! biggrin.gif
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AngryAmoeba  
Posted: Sunday, Dec 4 2011, 02:33
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So I've been working for a while now on version 1.0 of this mod. I've added a bunch of stuff related to vehicles! biggrin.gif And also several non-vehicle things.

But the script has grown so large and complex that I'd like to recruit some prerelease testers. Hopefully it'll help me catch bugs and make tweaks based on feedback.

If you'd like to help test, just ask. Big thanks to anyone who volunteers!

Here's an abridged list of changes in the update:
- Police can identify vehicles.
- Police can tail vehicles (poorly).
- Stolen vehicles are often reported.
- Traffic felonies alert police.
- When investigating cops lose you, they randomly guess which way you went.
- Improved detection of jumping, bumping people.
- Improved alert indicator flashing.
- More cop speech.
- You have to meet a contact to pay bribes.
- Police radio sounds disabled.
- Lower chance to identify at night and/or in rain.
- More INI settings.
- Bug fixes, tweaks, etc.

This post has been edited by AngryAmoeba on Sunday, Dec 4 2011, 23:22
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Hastings  
Posted: Monday, Dec 12 2011, 21:31
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Thanks for this great mod! Finally crimes are not forgotten so fast in LC:) Good luck to you!

By the way, could you add tickets for minor offenses? (at one star). Maybe I'm a complete idiot, but I can't find a way to install HippieCommunist's mod...
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AngryAmoeba  
Posted: Tuesday, Dec 13 2011, 00:20
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Installing HippieCommunist's Ticket mod is actually quite easy: just download his Mod Pack, and find the file Ticket.cs. Place this file in your "scripts" folder — done.

Or you could get MulleDK's refactored version here. Just select all that code (from line 1 to line 328), copy & paste it into Notepad, and save it as Ticket.cs in your "scripts" folder.

Good luck, and enjoy the mods!
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Hastings  
Posted: Tuesday, Dec 13 2011, 20:12
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Yes, I'm doing everything as readme says, but for some reason it causes only bugs instead of tickets - whatever I do, even a copshot, Niko drops gun, stays still for a minute and eventually gets under arrest...

>>- Police can tail vehicles (poorly).
By this you mean cops will ID cars too, right?

This post has been edited by Hastings on Tuesday, Dec 13 2011, 21:33
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AngryAmoeba  
Posted: Tuesday, Dec 13 2011, 21:16
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Hmm, not sure what to tell you about the Ticket script...

But about tailing vehicles, that means cops in cars will try to follow your car. They're pretty bad at it though, crashing and making wrong turns a lot. But yes, the police will also be able to ID your car.
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Hastings  
Posted: Tuesday, Dec 13 2011, 21:38
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QUOTE
that means cops in cars will try to follow your car.
That's great! They're really poor in pursuit, it seems that game prefers to spawn new units ahead rather than bothering with chases...
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AngryAmoeba  
Posted: Saturday, Dec 31 2011, 07:55
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The version 1.0 update is in the first post! It mainly features vehicle-related changes, but there's also an assortment of other stuff.

Many thanks to all the prerelease testers!

Changes in v1.0
- Police can identify vehicles.
. . . . Outside of chases, investigating cops might ID your wanted vehicle.
. . . . Vehicles with 3 or more stars will alert cops on sight.
. . . . Go to a Pay 'n' Spray to clear your vehicle's wanted level.
- Stolen vehicles have a chance of being reported.
- Cops are alerted when you break certain traffic laws.
- New INI settings, including how much each traffic crime alerts cops.
- You have to meet an NPC to pay bribes.
- Cops are less likely to spot your face/vehicle/weapon at night and/or in rain.
- Disabled the police radio that you hear during chases (can be re-enabled in the INI).
- When a fully alerted cop sees you bump into someone, he'll give you 1 star.
- Within a cop car, all cops inherit the highest alert level among them.
- Alert indicators for cop car passengers are hidden, instead of overlapping the driver's.
- Alert indicators on the map show alert levels in their labels.
- New types of flashes for alert indicators.
- More cop speech:
. . . . comment when you walk into people or you're too close for too long.
. . . . comment when they see you crash your car into another car.
. . . . comment when they've seen reckless driving and pull you out of a car for an interrogation.
. . . . comment when they give up an investigation on foot.
. . . . yell when they're nearby and their indicators are red. (The cop won't flag you for evading police unless he has yelled at you.)
- Workaround for nearsighted cops: Cops in cars and/or investigating have "secondary vision"
. . . . Secondary vision is 360º and its range depends on the cop's alert level.
. . . . There's a chance based on his alert level that he'll see you in this field of view.
- Investigating cops in cars...
. . . . will follow you if you're in a moving car.
. . . . no longer abandon their cars if your car is far away or moving at moderate speed.
- Investigating cops are alerted when you drive away from them (unless driving quite slowly).
- When you break an investigating cop's line of sight, he'll guess which direction you went.
- Improved cop awareness of jumping, running, walking into people, and being near dead people.
- Significantly increased default tracking range setting; made a separate setting for cops in cars.
- Whether guns are "large", "medium" or "small" depends on their dimensions, instead of weapon type.
- Added readme file.
- Lots of fixes and tweaks.
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utymmn  
Posted: Sunday, Jan 8 2012, 07:00
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awesome mod, if only it worked with ticket.cs from hippiecommunist or had an equivalent feature - is that possible through modding either ticket.cs or this ini?
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