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Vigilante Justice Mod


Deji

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Project Info

Vigilante Justice is based on a man (Carl Ronson - lol) who has come from one Police Department to another. He is unknown in the LSPD and ends up being picked up by some crooked cops who later realise that they are dealing with more than they can handle.

The mod features 2 main unique features that have never been seen in a mod before (from what I know of, anyway)... A fully dependant choice-system leading to different outcomes and having different effects and a well-made 2 stories of the past and present for the baddass cop.

You will be taking on different kinds of tasks in each story. In the present you will be making alot of choices including ones that do not appear to be an obvious choice as well as arresting and earning money in your own, crooked ways. In the past, you will be a new guy in the LVPD in which you will be learning new ways.

You start off in a crappy house with a busted up car, making your way to the LSPD to enroll for a job in the force. You will be trained slightly before being able to work there. You will then be talked to a cop convincing you to come over to their small-time crooked gang. In their eyes, you are a new guy and you don't attempt to change their minds... But after a while your true violent attitude comes into play and you attempt to do the task you came to Los Santos for in the first place...

Additional Features

- Get in a police chopper as a passenger and tell him where to go. Then, while hovering above the target location, slide down a rope to get down to the ground (Help needed :|)

- Complete compatibillity with my other mods. ;)

- Call for backup in a car to have police following you to help. (They also get out when you do)

- Recruit cops just like you can with gang members.

- Be involved in big situations like shootouts, chases and maybe the odd robbery. (Help needed)

- Phone for backup in nearly any situation.

If you have any ideas, feel free to suggest! :)

Log

Day 1: Started at 01:22 (Late, I know) and managed to place some simple pickups, started work on making the red markers appear but they aren't showing up so far due to the fact they are needed inside an interior. Is there an opcode to create one in interiors? Created a 'i' pickup outside the station which shows nice colourful text at the bottom. Pretty nice :)

Day 2: Done quite alot... Fixed some bugs, made the Briefing marker show you the equip locker and give a little description of what to do. Made the equip system give you your uniform and weapons according to the TAB + F5-12 buttons. Thinking of making a menu instead though. You can store current weapons with _/- and retrieve them again with +/=

I also added cars in the compound and some more information things and made all cop cars drop stingers. Unfortunately, it won't pop tires even with the area and pop tire commands I used... Yea, big progress today. I work fast :P Hopefully I can fix the spike strip problem so that it pops tires properly or someone can tell me how to do it :)

Day 3-7: Added the abillity to call for backup. Just Ctrl + C makes a cruiser spawn behind you with 2 lightly armed cops in. Still not fixed the tires thing...

Day 8-9: Added the abillity to recruit cops...

01 November: Plan to finish a BETA before my birthday... 10 days to go :o

02 - 04 November: Well I started work on the main features and tidied my room :P I managed to make the collateral damage fine but am thinking of replacing it so that it just gives you a little less money. I fixed a few bugs and made a few tweaks to speed up performance.

05-06 November: Finished the first criminal system. Random cars are selected and the peds inside are the criminals for you to arrest. Fixed a few bugs and... Made a release.

07-14 November: Made the doughnut store :P Also made the second scenario as a cop where you have to deal with a criminal that shoots at you if you're in a marked police vehicle.

MONTHS LATER...

Over the last few months I've been busy with missions. I am up to about the 5th mission so far and things are looking good. My only concern is the speed at which they are being done. The last mission I created was made pretty fast but it seems most of them take quite a while. For now I will concentrate on getting the missions done and try to do the whole story faster so that maybe people will actually have something to play instead of a few random scripts. I am thinking of redesigning the past threads I created since I know alot more now then I did when they were created. There are some strange coding errors occuring over the past days too. I wonder whether it is a problem with a seperate thing that comes back to haunt me every once in a while or it's just the game being silly... Oh well, I'm off to delete a set_camera_position line that is breaking the script... sleep.gif

MONTHS LATER...

24th May 2009:

I'm working on a new feature that causes you to become anything from friends to enemies with all the gangs. They will start off not liking you, but you can do missions with them or pay them to become allies. But when you're allies with the gangs, your cop rating will reduce and other cops will not treat you with as much respect. Fortunately, you can get your badge rating and police trust back up by doing missions for them... Which may result in loosing alliance with the gangs. If you are enemies with the gangs, you will get attacked by them.

Previews

th_gta_sa2008-10-2220-17-34-23.pngth_locker-retrieve.pngth_infoproceed.pngth_compound.pngth_coponyourside.pngth_backupinchase.pngth_situation.png

Releases

(Releases temporarily removed. These will return upon the next BETA!)

Edited by Deji
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This is awesome! I hate having to kill suspects. And, its just like real life, accept for a couple things. It sounds like its going along great, I wish I could help, but I don't know how to mod in any remark, really. Do you think its gonna be released soon? And will there be a jail that you can actually go and visit? That would be cool if there is a setting which enables you to have to drive them to a jail and check them in for their time.

If this is as awesome as it sounds...

I will love you :lolbounce:

:coolthumbup:

The suspense is killing me! :bashhead:

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This is awesome! I hate having to kill suspects. And, its just like real life, accept for a couple things. It sounds like its going along great, I wish I could help, but I don't know how to mod in any remark, really. Do you think its gonna be released soon? And will there be a jail that you can actually go and visit? That would be cool if there is a setting which enables you to have to drive them to a jail and check them in for their time.

If this is as awesome as it sounds...

I will love you :lolbounce:

:coolthumbup:

The suspense is killing me! :bashhead:

Please dont get too excited :o It puts pressure on me :P (LOL) - At the moment I'm trying to get a spike strip to actually puncture a cars tires, which is harder then I thought it'd be...

No, I don't really think it'll be released too soon. Well, it will. But it'd have to be in extreme BETA mode. The more I code, the bigger the mod seems to get (Not in size :P). It started as an idea from Vice City where you can dress up as a cop to enter the military base with 0 stars. I'd spent hours dating helena for that but they didn't include it in San Andreas.

I'd say total completion could take up till December. IF I include most of the features I'm planning.

Your idea of getting to drive crims to jail enticed me. So I may add it, but this will slow down things alot more... I'd have to make the arrested get in car, get out of car, go to interior, follow player, go to cells and still have other things running :s

The bigger a mod gets... The harder it is to add more features. This is why I started having problems with my last mod. But, assuming all goes well. There should be a release within the next 2 weeks :)

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Sorry for double post but this makes no sense to me...

codewashere

The FBIRancher NEVER spawns, even with the 101 flag! This is quite strange. When I comment out the other cars though, it works fine. I changed the VIGILCAR and VIGILBIKE to 50 in the hope that the rancher would take higher priority but no... Aparently not. Maybe it cant handle that many cars in one area but I've seen WAY more than this used. Plus I'm using a stripped scm so there is no trouble with max car spawns either..

EDIT: I'm an idiot! The cop car was spawning too close to the rancher so it was replaced by the cop car. Duh. Just by editing the coords by 1, they all spawn. Goddam, I spent 5 hours tryna figure this out -.-

BTW, first post will be updated with new info on progress at the end of today :)

Edited by Deji
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You should add vehicles like a variety, from trucks & trailers to infernus'. And, try using the Vehicle ID for the FBI Rancher, 490.

Well I'm trying not to go over the vehicle limit, plus I don't want any random truck to have spike strips :P and peds wouldn't drive cars with gadgets. I've sorted the FBI Rancher problem. But you dont need to use the ID, the cars ID's are always defined so that they will spawn properly. That's why I can just use #FBIRANCH with a stripped scm ;)

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Sounds kind of like the "True Crime - Streets of NY" did that game have any influence on your design?

I have both LA and NY but IMO NY is much better. Neither can live up to GTA standards. But they do have the options of being a good cop or bad cop. Do you kill the suspects or cuff them, do you plant drugs or just let them go? I pop TC in the Xbox about as often as GTA but GTA has more custom cars and TC you can only own up to 5 or so. You can't buy property but there are many similarities like the gyms improving your characters ability to fight, jacking any car, and having side missions. There is something about the engine I can't put my finger on it but GTA seems more "real" for some reason. But I don't mod the TC mainly because I own the Xbox version and not the PC version.

If you haven't played "True Crime" you might rent it and see what I mean by the pros and cons I mentioned. I also don't care much for the default controls.

Good Luck with Vigilante Justice.

JAB B)

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Okay... I'm gonna need help for this. Anyone who's good at coding and wants to help, PM me.

I've sorted the cars, the equip system and the uniform. Just I'm struggling to create a criminal around the area you're in that you can go to arrest.

I've sketched up the payment and fine system. Where if you kill the criminal, you gain a little money. If you arrest, you gain more money. If you destroy the criminals car, you loose money... I'm tryna figure out how to set it to: If you kill ped or destroy any car, you loose money.

Also, if anyone with mission coding skill wants to help me out... I am planning on making a few missions (Crime Files) where you go after a particular crook and kill/arrest or maybe sniper some guys holding a character hostage. I've only just started learnin mission coding so I can't do too much...

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Sounds kind of like the "True Crime - Streets of NY" did that game have any influence on your design?

Nah, aint played more than the mobile version of true crime xD I'm not really basing it on anyone but I am using a few ideas from 'NARC' - Yes, the game aint that good but alot of the features are. And in GTA they'll be 20 times bettah! :D

Really, it's about what I can do at the moment xD If I can do it, I'll script it... Sooner or later :P I made a Bleed Out mod which I thought would be useless but people love it. So, I just release w/e I make cuz I know I'll be satisfying someone out there...

Hmm, I think I've double posted now :o You must've posted while I was typing my last post lol...

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Well I almost have you a script where you can recruit just about anyone off the street, I call it the "deputy mod" so far it grabs the ped closest to you. (I want it more selective) It gives them a gun (standard issue) and makes them your dog. Then where I want them to grab a car and follow me... well they either drive off with the car. Which means I armed a car jacking civilian or they run over over me and kill me with the car. :wtf:

It has a few bugs but I will get a working copy sent to this topic soon but you only need change one line to make the mod more selective to just other cops. It is still very funny to watch a cop give someone a gun then the same person jacks a vehicle and runs you down. :whistle:

JAB B)

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Well I almost have you a script where you can recruit just about anyone off the street, I call it the "deputy mod" so far it grabs the ped closest to you. (I want it more selective) It gives them a gun (standard issue) and makes them your dog. Then where I want them to grab a car and follow me... well they either drive off with the car. Which means I armed a car jacking civilian or they run over over me and kill me with the car. :wtf:

It has a few bugs but I will get a working copy sent to this topic soon but you only need change one line to make the mod more selective to just other cops. It is still very funny to watch a cop give someone a gun then the same person jacks a vehicle and runs you down. :whistle:

JAB B)

Cheers, nice to know I have some support with this :D. I was testing my mod earlier and it seems to work pretty well. Still can't get the spike strip to pop the bloody tires of a car that runs over it though :(

I'm still trying to think of a way to create peds to arrest. I wanted to make it so that the code would create a random criminal in the vicinity and make them drive around so that you can arrest or kill them. It's similar to the original vigilante thing but I can't deceipher R*s code :o

Edited by Deji
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Ok here is that Deputy thread still a bit buggy. At least they stopped killing me. I activated it with the "Y" keypress from the main loop. They will stop look around and a pistol will appear in their hand and they will jack the nearest car. As soon as you get a car they will follow but they seem to be bad at it. I had to tell them to stop at a certain distance or they run you over or hit your car. This works even if you are driving so I had a guy jump off his bike to join me.

:TEST
thread 'TEST'

//Load the cop pistol
Model.Load(#COLT45)
038B: load_requested_models 
:TEST01
wait 0
if 
Model.Available(#COLT45)
jf @TEST01
//This part grabs the ped nearest you in a 50 radius.
:TEST04
wait 0
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset  0.0  0.0  0.0
08E5: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 handle_as 24@
00D6: if 
0019:   24@ > 0
jf @TEST04
0665: get_actor 24@ modelID 25@ 
0247: load_model 25@ 
//Loads an exact copy
:TEST101
0001: wait  250 ms
if
0248:   model 25@  available
jf @TEST101
//Destroys the original and makes them Grove Street.
:TEST102
04C4: store_coords_to 4@ 5@ 6@ from_actor 24@ with_offset 0.0  0.0  -1.0
0172: 9@ = actor 24@ z_angle
009B: destroy_actor 24@
01C2: remove_references_to_actor 24@ 
009A: 24@ = create_actor_pedtype  8 model 25@  at 4@ 5@ 6@
0173: set_actor 24@ z_angle_to  9@
0687: clear_actor 24@ task
0639: AS_actor 24@ rotate_to_actor $PLAYER_ACTOR
//Gives them the gun
01B2: give_actor 24@ weapon 22 ammo 999999  
0001: wait  1000 ms
073E: get_car_in_sphere 4@ 5@ 6@ radius 50.0 model -1 handle_as 29@
05CB: AS_actor 24@ enter_car 29@ as_driver -1 ms 
//Green friend marker
Marker.CreateAboveActor(20@, 24@)
Marker.SetColor(20@, 1)
07E0: set_marker 20@ type_to 1 
:TEST103
wait 0
if
00DF:   actor $PLAYER_ACTOR driving 
jf @TEST103
//Drives to your location at 15 Kph
:TEST104
wait 0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0  0.0  0.0
05D1: AS_actor 24@ drive_car -1 to  4@ 5@ 6@ speed 15.0 0 model -1 2
wait 1000
//Stops them 20 from running you over
:TEST105
if
00EE:   actor 24@ 0 near_point 4@ 5@ radius 20.0 20.0 in_car 
jf @TEST104
wait 0
//If they are not dead continue
if
Actor.Dead(24@)
jf @TEST105

end_thread

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Ok here is that Deputy thread still a bit buggy. At least they stopped killing me. I activated it with the "Y" keypress from the main loop. They will stop look around and a pistol will appear in their hand and they will jack the nearest car. As soon as you get a car they will follow but they seem to be bad at it. I had to tell them to stop at a certain distance or they run you over or hit your car. This works even if you are driving so I had a guy jump off his bike to join me.

Thanks, I'll see if I can fix any bugs. I've just made the abillity to call for backup. Just about to test it now... It could range from superb to terrible...

First Attempt = Crash

Second Attempt = Car speeds past you at about 5000000 miles an hour... You can't see it but the short siren blare is noticable.

Third Attempt = Car follows but spawns the wrong way.

Fourth Attempt = Success! The car spawns the right way and follows...

Fith Attempt = Complete! The car follows at such great precision. It is set to the perfect amount behind to stop as you do and follows pretty damn well!

I still need to fix the crash when you try and spawn another car. The system of: When you get out, the cops get out. That's workin perfectly and they are put into your group and shoot whoever you shoot. Then whichever car, bike, w/e you get in... They get in with you. Unfortunately I can't make them get back in there own car yet. Still gotta try ;)

I might release a sneak peak of the testing on Youtube later :)

@ JAB: You know, instead of using all those loops and lines of code to make the car follow you, 07F8 works perfectly :P

Edited by Deji
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Hmmm... Jab, no offense but the script seems pretty inaccurate... It's good coding, just that it's used in the wrong way.

04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0  0.0  0.0
05D1: AS_actor 24@ drive_car -1 to  4@ 5@ 6@ speed 15.0 0 model -1 2

Is just gonna make em go to where you were 1 second ago. Which is not such a good way to make this. Well, It would be. If not for the fact 07F8: exists...

Upon testing I found myself having to drive to Vinewood to find a cop running around... Wasn't this supposed to be some sort of recruitment system? If so... 0631: is your best bet.

Nice try... But using that method is like using a sweeping brush when there is a perfectly good hoover :P

Edited by Deji
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- Be involved in big situations like shootouts, chases and maybe the odd robbery. (Help needed)

Try to simulate the Burglary sub-mission code...

Mmm.. I was thinking more like being able to catch guys robbing the odd shop or casino or something... And I'm crap at using other code... I can only copy about 1 thread before I get confused :P Which is a little proof that I never would steal someone elses script I guess :) "Reason: I'm too dumb to steal scripts!!" lol

But also I think I'll make the scenarios as sub missions of some sort. Not official missions, but they are just like missions. Basically, I'll be creating missions as scripts :P Last time I tried this I failed though... We'll see eh?

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Hmmm... Jab, no offense but the script seems pretty inaccurate... It's good coding, just that it's used in the wrong way.

04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0  0.0  0.0
05D1: AS_actor 24@ drive_car -1 to  4@ 5@ 6@ speed 15.0 0 model -1 2

Is just gonna make em go to where you were 1 second ago. Which is not such a good way to make this. Well, It would be. If not for the fact 07F8: exists...

Upon testing I found myself having to drive to Vinewood to find a cop running around... Wasn't this supposed to be some sort of recruitment system? If so... 0631: is your best bet.

Nice try... But using that method is like using a sweeping brush when there is a perfectly good hoover :P

I hadn't seen that one but I like using this one since you can control the speed. I am sure that there is another code to manipulate the car's speed. I just like the all in one line especially for high speed chases like the ones I am currently working on. Civics class just ended and I have to go eat my lunch.

Thanks,

JAB B)

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  • 2 weeks later...

Umm sorry for triple post here...

Well progress has been made. I've fix a hell of alotta bugs and also reduced some extra lag that it was causing... Just about to fix the bug where the cops spawn in front of you.

Unfortunately, the big bug of cops not properly following you into cars is still there. They get in, wait a sec, then get out. Which is annoying. It has something to do with the fact they're cops but after changing pedtypes they still do it... Idk what else to do, but I'll try and get it fixed or find a workaround.

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Sounds kind of like the "True Crime - Streets of NY" did that game have any influence on your design?

I have both LA and NY but IMO NY is much better. Neither can live up to GTA standards. But they do have the options of being a good cop or bad cop. Do you kill the suspects or cuff them, do you plant drugs or just let them go? I pop TC in the Xbox about as often as GTA but GTA has more custom cars and TC you can only own up to 5 or so. You can't buy property but there are many similarities like the gyms improving your characters ability to fight, jacking any car, and having side missions. There is something about the engine I can't put my finger on it but GTA seems more "real" for some reason. But I don't mod the TC mainly because I own the Xbox version and not the PC version.

If you haven't played "True Crime" you might rent it and see what I mean by the pros and cons I mentioned. I also don't care much for the default controls.

Good Luck with Vigilante Justice.

JAB B)

I would really like it if it was like TC:NY,where you could raise a badge for the criminals to surrender,or fire a warning shot.

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I would really like it if it was like TC:NY,where you could raise a badge for the criminals to surrender,or fire a warning shot.

Well at the moment they surrender if you are close to them and are aiming. Which is pretty much the same thing.

UPDATES: Well I have a bit of news about System Requirements and have added it on the first post in red. But I'm guessing nearly everyone can run San Andreas on the lowest res and colour mode and it would run fine with full Draw Distance... So it won't matter that much.

I've finished quite alot today. So far it aint working 100% and crashes alot but it's pretty fun while it lasts :D I'm thinking of adding 3 different types of chases. The first (Which I've nearly finished) is one where the suspect has "Commited armed Grand Theft Auto" and is escaping. Suspect is armed and may shoot at you.

The second would be an armed robbery where they are getting away in a car or something. There will be other suspects in the passenger seats drive-bying.

And the third could be an on-foot suspect who's commited murder and runs away from you. :)

I'll add something where the suspects won't drive away from you unless you are in a marked police vehicle or they get suspicious or something.

Still not sure on adding missions... It requires alot of work :mellow:

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SUPRISE! BETA TIME!

-=Vigilante Justice Mod 0.1 BETA=-

Most of the information is in the README file and is too much to paste here.

Please report any bugs so I can fix them and add more features. If you don't report the bugs you find, then there is a smaller chance of me being able to make a better version. So report em!

Okay, enjoy. I'm gonna... :zZZ:

Direct Download

Download Page (Information)

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