Jets Intercept When Wanted 1.1
5,146
98
5,146
98
Scramble jets (of your choice, including add-on jets) when the player has a 3+ star wanted level and is in a helicopter/plane. Now supports usage of custom weapons!
Requirements:
ScriptHookVDotNet 3.4
.NET Runtime 4.8
Installation:
Drop all files into scripts directory
Usage:
Jets are scrambled automatically
The number of jets at each wanted level can be changed in .INI
Models of jets scrambled and weapons used can be changed in .INI
Changelog:
1.1:
- added planesOnly option. If set to true, jets will not spawn if player is in a helicopter
1.0.2:
- Jet blips on the map/radar now show heading of the jets. Updated once per second
1.0.1:
- bugfix: disable AI pilot switching weapon after being assigned their custom weapon
1.0:
- enabled custom weapons for intercepting jets; read instructions in Settings section!
0.3:
- restored `aircraftOnly` option
0.2.5:
- implemented below radar setting; jets will not be scrambled if player's aircraft is less than 100 meters above the ground
0.2.4:
- make pursuing jets spawn behind player instead of in front, by default
0.2.3:
- added INI setting for spawn distance; default value 500 meters
0.2.2 (unreleased):
- added cheats to get you back into a dogfight quickly after death. In cheats, type:
- `goto lsia`, `goto zancudo`, or `goto sandyshores` to teleport to an airport
- `stars` to set wanted level. For example, `3stars` will set your wanted level to 3
0.2.1:
- suppressed "jets needed" debug output
0.2:
- renamed file to CustomWantedAirTraffic. Please remove CustomAirTraffic if you have already installed 0.1
Requirements:
ScriptHookVDotNet 3.4
.NET Runtime 4.8
Installation:
Drop all files into scripts directory
Usage:
Jets are scrambled automatically
The number of jets at each wanted level can be changed in .INI
Models of jets scrambled and weapons used can be changed in .INI
Changelog:
1.1:
- added planesOnly option. If set to true, jets will not spawn if player is in a helicopter
1.0.2:
- Jet blips on the map/radar now show heading of the jets. Updated once per second
1.0.1:
- bugfix: disable AI pilot switching weapon after being assigned their custom weapon
1.0:
- enabled custom weapons for intercepting jets; read instructions in Settings section!
0.3:
- restored `aircraftOnly` option
0.2.5:
- implemented below radar setting; jets will not be scrambled if player's aircraft is less than 100 meters above the ground
0.2.4:
- make pursuing jets spawn behind player instead of in front, by default
0.2.3:
- added INI setting for spawn distance; default value 500 meters
0.2.2 (unreleased):
- added cheats to get you back into a dogfight quickly after death. In cheats, type:
- `goto lsia`, `goto zancudo`, or `goto sandyshores` to teleport to an airport
- `stars` to set wanted level. For example, `3stars` will set your wanted level to 3
0.2.1:
- suppressed "jets needed" debug output
0.2:
- renamed file to CustomWantedAirTraffic. Please remove CustomAirTraffic if you have already installed 0.1
首次上传时间: 2020年4月23日
最后更新时间: 2022年2月04日
最后下载: 1天前
94个评论
Scramble jets (of your choice, including add-on jets) when the player has a 3+ star wanted level and is in a helicopter/plane. Now supports usage of custom weapons!
Requirements:
ScriptHookVDotNet 3.4
.NET Runtime 4.8
Installation:
Drop all files into scripts directory
Usage:
Jets are scrambled automatically
The number of jets at each wanted level can be changed in .INI
Models of jets scrambled and weapons used can be changed in .INI
Changelog:
1.1:
- added planesOnly option. If set to true, jets will not spawn if player is in a helicopter
1.0.2:
- Jet blips on the map/radar now show heading of the jets. Updated once per second
1.0.1:
- bugfix: disable AI pilot switching weapon after being assigned their custom weapon
1.0:
- enabled custom weapons for intercepting jets; read instructions in Settings section!
0.3:
- restored `aircraftOnly` option
0.2.5:
- implemented below radar setting; jets will not be scrambled if player's aircraft is less than 100 meters above the ground
0.2.4:
- make pursuing jets spawn behind player instead of in front, by default
0.2.3:
- added INI setting for spawn distance; default value 500 meters
0.2.2 (unreleased):
- added cheats to get you back into a dogfight quickly after death. In cheats, type:
- `goto lsia`, `goto zancudo`, or `goto sandyshores` to teleport to an airport
- `stars` to set wanted level. For example, `3stars` will set your wanted level to 3
0.2.1:
- suppressed "jets needed" debug output
0.2:
- renamed file to CustomWantedAirTraffic. Please remove CustomAirTraffic if you have already installed 0.1
Requirements:
ScriptHookVDotNet 3.4
.NET Runtime 4.8
Installation:
Drop all files into scripts directory
Usage:
Jets are scrambled automatically
The number of jets at each wanted level can be changed in .INI
Models of jets scrambled and weapons used can be changed in .INI
Changelog:
1.1:
- added planesOnly option. If set to true, jets will not spawn if player is in a helicopter
1.0.2:
- Jet blips on the map/radar now show heading of the jets. Updated once per second
1.0.1:
- bugfix: disable AI pilot switching weapon after being assigned their custom weapon
1.0:
- enabled custom weapons for intercepting jets; read instructions in Settings section!
0.3:
- restored `aircraftOnly` option
0.2.5:
- implemented below radar setting; jets will not be scrambled if player's aircraft is less than 100 meters above the ground
0.2.4:
- make pursuing jets spawn behind player instead of in front, by default
0.2.3:
- added INI setting for spawn distance; default value 500 meters
0.2.2 (unreleased):
- added cheats to get you back into a dogfight quickly after death. In cheats, type:
- `goto lsia`, `goto zancudo`, or `goto sandyshores` to teleport to an airport
- `stars` to set wanted level. For example, `3stars` will set your wanted level to 3
0.2.1:
- suppressed "jets needed" debug output
0.2:
- renamed file to CustomWantedAirTraffic. Please remove CustomAirTraffic if you have already installed 0.1
首次上传时间: 2020年4月23日
最后更新时间: 2022年2月04日
最后下载: 1天前
@AUSSIE_LAD_96 Great to see you understand, because too many times I too fell for the "its the Mods fault", only to find out later I didn't have the all the proper prerequisites, like latest Scripthook version or an improperly written dlc vehicle input from ini file.
So I just blamed it on the Mod, only to regrettably later realized, it was actually the best thing that I came into my life ;)
@nj5050 It would be so awesome if someone could create a tool or application or something to help us all to determine the source of a game crash because when you have many mods installed at once could be absolutely anything but end of the day I am so thankful for this community and script builder legends like yourself. Sure beats dealing with the toxicity of gamers online on console any day of the weak.
@AUSSIE_LAD_96 The best current way to identify & deal with GTA Mod file errors, is to initially have proper working game files beforehand, prior to introducing any new modifications, which means constant Backups, only then from this point can you proceed with tampering with original game files, by adding Mods & custom scripts.
Also, it could be helpful & wise to just make an additional new game file & keep the entire original game file somewhere not to be used, where you can always come back to retrieve any damaged/lost file from having messed around too much!
@nj5050 Definitely some solid advice. Yea I always make back ups for anything needing to be replaced but I think my biggest issue at the moment is with my scripts. There are just some that don't work together either putting to much pressure on the game files or maybe are just outdated but it's easy enough to work around. Bank Heist scripts seem to be ones that definitely don't seem to like players using to many bodygaurds lol guess maybe that's why online you can only have a team of 4 players perhaps.
@AUSSIE_LAD_96 Also downloading Packfilelimiter & Heap adjuster is helpful for avoiding crash issues and increasing your Heap adjuster to 10,000 will also help support for excessive addons (i.e cars, bikes, planes & etc..)
@nj5050 Yea it is helpful but sadly it can interfere with trying to mkae R* editor videos if you try and edit any clip that features any add on DLC mod causes it to crash. Thank you though I'll probably just keep it installed most the time and try and safely avoid it when trying to make those videos
@AUSSIE_LAD_96 Yeah you definitely doing something off or lack something else, because I too make Rockstar video' without any problems. Furthermore I too have over 40 Mods & scripts running for GTA 5.
Now I will say you'll need a "No editor restriction" mod to bypass Rockstars video disabling saving/exporting function. When you have this & place it into root directory of game folder, all video editing/storing limitations will be removed.
Now when you don't plan on making or exporting any videos, then remove it temporarily and place it outside of game folder, until when needed again.
This is how I got it to work seamlessly!
@AUSSIE_LAD_96 Lastly your Gamefig.xml file is the other place where majority of crash issues arise from, so a good solid gamefig to accommodate any excesses of addons is paramount. JulioNib (julionib Mods) provided one last year, which made all the difference for me, but of course in combination with Packfilelimiter, Heap adjuster & weapon adjuster scripts!!
@nj5050 Thanks yea I can still make videos just for whatever reason I try and show off an add on mod it crashes. I haven't explored to much since upgrading to a much better gaming PC though. I have all of that installed thank you. At the moment I am still getting crashes when doing bank heist. What would you recommend for config to to use a limits? Do you also use any graphics enhancements?
I would checkout JulioNibs gtascript website to acquire the Gameconfig.xml file I use. Also increasing your clothstore pool size towards 600, 1200 or more (multiples of 600s is quite beneficial I've noticed).
As for graphic enhancement mods, I do have some but there minor enhancements and not over the top comprehensive (which runs higher risk of texture glitches/losses) avoid especially those that uses the automatic oiv file install, which I often stay far away from, due to not knowing what or where those files have been modified to. Although I do rename any oiv installer to .rar/.zip to read out its assembly instructions, knowing precisely the files that will be installed, changed and at what locations, though sometimes something still gets past me & causes chaos, in which case I simply go back to retrieve from original backup files.
@nj5050 I think VISUAL iv is a good graphics improver even though it uses an automatic installer it also includes an automatic uninstaller. I think I found where i was going wrong that causing some game crashes. I had MP maps enabled lol. Apparently Limit adjuster doesn't like that.
@nj5050 Oh and Thank you again
@nj5050 What is clothstore pool size and where would I find that?
@AUSSIE_LAD_96 The Oiv file uninstallers is exactly the thing I'm referring to, they don't always uninstall properly and tend to leave stuff behind. Now this would cause you to assume you're off to a new slate, but thats where the chaos actually begins.
It is wise to always know where & what files auto oiv installers will be installing and where too, this way you can run a secondary thorough check up to make sure it did what it was suppose to do, uninstall correctly. This is done by renaming the oiv file extension to rar/winzip in order to locate & read the assembly xml.
As for cloth pool size that's in the gamefig xml file, which can be located upon opening doc, by using your program serach function.
@nj5050 Okay no worries thank you
iLike2Teabag I have a question, can i use your mod for a police mod and later upload? Tank you!
The Lazer works well but custom addon aircraft won't fire missiles and the script crashes when trying to spawn the savage. Also when AI fire the missiles only about 10% of the time do they properly home in on my plane, usually they go in opposite directions.
@iLike2Teabag when i use mod of morgan made by skyline and set the weapon of STL ( its not the default weapon but the special weapon) Then the system report errors that the ai polit cant switch the weapon to STL.
@Missilejet Is the weapon you're wanting to use present in the handling.meta file? Sometimes Skyline has custom weapons that don't get used. Next, is it a weapon that you have to add to the aircraft via vehicle mod in a trainer? If so then the AI won't be able to select it. Some of Skylines vehicles are this way. One of his F14 for instance has missiles added via vehicle modkit.
Okay so I've had some time to play around with this mod and I have to say it is incredibly fun. You can even do dogfights with addon WW2 aircraft like the FW-190, ME-262, P-40E, etc. HOWEVER it does require some additional tweaks and changes to the various vehicles & vehicle weapons in order to work best
Here are some common issues and their solutions:
1: Disappearing textures when add-on aircraft spawn. This is usually caused by liveries. Many aircraft made by SkylineGTRFreak & such have multiple liveries which are either 4096x4096 or 2048x2048 resolution (4K or 2K) using DXT5 compression. This requires large amounts of GPU memory and RAM. I have 10gb of RAM and I run into issues with disappearing textures even with only 3 add-on airplanes spawning with each a 4K livery. However if your PC is sufficiently powerful then you may not experience this issue.
I resolved this by opening the .ytd files in OpenIV for the add-on vehicles/planes I was using and deleting the liveries I don't want. I try to reduce it down to only 1 or maybe 2 liveries per vehicle. Then I export the liveries I kept & use Paint.NET to resize them to either 2048x2048 or 1024x1024. Then I save them using the same .dds format with DXT1 compression & if they originally have mip maps then I generate mip maps using "fant" scaling. (It shows in OpenIV whether or not a texture has mip maps.) I also resize the specular map as well to match the livery resolution.
This can lower the quality of the aircraft's exterior texture a bit especially if it originally had 4K liveries, but it's only noticeable when very close to the plane. If it's an enemy fighter jet 250 - 1000 meters away then you won't be able to notice. I'm personally not bothered by it at all & it makes this script run a lot smoother.
2: Unable to spawn error.
NOTE: Often this error just means the plane can't spawn because the script has already spawned the 3 planes (or however many you have it set to spawn). It doesn't necessarily indicate an issue.
3: Unable to spawn pilot.
Add these lines to the vehicles.meta files for the planes you're wanting to spawn with this script:
Under flags put FLAG_LAW_ENFORCEMENT.
Next replace whichever driver it has with this:
<drivers>
<Item>
<driverName>S_M_M_Marine_02 </driverName>
<npcName> />
</Item>
</drivers>
I can't 100% tell if putting in the driver makes a difference, but this combined with FLAG_LAW_ENFORCEMENT fixes the "unable to spawn pilot" error for me. If there's no driver at all then find the <drivers /> line and replace it with the above.
Also the "Swankness" level seems to have an affect on spawning too. Set it to SWANKNESS_1 or SWANKNESS_2 if it's not already.
4. NPC's have extremely inaccurate homing missiles.
For the vanilla homing missiles you can edit these values in update.rpf>common>ai>weapons.meta.
AMMO_SPACE_ROCKET
LifeTime value="30.000000"
FromVehicleLifeTime value="30.000000"
LaunchSpeed value="1800.000000"
TimeBeforeHoming value="0.100000"
PitchChangeRate value="80.000000"
YawChangeRate value="80.000000"
RollChangeRate value="80.000000"
MaxRollAngleSin value="0.500000"
AMMO_PLANE_ROCKET
(I set the values identical to AMMO_SPACE_ROCKET.)
VEHICLE_WEAPON_SPACE_ROCKET
LockOnRange value="900.000000"
WeaponRange value="1200.000000"
Delete "HomingToggle" under WeaponFlags. This removes the ability to switch between homing & non-homing as sometimes it seems like the AI switches to non-homing and they're terribly inaccurate.
VEHICLE_WEAPON_PLANE_ROCKET
(Again I set these values identical to VEHICLE_WEAPON_SPACE_ROCKET.)
For add-on vehicles with custom weapons you'll need to look in the dlc.rpf each specific add-on vehicle to find the weapons.meta file & edit the weapons there. I also like to increase the WeaponRange value for the various aircraft machine guns & cannons. I normally set it to 500. (The range values are in meters.)
If you want you can also edit these same values in weaponhominglauncher.meta located in update.rpf>dlc_patch>mpchristmas2>ai in order to make the Homing Launcher have faster & more accurate rockets which can travel much farther and change their flight path better. Otherwise it won't be very effective against fast moving fighter jets & such firing at you from long range.
You can play around with these values a little bit to fit what you find to be the most fun. Make the missiles faster or slower, etc.
Lastly, I recommend opening ScriptHookVDotNet.ini in Notepad or Notepad++ and making sure to set "ReloadKey=Insert". This way if you get a script error you can simply press "Insert" to reload your scripts, that way you don't have to close & reopen GTA. It also makes it so you can change whichever airplanes are being spawned without closing the game. Alt-Tab out of GTA, edit CustomWantedAirTraffic.ini, save, go back into GTA, and reload scripts. Then the new airplanes will start spawning instead.
That's all I can think of for now. I know it's a lot of stuff to do but for me it really improves this mod. I very rarely get spawn errors now and it works extremely well.