ToonSkull Posted June 7, 2010 Share Posted June 7, 2010 This grabs the wanted level and stores it. Then it scans 30 meters (about 100 feet) around you for any cops or civilians (gangs don't narc). You will still hear a police report but no stars will post. At this point you should look for a red marker on your radar. That person is running for help. Then if you can kill them in 30 seconds you will still have no stars. If the witness is a cop the stars will apply right away and the mod waits for you to clear them. {$VERSION 3.1.0027} {$CLEO .cs} //This mod hooks the wanted level and checks for cops within 100 feet of the player. //Coded by Vincent Black aka ToonSkull //June 6th, 2010 //-------------MAIN--------------- thread 'RCOPCARS' //Load Wanted Level into variable 1@ :RCOPCARS_19 wait 0 1@ = Player.WantedLevel($PLAYER_CHAR) if 1@ > 0 jf @RCOPCARS_19 Player.ClearWantedLevel($PLAYER_CHAR) 10@ = 0 //Set a counter to zero in 10@ :RCOPCARS_61 wait 0 04C4: store_coords_to $4 $5 $6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere $4 $5 $6 radius 30.0 handle_as 3@ if not 10@ >= 100 jf @RCOPCARS_19 10@ += 1 //Stop scanning after 100 loops assume no one saw anything. if 056D: actor 3@ defined jf @RCOPCARS_61 089F: get_actor 3@ pedtype_to 5@ if or 5@ == 4 5@ == 5 5@ == 6 jf @RCOPCARS_61 //We have a witness. //Set timer to zero. 32@ = 0 if not 5@ == 6 jf @RCOPCARS_241 //Witness Marker 12@ = Marker.CreateAboveActor(3@) 07E0: set_marker 12@ type_to 0 Marker.SetColor(12@, 0) :RCOPCARS_241 wait 0 if Actor.Dead(3@) jf @RCOPCARS_273 //Killed the Witness. Marker.Disable(12@) jump @RCOPCARS_19 :RCOPCARS_273 if or 32@ >= 30000 //30 seconds to kill the witness 5@ == 6 //Witness is a cop so timer don't matter. jf @RCOPCARS_241 //Reset Wanted Level stored in 1@ Player.WantedLevel($PLAYER_CHAR) = 1@ if not 5@ == 6 jf @RCOPCARS_307 Marker.Disable(12@) //Loop here until Wanted Level is cleared. :RCOPCARS_307 wait 0 1@ = Player.WantedLevel($PLAYER_CHAR) if 1@ == 0 jf @RCOPCARS_307 jump @RCOPCARS_19 Next this code is based on HippieCommunist's who is too busy with GTA IV to even talk to me. Some users don't care that all the modded cars have the doors locked. This version also has doors locked but if you read through my comments you can see how to swap it for car health. I set my distance to 60.0 meters because it felt right. I found setting it higher fewer cars get selected. While setting it lower makes for more accidents. I also made sure the passengers got placed back inside the vehicle. His mod the passengers disappear and only the drivers remain. {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'REALTRAFFIC' //Based on HippieCommunist version 2008 - 2010. //Re-coded by Vincent Black aka ToonSkull //June 5th, 2010 :REALTRAFFIC_19 wait 0 //Grab any vechicles near player 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 073E: get_car_in_sphere 1@ 2@ 3@ radius 60.0 model -1 handle_as 0@ //Car Info if 056E: car 0@ defined jf @REALTRAFFIC_19 //Driver Info 046C: 1@ = car 0@ driver if 056D: actor 1@ defined jf @REALTRAFFIC_19 if not Actor.DrivingPoliceVehicle(1@) jf @REALTRAFFIC_19 //This is a cool way to figure out which cars are modified. Just Lock the doors. //See notes if you don't like this option. //4@ = Car.Health(0@) 09B3: get_car 0@ door_status 4@ 089F: get_actor 1@ pedtype_to 3@ //No mods, bikes, Criminals, or Cops if and not 4@ >= 3 //Doors are locked = car is already modded - ALT is "4@ == 1000" not 3@ == 6 //Is a Cop not 3@ == 20 //Is a Criminal 847A: not actor 1@ driving_bike jf @REALTRAFFIC_19 03F3: get_car 0@ primary_color_to 11@ secondary_color_to 12@ 5@ = Car.Model(0@) 6@ = Car.Angle(0@) 02E3: 7@ = car 0@ speed //Get the driver 0665: get_actor 1@ model_to 2@ 0407: store_coords_to 8@ 9@ 10@ from_car 0@ with_offset 0.0 0.0 0.0 Actor.RemoveReferences(1@) //Car Capacity Check 13@ = 0 14@ = 0 15@ = 0 01EA: 22@ = car 0@ max_passengers //Two Door Check if 22@ == 3 jf @REALTRAFFIC_404 //Four Door Check Rear Seats //Rear Seat passenger if 8431: not car 0@ passenger_seat_free 2 jf @REALTRAFFIC_355 0432: 16@ = get_actor_handle_from_car 0@ passenger_seat 2 0665: get_actor 16@ model_to 13@ 089F: get_actor 16@ pedtype_to 19@ Actor.RemoveReferences(16@) //Rear Seat passenger :REALTRAFFIC_355 if 8431: not car 0@ passenger_seat_free 1 jf @REALTRAFFIC_404 0432: 17@ = get_actor_handle_from_car 0@ passenger_seat 1 0665: get_actor 17@ model_to 14@ 089F: get_actor 17@ pedtype_to 20@ Actor.RemoveReferences(17@) //Front Seat Passenger :REALTRAFFIC_404 if 8431: not car 0@ passenger_seat_free 0 jf @REALTRAFFIC_453 0432: 18@ = get_actor_handle_from_car 0@ passenger_seat 0 0665: get_actor 18@ model_to 15@ 089F: get_actor 18@ pedtype_to 21@ Actor.RemoveReferences(18@) :REALTRAFFIC_453 Car.Destroy(0@) 0@ = Car.Create(5@, 8@, 9@, 10@) Car.Angle(0@) = 6@ //This line was used for testing it turns the cars black //Not all the cars turn black as I approach them so it still needs tweaking. //0229: set_car 0@ primary_color_to 0 secondary_color_to 0 0229: set_car 0@ primary_color_to 11@ secondary_color_to 12@ 0129: 1@ = create_actor_pedtype 3@ model 2@ in_car 0@ driverseat //Place passengers (if any) if not 13@ == 0 jf @REALTRAFFIC_559 01C8: 16@ = create_actor_pedtype 19@ model 13@ in_car 0@ passenger_seat 2 0526: set_actor 16@ stay_in_car 1 Model.Destroy(13@) Actor.RemoveReferences(16@) :REALTRAFFIC_559 if not 14@ == 0 jf @REALTRAFFIC_610 01C8: 17@ = create_actor_pedtype 20@ model 14@ in_car 0@ passenger_seat 1 0526: set_actor 17@ stay_in_car 1 Model.Destroy(14@) Actor.RemoveReferences(17@) :REALTRAFFIC_610 if not 15@ == 0 jf @REALTRAFFIC_661 01C8: 18@ = create_actor_pedtype 21@ model 15@ in_car 0@ passenger_seat 0 0526: set_actor 18@ stay_in_car 1 Model.Destroy(15@) Actor.RemoveReferences(18@) //Set behaviors :REALTRAFFIC_661 Car.SetSpeedInstantly(0@, 7@) Car.SetToNormalDriver(0@) Car.SetDriverBehaviour(0@, FollowRoad) 00AE: set_car 0@ traffic_behaviour_to 1 //Lock the doors - some players don't like this option so it could be //written to use Car.Health(0@) and just add 1 point so car health is not normal. //4@ += 1 //Car.Health(0@) = 4@ Car.DoorStatus(0@) = 3 04E0: car 0@ abandon_path_radius 0 Model.Destroy(5@) Model.Destroy(2@) Actor.RemoveReferences(1@) Car.RemoveReferences(0@) jump @REALTRAFFIC_19 My third mod is REAL police car chases and I am still working on it. Once I am done I will upload all 3 in a zip file to the downloads section. Link to comment Share on other sites More sharing options...
Huckleberry Pie Posted June 7, 2010 Share Posted June 7, 2010 Nice... I'll try testing this when I have time. Link to comment Share on other sites More sharing options...
ToonSkull Posted June 8, 2010 Author Share Posted June 8, 2010 (edited) Nice... I'll try testing this when I have time. Something is causing the traffic mod to crash near the tunnel by the airport. I can't figure it out yet. I am tired of the cops assisting other gang members when they shouldn't be taking sides. Other than that, I am trying to get the cop cars to stay on your tail and not drive like a bunch of dorks. EDIT: Ok I figured it out there are single passenger fork trucks over there. Edited June 9, 2010 by ToonSkull Link to comment Share on other sites More sharing options...
ToonSkull Posted June 9, 2010 Author Share Posted June 9, 2010 OK you can now download all three here. There are some things you might want to know. Real traffic has 2 versions the one titled "real traffic alt" will NOT lock the car doors. Install only 1 of these 2 mods. This mod was pretty glitch filled and while I fixed most of them there are some minor issues. Like alternate version vehicles might change in appearance upon approach. I have ran the mod without crashing the program for sometime now. Hippiecommunist on GTAforums original code worked to some degree and I thank him for laying the foundation. Real Cops watches for you to get any stars. It scans the area around you for police. Then is holds them, you will hear the police report and be notified that there is a witness. If you kill the Witness within 30 seconds the star won't show up. However stars go into effect right away is the witness is a cop. Real Cop Cars watches for 3 things to occur. You must be wanted, driving a vehicle, and speeding over 25 KPH. Then 2 special made police vehicles spawn right behind you. They have but one motivating factor. KILL the player. They will continue to pursue your vehicle until it is riddled with bullets. Note: if you jump from your vehicle they chase the vehicle. You can do whatever you like with these mods. I have included notes on how each section is supposed to work. HAVE FUN! Vincent Black Link to comment Share on other sites More sharing options...
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