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Police helicopter n News heli mod help



  • So, i am in the process of revamping my wanted levels and adjusting responses.

    I started searching for PoliceHeli and came across it in the VehicleModelSets.meta

    I found it because as I was re-writting stuff in the loadouts.meta I saw the entry for vehiclemodelsets. So when i went searching for that, I found the heli.

    My question is basically this.

    The PoliceHeli entry for vehicleModelSet is this:

    <Item type="CAmbientModelSet">
    <Name>POLICE_HELI</Name>
    <Models>
    <Item>
    <Name>BUZZARD2</Name>
    <Variations type="NULL" />
    <Probability value="1.000000" />
    </Item>
    <Item>
    <Name>polmav</Name>
    <Variations type="CAmbientVehicleModelVariations">
    <BodyColour1 value="-1" />
    <BodyColour2 value="-1" />
    <BodyColour3 value="-1" />
    <BodyColour4 value="-1" />
    <WindowTint value="-1" />
    <ColourCombination value="-1" />
    <Livery value="0" />
    <ModKit value="-1" />
    <Mods />
    <Extra1>Either</Extra1>
    <Extra2>Either</Extra2>
    <Extra3>Either</Extra3>
    <Extra4>Either</Extra4>
    <Extra5>Either</Extra5>
    <Extra6>Either</Extra6>
    <Extra7>Either</Extra7>
    <Extra8>Either</Extra8>
    <Extra9>Either</Extra9>
    <Extra10>Either</Extra10>
    </Variations>
    <Probability value="1.000000" />
    </Item>

    While it does say BUZZARD2, a bit further down it says PolMav. Buzzard2 to my understanding is a armed chopper. https://gta.fandom.com/wiki/Buzzard_Attack_Chopper

    PolMav is a Police/Medical Chopper https://gta.fandom.com/wiki/Police_Maverick

    Is Buzzard2 just a name given to this item and not it's spawn name?

    Because Buzzard is a Unarmed Helo https://gta.fandom.com/wiki/Buzzard
    you would think more suitable for police helicopter patrols.

    My idea is to change the police heli to Buzzard and reduce the number of peds spawning in it to 1, so no police can shoot from it. So what do i change? PolMav to Buzzard?

    I am also looking at adding a News Helo that will spawn at wanted level 2 and above, using PolMav, like the Medical helo uses Polmav just with a different livery.

    Ideas? Suggestions?

    I am also working along with this for new weapon icon wheel reflecting the real weapons the ingame weapons are modeled after and setting realistic ammo loads.



  • Buzzard2 is the spawn name, judging by what you posted it randomizes the model between police helicopter and unarmed buzzard, so just remove the police entry and there's your buzzard
    You can't really have two helicopters spawned with different models, unless you want the police to use the news heli and shoot from it



  • @xgonagitya
    Edit: Get a cup of tea for this :slight_smile: :thumbsup:

    I think what you are looking for is 'dispatch.meta':

    ...\Grand Theft Auto V\mods\update\update.rpf\common\data\dispatch.meta

    VEHICLEMODELSETS.META INFO:
    'vehiclemodelsets.meta' just controls random spawn locations around the map. The police vehicles in it don't join in chasing you when you have a wanted level (unless the vehicles are taken by a cop that is already chasing you that has lost his/her vehicle etc). It's more for ambience, so when you are driving about you see the odd police helicopter/already modded vehicle/airport vehicles & planes at the airport/quarry vehicles at the quarry etc going about their daily business.

    DISPATCH.META:
    'dispatch.meta' is where you can control what vehicles turn up in pursuit of you, what peds are in them & at what wanted level they appear etc (as well as wanted thresholds & such also).
    It works like this:

    Near the bottom of the file is a section called '<WantedResponses>' with subsections '<WantedLevel1>' through to '<WantedLevel5>' where you can control what '<DispatchServices>' '<DispatchType>' will spawn at each wanted star level.

    Example (vanilla 1 Star):

    		<WantedLevel1>
    			<DispatchServices>
    				<Item>
    					<DispatchType>DT_PoliceAutomobile</DispatchType>
    					<NumPedsToSpawn value="4"/>
    					<DispatchVehicleSets>
    						<Dispatch>POLICE_CAR</Dispatch>
    					</DispatchVehicleSets>
    				</Item>
    				<Item>
    					<DispatchType>DT_PoliceBoat</DispatchType>
    					<NumPedsToSpawn value="3"/>
    					<DispatchVehicleSets>
    						<Dispatch>POLICE_BOAT</Dispatch>
    					</DispatchVehicleSets>
    				</Item>
    			</DispatchServices>
    		</WantedLevel1>
    

    The name in the '<Dispatch>' line ('POLICE_CAR') relates to a vehicle/set of vehicles further up the file in the '<VehicleSets>' section.
    Example:

    	<VehicleSets>
    		<Vehicle>
    			<Name>POLICE_CAR</Name>
    			<ConditionalVehicleSets>
    				<Item>
    					<ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType>
    					<VehicleModels>
    						<Vehicle>crusader</Vehicle>
    					</VehicleModels>
    					<PedModels>
    						<Ped>S_M_M_Marine_01</Ped> 
    					</PedModels>
    				</Item>
    				<Item>
    					<ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType>
    					<VehicleModels>
    						<Vehicle>SHERIFF</Vehicle>
    					</VehicleModels>
    					<PedModels>
    						<Ped>S_M_Y_Sheriff_01</Ped> 
    					</PedModels>
    				</Item>
    				<Item>
    					<VehicleModels>
    						<Vehicle>police3</Vehicle>
    					</VehicleModels>
    					<PedModels>
    						<Ped>S_M_Y_Cop_01</Ped> 
    					</PedModels>
    				</Item>
    			</ConditionalVehicleSets>
    		</Vehicle>
    

    In the '<Vehicle>' subsection of the '<VehicleSets>' section there are 3 areas of spawn called '<ZoneType>' that control what spawns depending on what area you are in. They are:

    • 'VEHICLE_RESPONSE_ARMY_BASE' - Controls what dispatch vehicles spawn at Zancudo Military Base.
    • 'VEHICLE_RESPONSE_COUNTRYSIDE' - Controls what dispatch vehicles spawn when you are in the Countryside.
    • Un-named no '<ZoneType>' line (3rd one down in example above) - Controls what dispatch vehicles spawn everywhere but is superseded by 'VEHICLE_RESPONSE_ARMY_BASE' & 'VEHICLE_RESPONSE_COUNTRYSIDE' if those lines exist & you are in those areas.
      ie If all three '<ZoneType>' exist within a section the no-named one will only control spawns in the main City. If only the no-named '<ZoneType>' is there & the army_base & countryside ones are removed, it will control the spawns of everything everywhere etc.

    For the 'polmav' this will be the section in 'dispatch.meta' you will be most interested in:

    		<Vehicle>
    			<Name>POLICE_HELI_1</Name>
    			<ConditionalVehicleSets>
    				<Item>
    					<ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType>
    				</Item>
    				<Item>
    					<VehicleModels>
    						<Vehicle>polmav</Vehicle>
    					</VehicleModels>
    					<PedModels>
    						<Ped>S_M_Y_Swat_01</Ped> 
    					</PedModels>
    				</Item>
    			</ConditionalVehicleSets>
    		</Vehicle>
    		<Vehicle>
    			<Name>POLICE_HELI_2</Name>
    			<ConditionalVehicleSets>
    				<Item>
    					<ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType>
    				</Item>
    				<Item>
    					<VehicleModels>
    						<Vehicle>annihilator</Vehicle>
    					</VehicleModels>
    					<PedModels>
    						<Ped>S_M_Y_Swat_01</Ped> 
    					</PedModels>
    				</Item>
    			</ConditionalVehicleSets>
    		</Vehicle>
    

    Changing the name in the '<Vehicle>polmav</Vehicle>' etc line will change the vehicle that spawns & you can control what peds spawn in that vehicle using the lines/s in the '</PedModels>' sections.

    Extra:
    You can also randomise spawns ('vehicles.meta' '<frequency value's may influence this also, not sure) by editing the '<VehicleModels>' lines to this format:

    					<VehicleModels>
    						<Vehicle>annihilator</Vehicle>
    						<Vehicle>polmav</Vehicle>
    					</VehicleModels>
    

    That way sometimes the 'annihilator' will spawn, sometimes the 'polmav'. You can also enter multiple '<Vehicle>' lines of the same vehicle to increase it's chances of spawning more often.

    Hopefully that covers the basics of 'dispatch.meta'. It's pretty self explanatory once you get in there & have a look. Any questions about it, give me a shout :thumbsup:

    LOADOUTS.META (unarmed police heli crews):
    I reckon your best bet for spawning police helicopters where no-one can shoot out of them is to simply edit the 'LOADOUT_COP_HELI' section in 'loadouts.meta'. This one here:

    ...\Grand Theft Auto V\mods\update\update.rpf\common\data\ai\loadouts.meta

    Example (vanilla 'LOADOUT_COP_HELI'):

        <Item>
          <Name>LOADOUT_COP_HELI</Name>
          <Items>
            <Item type="CLoadOutWeapon">
              <WeaponName>WEAPON_UNARMED</WeaponName>
              <Ammo value="0" />
              <Flags />
              <ComponentNames />
            </Item>
            <Item type="CLoadOutWeapon">
              <WeaponName>WEAPON_PISTOL</WeaponName>
              <Ammo value="100" />
              <Flags>InfiniteAmmo</Flags>
              <ComponentNames />
            </Item>
            <Item type="CLoadOutWeapon">
              <WeaponName>WEAPON_CARBINERIFLE</WeaponName>
              <Ammo value="100" />
              <Flags>EquipThisWeapon InfiniteAmmo</Flags>
              <ComponentNames />
            </Item>
          </Items>
        </Item>
    

    Edit it to look like this:

        <Item>
          <Name>LOADOUT_COP_HELI</Name>
          <Items>
            <Item type="CLoadOutWeapon">
              <WeaponName>WEAPON_UNARMED</WeaponName>
              <Ammo value="0" />
              <Flags>EquipThisWeapon</Flags>
              <ComponentNames />
            </Item>
          </Items>
        </Item>
    

    & that will make it so that all default police peds that spawn in all police dispatch helicopters are unarmed.
    Note: The obvious issue doing it this way is that it won't be possible to have some police helicopters with armed peds & some without.
    As far as I can figure, & no matter what police helicopter or police peds you set to be spawned in 'dispatch.meta', the game gives all police helicopter crews whatever you set as their weapons in this section in 'loadouts.meta'. So until we are able to find a way to create our own 'LOADOUT_COP_HELI' variations & a way to make them apply only to specific helicopters it's an all or nothing approach. A way to trick the game may exist but I haven't found it yet.

    Edit: Army helicopters crews are different. Their loadout is controlled by 'LOADOUT_ARMY' (most likely, (not tested) but certainly not controlled by 'LOADOUT_COP_HELI'. I've have tested that) so that is one possible angle to create a bit of variation.

    Alternatively (untested), it may be possible to put non-police crews (but that look like police) in the helicopter of your choice & hopefully the game is smart enough to notice they are (technically) not cops & thus not arm them using 'LOADOUT_COP_HELI'. It may give them standard ped armament though but perhaps something to look into as it gives you a lot more choice than the unarmed 'LOADOUT_COP_HELI' all or nothing approach. It just depends on how 'LOADOUT_COP_HELI' ascertains what is & what isn't a police helicopter crew. ie Does it get it from the vehicle (thus all peds in police heli's are armed with 'LOADOUT_COP_HELI') or the ped (so that only peds marked somehow as cops get armed by 'LOADOUT_COP_HELI').

    NEWS MAVERICK:
    As for the News Maverick, I would probably tackle that by creating a duplicate of the polmav & then changing it's texture to one of a News helicopter. Basically, make duplicates of the polmav.yft/polmav_hi.yft/polmav+hi.ytd/polmav.ytd files & rename the 'polmav' part of the file names to something like 'newsmav' ('newsmav_hi.yft' etc).
    Then make duplicates of the polmav's data in it's '.meta' files. 'handling.meta' can be ignored as it can use the polmav's handling, that's not an issue, but the 'newsmav' will need it's own 'vehicles.meta' & 'carvariations.meta' entries to spawn & function in game.

    VEHICLES.META:
    Make a duplicate of the 'polmav's data & then rename this part of the duplicate:

          <modelName>polmav</modelName>
          <txdName>polmav</txdName>
          <handlingId>POLMAV</handlingId>
          <gameName>POLMAV</gameName>
    

    to this:

          <modelName>newsmav</modelName>
          <txdName>newsmav</txdName>
          <handlingId>POLMAV</handlingId>
          <gameName>NEWSMAV</gameName>
    

    CARVARIATIONS.YMT:
    Create a new entry that looks like this:

        <Item>
          <modelName>newsmav</modelName>
          <colors>
            <Item>
              <indices>
                <Item value="134" />
                <Item value="0" />
                <Item value="112" />
                <Item value="156" />
              </indices>
              <liveries>
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
              </liveries>
            </Item>
          </colors>
          <kits />
          <windowsWithExposedEdges />
          <plateProbabilities>
            <Probabilities />
          </plateProbabilities>
          <lightSettings value="18" />
          <sirenSettings value="0" />
        </Item>
    

    & to be honest, that should be it for data files. Try it out in-game at this point & check that it spawns. All that's left after that is to open 'newsmav.ytd' & export & edit the texture/s to that of a news helicopter/replace the texture/s with one/s premade from the site etc.
    Alternatively, grab an add-on mod like this & use that instead. Just install it & then enter it's name in the '<Vehicle>' line of your choice in 'dispatch.meta'.
    You may also have to add 'FLAG_LAW_ENFORCEMENT' to it's '<flags>' line in it's 'vehicles.meta' file to get it to spawn in-game as a dispatch vehicle & hang about the action etc although this isn't always necessary.

    I think I've covered the basics of everything you're likely to need to know but there's bound to be a little experimentation required to get the exact result you want, any questions etc just give me a shout :thumbsup: Best of luck :slight_smile: :thumbsup:



  • @a63nt-5m1th

    goddamn ya one helpful muhfucka

    :O)



  • @grateful_for_mods
    Cheers :thumbsup:. I think I might have aspergers :thinking: LOL (I don't).



  • When we get closer to the release of Modifiver/Sixy/P.E.D.S, i might ask you about how to best structure some of mountains documentation all three mods will contain :0)



  • @a63nt-5m1th Holy crap. I think u covered everything. sorry I didnt respond right back. I am creating a new video, learning how to create a cinematic, redoing a Dodge Charger hellcat for gta5 (my first model) among other things. But thank u so much. i will try this out tonight.



  • @grateful_for_mods
    Yeah, go for it. If I can help, I will do :thumbsup:

    @xgonagitya
    No probs (only logged back in today anyway), hope it helps :thumbsup:.



  • @a63nt-5m1th This part here:
    CARVARIATIONS.YMT:
    Create a new entry that looks like this:

    <Item>
      <modelName>newsmav</modelName>
      <colors>
        <Item>
          <indices>
            <Item value="134" />
            <Item value="0" />
            <Item value="112" />
            <Item value="156" />
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits />
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="18" />
      <sirenSettings value="0" />
    </Item>
    

    & to be honest, that should be it for data files. Try it out in-game at this point & check that it spawns. All that's left after that is to open 'newsmav.ytd' & export & edit the texture/s to that of a news helicopter/replace the texture/s with one/s premade from the site etc.
    Alternatively, grab an add-on mod like this & use that instead. Just install it & then enter it's name in the '<Vehicle>' line of your choice in 'dispatch.meta'.
    You may also have to add 'FLAG_LAW_ENFORCEMENT' to it's '<flags>' line in it's 'vehicles.meta' file to get it to spawn in-game as a dispatch vehicle & hang about the action etc although this isn't always necessary.
    Where am I adding this to? The dispatch.meta or actual vehicle.meta or something?



  • @xgonagitya Because polmav in vehciles.meta has its own item. I would need to create a newsmav correct?



  • @a63nt-5m1th so i created it like u said but something is not working right. When i try to spawn it by name, it says Newsmav Spawned but nothing there. Also it is not spawning at wanted levels. Any ideas?



  • @xgonagitya said in Police helicopter n News heli mod help:

    @a63nt-5m1th so i created it like u said but something is not working right. When i try to spawn it by name, it says Newsmav Spawned but nothing there. Also it is not spawning at wanted levels. Any ideas?

    Now no helicopters are spawn in wanted levels. lol



  • @xgonagitya said in Police helicopter n News heli mod help:

    Where am I adding this to? The dispatch.meta or actual vehicle.meta or something?

    I would add it to 'carvariations.ymt' here (that's where polmav original is):

    ...\Grand Theft Auto V\mods\update\update.rpf\x64\data\carvariations.ymt

    Just duplicate the polmav one in there & then rename the duplicate to newsmav etc ( '<modelName>newsmav</modelName>')

    @xgonagitya said in Police helicopter n News heli mod help:

    Because polmav in vehciles.meta has its own item. I would need to create a newsmav correct?

    Yeah, duplicate the polmav data & then rename modelname/txdname/gamename lines to newsmav

    @xgonagitya said in Police helicopter n News heli mod help:

    Now no helicopters are spawn in wanted levels. lol

    Paste a copy of the newsmav 'carvariations.ymt' & 'vehicles.meta' data (just the newsmav parts) to Pastebin & I'll take a look at it. If you can paste you're complete 'dispatch.meta' data to Pastebin too that would be good :thumbsup:



  • @a63nt-5m1th ok thanks. I will in a minute.





  • @a63nt-5m1th does the carvation.ymt need to be exported first and then edited because it wont let me save it by copy n paste the info?



  • @xgonagitya
    In OpenIV? If so, right-click on 'carvariations.ymt' & select 'Edit' (Ctrl+Enter does the same thing).
    That will allow you to edit/change the file contents :thumbsup:



  • @a63nt-5m1th Yeah, I have edited files inside OpenIV before. I have the EDIT tab at top turned on and when I select EDIT while file name highlighted, it opens just fine. I make my add and click SAVE and it tells me it cant save



  • @a63nt-5m1th ! https://i.postimg.cc/rFTwJCvt/wont-save.png

    I have edited carvations.meta before, but not this carvations



  • @xgonagitya
    Hmmm? Something is wrong somewhere. That should work.

    • Try right-clicking the file & selecting 'Export to META/XML (.xml) Ctrl+S'
    • Save it to a location of your choosing
    • Edit the file with Notepad/Notepad++
    • & then without changing the file extension ('carvariations.ymt.xml' OpenIV will convert it automatically) drag & drop it into OpenIV over the original (make a backup of 'update.rpf' before doing that just to be on the safe side though)






  • @xgonagitya
    Ulitmately, you might have to work around that by creating an add-on or something. There's definitely something wrong with you're OpenIV setup. Using the latest version of OpenIV yeah? (v3.1).
    I'll have a little look online, see if I can find some info on why OpenIV isn't allowing you to edit carvariations.ymt. :thumbsup:

    Can you edit any other files in 'update.rpf'? What about 'carcols.ymt'? (in same folder as carvariations.ymt)

    Right-click your 'Grand Theft Auto' folder > 'Properties' > 'Security' tab & make sure 'SYSTEM' & your Windows User Account has 'Full control' privileges.

    Full Control



  • @a63nt-5m1th Yep. I have 3.1 Yes I have full ocntrol. I have never messed with carvation.ytm or any other ytm. usually i edit carvation.meta. No it gives me error when try to open carcols.ytm



  • @xgonagitya
    'carcols.ymt' & 'carvariations.ymt' are definitely editable in OpenIV usually :slight_frown:.

    • Create a folder of any name in your 'GTA V' folder & then copy the vanilla (game folder) 'update.rpf' into it.
    • Launch OpenIV & navigate to ...\GTA V\name of folder here\update.rpf\x64\data\ >>>
    • & see if you get the same results when you try to open/edit that carcols.ymt/carvariations.ymt?

    Edit: Edited above for clarity using your file structure (from pic).


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