Empty/ghost vehicles
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Seems like it is a common problem, i just changed the "SWAT_JEEP" vehicule name from the "dispatch.meta" to insurgent2, and it is spawned at the desired wanted level, but with no one inside. It drives normally until i come close, then stops and is empty.
I tried the "Dispatch 'Ghost' Fix", copying the file and my "dispatch.meta" in /mods/DispatchGhostFixscripts and finally copying both files in my "scripts" folder. Didn't worked.
I tried adding "FLAG_LAW_ENFORCEMENT" to the vehicles, didn't worked.it seems like that bug happen only with a certain kind of SUV-like vehicles : riot, insurgent or insurgent 2 for example.
Any help would be appreciated, even after searching closely on internet, i found no fix to that issue.
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Ok i think I have found some kind of fix. the no-working ones where under "DT_SwatAutomobile". I just put the same lines under "DT_PoliceAutomobile" and it is now working, with different vehicles and peds.
I don't know how to make "DT_SwatAutomobile" work, because i don't see any difference. Is it actually possible to create a new "DT_xxx" ?
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@epoqx Dispatch Ghost Fix does work, it just needs extra steps. Use Notepad++, download it if you don't have it already, then open the dispatch.meta with it, click encoding on the top, and set it to UTF-80 without BOM.
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@Viccracenvy When i open the original file it's already written on top "<?xml version="1.0" encoding="UTF-8"?>", so I guess it was already good. But I tried what you said, and convert it to "UTF-8". It didn't worked.
I probably did something wrong ?
And are you sure it actually works even with riot/insurgent vehicles that are dispatched in dt_policeautomobile for example ? Because these vehicles are the only ones who doesn't spawn nothing in it.
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@epoqx Strange. To my knowledge, I don't know any possible way to create a new DT. But, you could create a new vehicle group (SWAT_JEEP, SWAT_HELI.) if it's relevant.
Assuming you haven't done anything wrong, in the dispatch, are there any actual ped models right under the vehicle line? It needs to look like this:
<Vehicle> <Name>SWAT_JEEP</Name> <ConditionalVehicleSets> <Item> <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType> <VehicleModels> <Vehicle>crusader</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> <Ped>S_M_Y_Marine_03</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType> <VehicleModels> <Vehicle>sheriff2</Vehicle> <Vehicle>insurgent2</Vehicle> //Insurgent </VehicleModels> <PedModels> <Ped>S_M_Y_Swat_01</Ped> </PedModels> </Item> <Item> <VehicleModels> <Vehicle>fbi2</Vehicle> <Vehicle>insurgent2</Vehicle> //Insurgent </VehicleModels> <PedModels> <Ped>S_M_Y_Swat_01</Ped> </PedModels> </Item> </ConditionalVehicleSets> </Vehicle>
*Yes. Dispatch ghost fix works with all vehicle DTs. Did you put it in the right place? All files go in GTAV/scripts, not in GTAV/mods/scripts. You might also want to check the .log in the main GTAV file directory
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I reainstalled GTA, and work from the vanilla dispatch. I made my own Vehiclesets :
"<Vehicle>
<Name>SWAT</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>fbi2</Vehicle>
<Vehicle>insurgent2</Vehicle>
</VehicleModels>
<PedModels>
<Ped>S_M_Y_Swat_01</Ped>
</PedModels>
</Item>
</ConditionalVehicleSets>
</Vehicle>"This is the one with the insurgent2. The fbi2 spawn normally with the 3 swat peds, the insurgent2 spawn empty, driving without objective, isn't marked as ennemy on the minimap, and if i come close it just stops.
I just made a test with a fresh downloaded "Dispatch ghost Fix" with your instructions. Here is the Log :"Found configuration file:
\Rockstar Launcher\Grand Theft Auto V\scripts\dispatch.meta
Loading Completed. 15 Peds loaded.
Peds all requested. shutting down script"@Viccracenvy Btw, how do you copy the datas as a scrollable page ?
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News. I made tons of tests, and it is defenitively related to the <DispatchType>.
- SWAT peds (S_M_Y_Swat_01) are made for <DispatchType>DT_SwatAutomobile</DispatchType>.
- COPS/FBI peds (S_M_Y_Cop_01, mp_m_fibsec_01, s_m_m_fibsec_01) all share the same COP category, and are related to <DispatchType>DT_PoliceAutomobile</DispatchType>.
- ROADBLOCK vehicles (riot, insurgent) are ONLY related to <DispatchType>road_blocks</DispatchType>
- If you switch the SWAT peds category to the <DispatchType>DT_PoliceAutomobile</DispatchType>, it will work.
- If you switch the COP peds category to the <DispatchType>DT_SwatAutomobile</DispatchType>, there will be ghost vehicles.
- If you switch any SWAT/COP/FIB vehicles to ROADBLOCK, it seems to work.
- If you switch ROADBLOCK category vehicles to another </DispatchType>, there will be ghost vehicles.
Dispatch Ghost Fix didn't worked at all for me.
Seems like changing the peds.meta to make a ped category belong to another makes the game crash.
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@epoqx Since I was figured out the source of my texture not loading issue, I was reinstalled the game 2 weeks ago or so. and installing/testing mods since then.
It seems to me this dispatch system is pure shit in this game. For 4 days I am trying to make the dispatch.meta to work as I want but the stupid shit is pure shit......
That Swat thingy is extremely annoyingly stupid. Same as helicopters too. I was trying to spawn LSPD pilot s_m_y_pilot_01 and it was making the helos not spawn..... Even added the ped as driver in vehicles.meta but nooooo. It's pure shit of course..
Then I decided to add normal cops instead, then they started behaving so awkwardly. NumPedsToSpawn=3 was making 3 helos spawn with 3 cops in each one and when I stop, they were just flying away................... Just so effing annoying..Was found a really nicey the fancy riot replacement (Benco vehicle), so I decided to spawn it as swat pursuit vehicle at wanted level 5 but of course, another shitty hardcoded shit. They just spawning empty..
Wanted to spawn detective vehicles (police4) with detective peds. So I was thinking 1 car spawns at wanted level 3, like in real life a detective chasing his suspect with his partner. Apparently I can't use same Dispatch Type more than once...
I was trying to make it look like;
<Item>
<DispatchType>DT_PoliceAutomobile</DispatchType>
<NumPedsToSpawn value="6"/>
<DispatchVehicleSets>
<Dispatch>POLICE_CAR</Dispatch>
</DispatchVehicleSets>
</Item>
<Item>
<DispatchType>DT_PoliceAutomobile</DispatchType>
<NumPedsToSpawn value="2"/>
<DispatchVehicleSets>
<Dispatch>POLICE_DETECTIVE</Dispatch>
</DispatchVehicleSets>
</Item>
So basically 3 cop vehicles and 1 detective but nope. There can only be 1 DT_PoliceAutoshitty and POLICE_DETECTIVE has to be under it too. Then it's pure luck how many detective cars can spawn. Game can just spawn 3 detective cars and only 1 cop car which is totally stupid..I will try to replace snow cop car with Benco Swat vehicle.
I mean why the F I just can't set what I want, why everything has to be locked behind a hardcoded wall
Found out Realism Dispatch Enhanced has a SixthStarResponse module in it. Very advanced thing that you have total freedom on everything. Can even put different type of peds into same vehicle and can even designate which one will be the driver, how many peds will spawn and such but the damn thing is so extremely complicated
I found a mod called The Sixth Star but it's not the same thing
Dammit RDE adds way too much things to the game that I lose myself UGH
and I just can't accept the fact that a mod like that can give us total absolute and I mean absolute freedom on dispatch system but game's dispatch system sucks as suckidy sucking sucky DUCK
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👎👎👎
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@Aurora11 I'll try to answer !
Some things are hardcoded, some others aren't the problem we first think it is.
After that thread you just answered to, I actually found multiple others ways to solve my issues with the dispatch.meta, and most of them were in peds.ymt/pedpersonnality.ymt.
Some 'DispatchType' are related to somes specific vehicles, AND to some specific ped categories. That part will directly influence the dispatch.meta.
- As an example, you tried using 's_m_y_pilot_01' in your 'dispatch.meta'. Guess what, in some way it works like the 'FLAG_LAW_ENFORCEMENT' for vehicles, the dispatched peds NEED to have COP or swat values to specific peds.meta/ymt entries, that I show you later in the post.
's_m_y_pilot_01' as CIVMALE and default at these specific values, that's why it cannot be dispatched.
I'll give you an old example of my 'peds.meta' from 'mpheist' folder, which contain all my addon peds I used for my dispatch.
Here. (These are all addon peds I've added and edited myself)
- The crucial part : check Pedtype / DecisionMakerName / RelationshipGroup lines.
As you can see, they all contain either 'COP' or 'swat' values.
All these peds are being spawned properly, because they got their "flag" : either COP, either swat. I've tried other values, all have made my game crash/not spawning.
(For information, Personality line is linked to 'pedpersonality.ymt' file. That line can actually be edited even more for specific loadouts/health etc.)
------ If you'd like to edit your update.rpf/x64/data/ peds.ymt, be sure to read @a63nt-5m1th post, just to avoid any kind of crash ------
For the multiple DispatchType problem, no, you cannot use the same at once, but you can still upgrade the chances for specific vehicleSets to be spawned more than others. Example :
<Item> <DispatchType>DT_PoliceAutomobile</DispatchType> <NumPedsToSpawn value="6"/> <DispatchVehicleSets> <Dispatch>POLICE_CAR</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> </DispatchVehicleSets> </Item>
In that case, the ratio is x3 POLICE_DETECTIVE spawned for x1 POLICE_CAR.
It's not easy to explain, hope I helped.
- As an example, you tried using 's_m_y_pilot_01' in your 'dispatch.meta'. Guess what, in some way it works like the 'FLAG_LAW_ENFORCEMENT' for vehicles, the dispatched peds NEED to have COP or swat values to specific peds.meta/ymt entries, that I show you later in the post.
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@epoqx Thank you so much. I will give it a shot and try to make s_m_y_pilot_01 as swat. Currently directly putting smypilot01 into the dispatch, it makes helo not spawning. and putting s_m_m_cop_01 in dispatch making it spawn but fly away when I stop. I guess it's hardcoded (pure shit again.....) that only swat peds can pursuit and engage suspect from the helo
I knew the increasing chance thingy but I thought it's only for VehicleSets. Like 2x sheriff and 1x sheriff2 making it 66.5% chance sheriff, 33.5% chance sheriff2 to spawn. I will increase POLICE_CAR dispatch to make police cars spawn more likely.
Also 1 thing I haven't figure out is, I wanted to spawn 1 police and 1 swat helo (frogger2) at wanted level 5. However it's weird that using both DT_PoliceHelicopter and DT_SwatHelicopter causing it only spawn the police helo. When I only use;
<Item>
<DispatchType>DT_SwatHelicopter</DispatchType>
<NumPedsToSpawn value="8"/>
<DispatchVehicleSets>
<Dispatch>POLICE_HELI_1</Dispatch>
<Dispatch>SWAT_HELI_FIB</Dispatch>
</DispatchVehicleSets>
</Item>
however it makes both police and swat helo response. Kinda weird but it's working at least. The thing I haven't figure out is, so both polmav and frogger2 has 3 max 3 peds and normally setting NumPedsToSpawn to 6 should make it spawn both of them. However for some reason it's making them spawn only 1 at a time. I also tried 7 too. Making it 8 makes both of them spawn at once but sometime it spawns 2 polmav and 1 frogger2.
The other thing is (sorry for being a headache), if I stop and destroy pursuing helos, the next helo comes and drops 4 swat guys and another helo never spawns again until I kill those swat guys. At an unaccessable area like mountain, 2 helo drops total of 8 swat guys instead (probably because there is no other cops around) and they never come back again until I kill those.
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I have managed to make smypilot spawn properly but they have no difference than swat except their look
Also I even saw frogger2 sometimes spawn with smypilot despite it's peds designated as smyswat in Dispatch.meta .
I wanted to make police helo like real life LA Police helo that does NOT damn effing shoot but chase instead unlike how Brazilian police helos do but nooooo.. The stupid shit idiotically hard coded to always spawn with swat no matter what I do. Only thing I can do at this point I guess take away every damn single weapon from swat I guess but play the game with swats that doesn't have any weapon
I just can't understand how hard it could be to make the damn dispatch system fully editable instead of keep adding absolutely uselss updates and nonsense cars to the game...... Really BIG F word this game......
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'DT_PoliceHelicopter' is for everyone
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'DT_SwatHelicopter' is only for peds with swat category. Note that this dispatchType will make the swat team deploy on the ground from the heli.
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Making the peds not shooting from a vehicle (car/heli) is related to 'MinForDrivebys' in 'wantedtuning.ymt'. Thanks to @a63nt-5m1th (like most of these informations), you can find the full explanation in this thread .
'MinForDrivebys' influence a ped category ability to shoot from inside a vehicle. -
Keep in mind that any vehicle in 'DT_xxxHelicopter' dispatch type will have at maximum x3 peds in it, and will spawn from the sky. You can see them spawning from far away in the sky, and sometimes they either explode on landing or fall into unreachable areas, making them unable to chase you.
My fix for this is :
-In 'dispatchtuning.ymt', go to Item type="CWantedHelicopterDispatch__Tunables" entry, change the 'TimeBetweenSpawnAttempts' value from 30.0 to 2.0 sec in my case, so they spawn way faster.
-In 'dispatch.meta', change the specific 'NumPedsToSpawn' to a higher number, so more of them are dispatched.
These two fixes are meant to increase the spawning rate and numbers, replacing as fast as possible any vehicle that exploded or felt into an unreachable area.
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@epoqx did you ever find a fix to this?