Arrest Warrant testing
I've been working for a while now on version 1.0 of my Arrest Warrant mod. Like Minecraft's Adventure Update, you might call this the Vehicle Update. I've added a bunch of stuff related to vehicles! :D And also several non-vehicle things.
The script has grown so large and complex that I'd like to do some closed testing before release — I say "closed", but basically anyone who asks can test the new version.
- You need PM rights (i.e. 10 posts or more), or some other way I can send you the download.
- You should provide bug reports and/or other feedback.
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 of being identified at night and/or in rain.
- More INI settings.
- Bug fixes, tweaks, etc.
Haven't tried out your previous version, but I'm definitely interested after hearing the possibilities. Count me in, pm me or you can also email me at email@example.com
*edit* just found out that I don't have PM rights (how do you obtain those anyway?) so u can email me If u are still looking for volunteers
@Killerfist666 you have PM rights now
Hello! I would love to be a part of the beta testing! I love the other version of this mod and hope I can help! Thanks! PS I'm not sure is I have PM rights but I can give you my email.
Oops, I could've sworn I subscribed to this thread, but I guess not. :facepalm:
Killerfist, I've PMed you the download. gwizzzy, to earn PM rights, you need at least 10 posts. Or your e-mail address is fine.
Oh okay! I don't think i have PM rights just yet as I'm fairly new but my email is firstname.lastname@example.org (that is 3 Z's by the way)
E-mailed the update. :)
P.S. I am subscribed to this thread, yet I didn't get a notification for the last reply. Hmmm...
I've been really busy for the past several months, but finally I have an Arrest Warrant update ready for testing. Anyone who's interested, please download and let me know if anything breaks or weird shit happens.
Changes in v1.1 Prerelease 6
- Your notoriety rating is shown as big stars in the top-right.
. . . . When you've been IDed in a chase, the stars and an eye icon both flash blue.
. . . . During High Alert, the stars and countdown timer both flash red.
. . . . Your vehicle wanted level is shown as stars above the radar.
- Tweaked police behavior:
. . . . Weapons are confiscated when you die in a chase (new INI setting, see below).
. . . . Searching cops stop spawning for 15 sec every time your wanted level rises (new INI settings). To compensate, High Alert always activates when you escape.
. . . . They call for backup when your wanted level rises.
. . . . When investigating, they just follow and don't interrogate unless fully alerted.
. . . . Investigating cops threaten you when they're nearby.
. . . . Alert level starts draining if you haven't alerted them in a while, unless fully alerted (new INI setting).
. . . . Alert level starts rising after they've investigated for 120 seconds, so you have to lose them (new INI setting).
. . . . Alert indicator flashes whenever alert level rises, not just when it reaches a new peak.
. . . . After a cop has investigated, his alert level won't drain below 20 (new INI setting).
. . . . They're alerted when they see a nearby cop running after you (new INI setting).
. . . . They're less easily alerted when you're in cover (new INI setting).
. . . . They're less easily alerted when you run during High Alert.
. . . . They're less easily alerted during High Alert if your notoriety rating is less than the previous wanted level.
. . . . High Alert is cancelled if you save, die, or go to Pay 'n' Spray (due to time passed).
. . . . They're no longer alerted when you bump into criminals.
. . . . They're no longer alerted faster when you face them, unless you have 3+ notoriety stars.
. . . . Driving away from investigating cops only alerts them if they're at red alert.
. . . . If you drive fast nearby, they notice traffic crimes they can't see (except heavy car damage).
. . . . They're not alerted by heavy car damage if you're barely moving.
. . . . If your siren is on, traffic crimes are allowed (except hitting peds).
. . . . They're less likely to spot your gun/explosive, except when you're aiming (new INI settings).
. . . . They run slower when investigating (new INI settings).
. . . . When investigating cops lose you, they guess your location multiple times within a wider radius (new INI setting).
. . . . They no longer always run to the nearest sidewalk before giving up investigations.
. . . . Investigating cops in cars don't get out to interrogate until they reach red alert.
. . . . FBI and NOOSE pay less attention to you when your warrant/High Alert level is low.
. . . . Cops pay less attention to you when you wear the LSD uniform.
. . . . Chance of looking at player is based on peak alert level instead of current level.
- Added INI settings:
. . . . Settings related to stars (in the HUD section).
. . . . OverallAlertMultiplier_FBI, NOOSE: changes how much FBI and NOOSE notice you.
. . . . OverallAlertMultiplier_LSD: changes how much cops notice you when you wear the LSD uniform.
. . . . Weight_Night, Weight_Rain, and other weights that decrease the effect of certain alerts.
. . . . DispatchDelay_Seconds: how long cops won't spawn after your wanted level rises.
. . . . DispatchDelay_OnlyAtChaseStart: enable to make cops spawn normally after the first delay.
. . . . OnChaseDeath_ConfiscateWeapons: self-explanatory.
. . . . OnChaseDeath_HighAlert: triggers High Alert when you die in a chase.
. . . . OnChaseDeath_AddCrimes: adds your crimes to your warrant when you die in a chase.
. . . . FindLostPlayerGuesses: how many times investigating cops guess your location before giving up.
. . . . InvestigatingCopsAlwaysOnMap: shows indicators on map, ignoring line of sight (disabled by default).
. . . . SpotChancePerSec_LargeGun, etc.: chance of guns/explosive being spotted.
. . . . InventoryLargeGunAlert, etc.: alert amounts for unequipped weapons in your inventory (default 0).
. . . . RunningAlertMultiplier: changes how much running alerts cops.
. . . . SeeCopRunAlert: alert for seeing running cop = this setting * difference between cops' alert levels.
. . . . StarsToRecognizeVehicle: how many stars your vehicle needs to alert cops on sight.
. . . . MinAlertAfterInvestigation: Minimum alert level of cops who have investigated.
. . . . Investigation_WalkSpeed, etc.: multipliers for movement speed of investigating cops.
. . . . Investigation_YellowAlertRange, RedAlertRange: How close investigating cops follow you.
. . . . Investigation_WatchSeconds: How long cops watch you before alert level starts draining.
. . . . Investigation_PatienceSeconds: Cumulative time investigating before alert level starts rising.
. . . . ShowMsg_DispatchCountdown: shows seconds until searching cops can spawn.
- Tweaked existing INI settings:
. . . . Split "ALERT MODIFIERS" section into "weighted" and "unweighted" sections.
. . . . Replaced "NeedHighNotorietyToRecognize" with "StarsToRecognizeFace". Default is 3.
. . . . Replaced "OverallAlertModifier" setting with separate settings for each notoriety rating.
. . . . Changed "modifier" settings to multipliers so they're easier to use.
. . . . Increased default "TrackingRange_OnFoot" from 200 to 250.
. . . . Increased default "TrackingRange_InCar" from 250 to 300.
. . . . Increased default "KnifeAlert" from 15 to 20.
. . . . Decreased default "VehicleID_MinSecs" from 6 to 5.
. . . . Renamed "ClearWarrant_OnArrest" to "OnArrest_ClearWarrant".
. . . . Renamed "ClearWarrant_OnChaseDeath" to "OnChaseDeath_ClearWarrant".
. . . . Renamed "ShowWarrantRatingKey" to "ShowStarsKey".
. . . . Renamed "ModifierKey" to "ModToggleModifierKey".
. . . . Renamed "MESSAGES" section to "HUD".
. . . . Removed "GunsAreIllegal" (you can just set the gun/explosive spot chances to zero).
. . . . Removed "EnableInvestigations" setting.
- Fixed bugs:
. . . . You were IDed when resuming a chase from High Alert, even if you weren't IDed in the last chase.
. . . . Police told you to pull over while you were on foot.
. . . . Cops sometimes didn't face you while interrogating.
. . . . Cops sometimes didn't wander after giving up an investigation.
. . . . Cops driving vehicles didn't stop to wait for other cops to get in.
. . . . Script crash when the game deleted a cop right after he spotted your weapon.
. . . . Weapon alert INI settings didn't have any effect.
. . . . Wanted vehicle notification was still shown when disabled in the INI.
. . . . ID messages were still shown when disabled in the INI.
. . . . "Vehicle IDed" message didn't show if the car was already wanted when IDed for a new crime.
. . . . More than the MaxTrackedCops could be tracked sometimes.
. . . . The mod only started tracking new cops within TrackingRange_CopInCar, even if TrackingRange_CopOnFoot was bigger.
- Police radio dispatch sounds are enabled when you're in an emergency vehicle.
- The "vehicle identified" message says whether it's for a past crime or new one.
- Bribe text is broken into multiple lines, and the amount of lost notoriety is shown after bribing.
- Added "reloadini" console command.
- Added "togglestats" console command to show various stats for the nearest tracked cop.
- Significant code restructure.
Just updated my last post with v1.1 Prerelease 3! Please report any bugs you find!
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