Make the cops shoot from inside a car (like SWAT)
Cops need to go out of the car to start shooting.
I'd like some of my designated peds to act like the SWAT and ARMY in a car : That they shoot on sight from inside the car.
I tried to mess with the peds.meta file, but can't find a way.
Is it possible ?
I'm not sure, but try 'combatbehaviour.meta':
& give the '<Name>COP</Name>' entry the 'BF_CanDoDrivebys' flag in the '<BehaviourFlags>' line.
I've never tested it, but it might be part of the issue at least (hopefully, all of it, Swat & Army both have that flag anyway)
Let us know if it works, so I can make a note of it. Thanks
@a63nt-5m1th Thanks for the answer.
"BF_CanDoDrivebys" was already in bops flags unfortunately, so i tried "BF_BeAgressive"...
And except no doing what i wanted, it actually created a strange bug when the game finished laoding, with the same Peds spawning over and over again in the same place, all of this while screaming. At least I had some fun
Shame 'BF_CanDoDrivebys' didn't work
A Few Ideas:
It may well need all the pieces of the puzzle activated for it to work? I really don't know, just guessing here
In some 'vehiclelayouts.meta' there is a '<DrivebyWeaponGroups>' section, make sure the weapons the cops are armed with are in there.
Also in some 'vehiclelayouts.meta' there is a '<DriveByFlags>' line:
<DriveByFlags>UseMountedProjectileTask UseThreeAnimThrow LeftHandedFirstPersonAnims LeftHandedUnarmedFirstPersonAnims</DriveByFlags>
In 'weapons.meta' there is a 'DriveByMPOnly' flag (only on the Sniper/Heavy Sniper/Marksman/Railgun/RPG by default I think, but if you have a modded 'weapons.meta' might be worth checking other weapons too).
'carcols.ymt/.meta' has various 'disableDriveby' parameters (disableDriveby/disableDrivebySeat/disableDrivebySeatSecondary/disableProjectileDriveby etc) that might be worth checking.
'wantedtuning.ymt' has a few:
<MinForDrivebys value="1.000000" />
- There's this in 'combattasks.ymt':
No idea what that last one does, just being thorough really , perhaps it only applies to cops etc
@a63nt-5m1th You actually helped me a lot. All you said didn't worked, but i kept the "driveby" word as a relation to what i wanted.
Few days later I was searching for something totally different, from another thread I created... And I found the fix randomly about this !
wantedtuning.ymt // <Peds>/<Cops>/<InVehicle>/<MinForDrivebys value="1.00000000"/> to <MinForDrivebys value="0.00000000"/>. Now all the cop category peds shoot on sight from the vehicle.
Thanks mate !
I did mention 'MinForDrivebys' in 'wantedtuning.ymt' above
Now, we know what it actually does tho, that's all you.
@a63nt-5m1th oh god you are totally right, my bad. I probably got bored in that file the first time !
I should have made it more prominent, it's hidden away in the bulk of that text above
Got some cool & useful other stuff in that file, especially the dispatch vehicle speed modifiers:
<AutomobileSpeedModifier> <Min value="1.000000" /> <Max value="3.850000" /> <ValueForMin value="0.000000" /> <ValueForMax value="0.300000" /> </AutomobileSpeedModifier> <HeliSpeedModifier> <Min value="0.500000" /> <Max value="3.650000" /> <ValueForMin value="0.000000" /> <ValueForMax value="0.300000" /> </HeliSpeedModifier>
@a63nt-5m1th Do you know what Min/max/ValueForMin/ValueForMax represent ?
I was actually searching for something that could overwrites the loadout.meta when Ai is dispatched, and I was thinking that it could've been in that file !
Don't have any definitive answer for the ValueForMin/Max values, but I read them to mean how intensely the game is allowed to utilise the values above them. Hard to tell what the AI is actually doing with them though & I could be completely wrong or they have different effects depending on what value they reference etc.
<AutomobileSpeedModifier> <Min value="1.000000" /> <Max value="3.850000" /> <ValueForMin value="0.000000" /> <ValueForMax value="0.300000" /> </AutomobileSpeedModifier>
Here, I took the 'ValueForMax' to mean how much engine power/acceleration the AI could apply.
I edited this years ago though, & all I really know is that I got the desired effect I wanted (dispatch vehicles/heli's able to keep up with my super cars without spinning out while accelerating due to the nearly 4x top speed) & that playing around with the min/max values didn't affect the top speed of dispatch in-game one bit.
Knowing Rockstar though, it probably controls how consumed donuts affect speed lol. Anyone's guess really.
Nah, I don't think there is any way to control loadouts using 'wantedtuning.ymt', it's just timing/speed/perception/weapon accuracy & how dispatch spawns (you can set it so cops only spawn driving behind you & have to catch up etc & control at what distance they are despawned at if they fall too far behind etc)
I'll have a look at loadouts & see what I can suss out related to your shotgun issue