After downloading Redux mod, No A.I's spawn in Barracks and Tanks and they don't attack!!!!
-
So after downloading GTA5 Redux Mod, there's a feature to where the Army start to respond to you during the 5th star. Meanwhile, only vehicles such as the Barracks and Tanks don't actually contain any A.I in them! Crusaders dispatch to you normally with soldiers inside and also appear as red dots on the map, shooting you, but when the Barracks spawn, all they do is drive up to you and drive past you with literally NO A.I inside, NOT even appearing as red dots on the map. Its like the vehicle is trying to drive by itself which it really is, trying to remake the Transformers movie or something. And with the Tanks, they (again) spawn, but instead of driving up to you, I catch them cruising blocks away from me, driving down streets that are in opposite directions. There was one time a tank finally came up to me, but it would stop then drive only a couple feet, stop, and repeat. The tank wouldn't even shoot. I tried looking and editing the Dispatch.Meta but it still don't want to work. Maybe I missed something or redux messed up? Can anyone help?
Here is my Dispatch.Meta>>> (https://mega.nz/file/uogWAI7J#zra9EfcjMHGYUSxq4udsxW6tBXwbwmlujHhdzT_qKaA)
Thank You!!!
-
@Natertater05
You'll have to take the issue up with Redux. Generally these ghost vehicles happen if there are too many peds in 'dispatch.meta', but there are many different reasons why the ghost vehicles can happen.You could try Dispatch 'Ghost' Fix, that might work. It's no guarantee tho, some vehicles just plain don't like the way they are utilised in 'dispatch.meta'.
Often you can swap them for a modded replace version of the same vehicle & they will suddenly & magically just start working etc.
Try that if you are totally stuck.
-
This post is deleted!
-
Okay, Thank you so much! I tried finding a mod that fixes it but I didn’t know what to say that would make sense. I have already got down replace vehicles for crusader and tank, so replacing the tank didn’t do anything, maybe the ghost mod could fix that. And when you say too many peds in dispatch.meta, do you mean the amount of peds that are supposed to spawn in the vehicle?
Thanks again!
-
@Natertater05 said in After downloading Redux mod, No A.I's spawn in Barracks and Tanks and they don't attack!!!!:
And when you say too many peds in dispatch.meta, do you mean the amount of peds that are supposed to spawn in the vehicle?
Sorry, I meant to say 'too many models', was answering a message about peds at the same time & my mind must have melted.
My source for this info is what Bilago (Dispatch 'Ghost' Fix author) says on the Dispatch 'Ghost' Fix page:"This fixes an issue for those with dispatch.meta files that have too many models, causing cars to spawn in with no driver"
In my case that wasn't the issue, or at least there was another variable at play. It only happen to me with one dispatch vehicle & without changing anything else I swapped that vehicle out for a modded version of it & the issue disappeared completely.
-
Okay that makes sense, now that I think about it, both vehicles might be in opposites. I might just have to get the Ghost mod for the Tank and get a modded Version of the Barracks, I’ll let you know what happens when I get home!!! I hope it works lol. Thanks 👍👍
-
One thing you could try is cleaning up the '<PedModels>' in the '<VehicleSets>' section in your 'dispatch.meta':
Example:
<PedModels> <Ped>S_F_Y_Sheriff_01</Ped> <Ped>S_F_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> </PedModels>
There's no need for all those peds to be there.
This will work exactly the same:
<PedModels> <Ped>S_F_Y_Sheriff_01</Ped> <Ped>S_M_Y_Sheriff_01</Ped> </PedModels>
It just lists the available ones for those vehicles, ie what peds the game is allowed to choose from to spawn in a vehicle, & doesn't limit or affect the amount of peds spawned in any way, so you don't need any duplicates of the same ped in the list.
-
I did come across thinking about that!! But That makes total sense, I will be sure to Try that out. I’ll be home soon🙂
-
@Natertater05
I tested out the 'dispatch.meta' you linked to above & I don't have any ghost vehicle issues with it at allI took the liberty of removing the excess peds from your 'dispatch.meta' anyway, & uploaded it here just in case it might help your specific issue.
I also tested it out in my game & it didn't have any issues either. Both the Rhino & Barracks appear with peds in them as normal. As do all other Army vehicles.
Both my Rhino & Barracks are vanilla models, just different textures on the Rhino.
So just to get this straight, you are using a Rhino & Crusader replacement, but the Barracks is vanilla? Maybe try putting all army dispatch vehicles back to vanilla & see what it does? (there is still a lot unknown about all the possible causes of ghost vehicles, maybe one vehicle can cause another to be ghosted while it itself is fine etc)
You could do that pretty easily with EMF (Easy Mod Folder) by tracking down vanilla Rhino/Barracks/Crusader etc files (OpenIV > Ctrl+F3 Search) & chucking them into EMF's 'vehicles.rpf' (they will then act as a replace for what you currently have).
Then when you remove the vanilla Rhino/Barracks/Crusader etc files from EMF's 'vehicles.rpf' your game will go back to how it was. No need to overwrite the files you have at the moment or get too complicated with it etc.
-
And hey, you said “doesn't limit or affect the amount of peds spawned in any way.” So it doesn’t effect how many peds are in a vehicle? If I wanted to add more peds in a vehicle, how do I edit that? I couldn’t find anything in dispatch, maybe I’m just blind.
-
@Natertater05 said in After downloading Redux mod, No A.I's spawn in Barracks and Tanks and they don't attack!!!!:
So it doesn’t effect how many peds are in a vehicle?
Yeah, that's correct, it doesn't affect that or the amount of peds spawned in any way what-so-ever.
You can't edit the amount of dispatch peds that spawn in a vehicle (not with game files anyway, maybe with a script). The amount appears to be hard-coded & is tied to the vehicle name.
You can however use certain vehicle names to achieve the effect. The 'fbi' for example spawns with 4 peds in it, any vehicle you use to replace it will have the same 4x peds capability (as long as it is built with enough proper seats that peds can actually use, not just dummy/pretend ones etc).
I explain it slightly differently in this post/thread if you want more info.
-
And Yes, sorry for the late reply, it sucks how it takes 10 minutes to reply back. The rhino tank and barracks are my only replaced vehicles as of that are not working! If you want, I can link the 2 vehicle mods I’ve downloaded in my game so you can test it out!
And....
Try those out!
Thanks
-
@Natertater05
Cool, I'll download them & do that now
-
@Natertater05
Test 01:
I replaced the Rhino & Barracks '.yft' & '.ytd' files only. No '.meta' changes.
Both spawned with no ghost issues. Only slight issue I noticed was the army peds didn't get out of the Hummer, rather prefering to shoot from within the cab, but that's probably due to using a different 'vehicles.meta'.I'll now replace the '.meta' data for both & see what I get
-
Did those vehicle mods come with a vehicle.meta? Don’t quote me but I don’t remember seeing a meta file, I thought the developer only had made ytd and ytf files, I don’t know though. I think I just had a long day 😂
-
@Natertater05
Yeah, they did, but it's not a 'vehicles.meta', it's just written in the 'Read_Me.txt' file.Test 02:
I copied the supplied 'vehicles.meta' data into my main 'vehicles.meta' in 'update.rpf' & guess what?
Yep, both the Abrams & the Hummer turned up with no peds in them.
So there's something going on in the supplied 'vehicles.meta' data (bar the hummer troops staying in the cab, vanilla 'vehicles.meta' data had no issues for me).I think you must have entered that data, & that's at least part of the issue, if not all of it
Here's something to check. For the Rhino, in it's 'vehicles.meta', does it have a 'FLAG_LAW_ENFORCEMENT' in it's '<flags>' line? If not, add it & test ingame.
That fixed the Rhino/Abrams ghost issue for me.No such luck with the Hummer/Barracks tho, so there must be something else in 'vehicles.meta' data that can cause ghost vehicles.
-
I am on it, text you back in a bit 🙂
-
Okay so, Something I just realized I didn't do before was I never replaced the Crusader or Rhino .meta files from the Readme's when first downloading these 2 vehicle mods. so the .meta files were vanilla the whole time but they still did NOT work. so far Ive tried two things, I replaced my rhino .meta with the readme one and had replaced the dispatch.meta with the new one you had created, Thanks by the way. Both did not work. Also, while downloading these mods, I had put all ytd's and yft's in my patchday8 vehicles.rpf. For every replace vehicle I do, that is normally where I put them and they work. So in the readme where the creator says put into x64e.rpf, I haven't done, YET.
so.....
Something that is weird to me is with these 2 vehicles ( rhino and barracks ) that aren't containing any peds in them, Barracks is the only one that I have never messed with. So with me downloading the Humvee and Abrams, it somehow affected the barracks, unless its the redux mod! I never had tried testing If its just redux, so my next move is to delete all replaced ytd and yft files with the vanilla ones ( which is the rhino and crusader). I also have looked at my flags for the rhino and I did NOT see 'FLAG_LAW_ENFORCEMENT'. I will test this after redux too. I still will try the dispatch ghost fix mod and see if that solves it. But in all, Its weird isn't it?
-
Yeah, it's a bit weird. GTA5 can go a bit crazy when you put too much stuff in a file.
'vehiclemodelsets.meta' for instance, when it's overloaded the game can do stuff like swap out all planes at the airport for SUVs or some other vehicle.If you have replaced or just placed vehicle files (yft, ytd etc) in a patchday##ng 'vehicles.rpf' you can skip installing to x64e.rpf. The patchday files will take precedence over x64e, so there is no need.
-
Yeah lol, I don't think I've ever heard of the game swapping out planes with cars before, huh. So I just got done with using the ghost fix mod, IT DID...... NOT work, once again. I also replaced all vehicles.rpf files to vanilla and still no luck. This is honestly THE weirdest thing Ive came across in Gta. I mean, If you can't think of any more ways, I guess the only option is to just delete my mods folder and reinstall only redux, to really see if its the redux mod, after that though, If it is redux, I dont know what I can do!!!!
-
@Natertater05
If you have the hard drive space, just rename your 'mods' folder to something else ('mods - OLD' etc) & then create a new 'mods' folder & install redux into it.
Will allow you to test Redux without losing anything & can hop between them just by renaming the folders etc
-
These 'vehicles.meta' data sections fix both the Rhino & Barracks issues for me:
Barracks:
<Item> <modelName>barracks</modelName> <txdName>barracks</txdName> <handlingId>BARRACKS</handlingId> <gameName>BARRACKS</gameName> <vehicleMakeName /> <expressionDictName>null</expressionDictName> <expressionName>null</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash /> <layout>LAYOUT_STD_HIGHWINDOW</layout> <coverBoundOffsets>BARRACKS_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_TRUCK</explosionInfo> <scenarioLayout /> <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName> <aimCameraName>MID_BOX_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_STANDARD</bonnetCameraName> <povCameraName>DEFAULT_POV_CAMERA_LOOKAROUND_MID</povCameraName> <povTurretCameraName>POV_TURRET_CAMERA_INSURGENT</povTurretCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="-0.040000" z="-0.020000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByIKOffset x="0.083000" y="0.018000" z="0.020000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="-0.125000" y="-0.008000" z="-0.096000" /> <FirstPersonProjectileDriveByRearLeftIKOffset x="0.083000" y="-0.022000" z="-0.010000" /> <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.055000" z="-0.063000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="-0.013000" z="-0.020000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.040000" z="-0.020000" /> <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="-0.013000" z="-0.020000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonMobilePhoneOffset x="0.146000" y="0.235000" z="0.483000" /> <FirstPersonPassengerMobilePhoneOffset x="0.172000" y="0.284000" z="0.413000" /> <FirstPersonMobilePhoneSeatIKOffset> <Item> <Offset x="0.404000" y="0.392000" z="0.524000" /> <SeatIndex value="6" /> </Item> <Item> <Offset x="0.142000" y="0.464000" z="0.553000" /> <SeatIndex value="7" /> </Item> </FirstPersonMobilePhoneSeatIKOffset> <PovCameraOffset x="0.000000" y="-0.100000" z="0.580000" /> <PovCameraVerticalAdjustmentForRollCage value="0.000000" /> <PovPassengerCameraOffset x="0.000000" y="0.030000" z="0.070000" /> <PovRearPassengerCameraOffset x="-0.015000" y="0.030000" z="0.055000" /> <vfxInfoName>VFXVEHICLEINFO_CAR_OFFROAD</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="true" /> <AllowSundayDriving value="true" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.322900" /> <wheelScaleRear value="0.322900" /> <dirtLevelMin value="0.900000" /> <dirtLevelMax value="1.000000" /> <envEffScaleMin value="0.000000" /> <envEffScaleMax value="1.000000" /> <envEffScaleMin2 value="0.000000" /> <envEffScaleMax2 value="1.000000" /> <damageMapScale value="0.600000" /> <damageOffsetScale value="1.000000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 20.000000 90.000000 130.000000 260.000000 750.000000 750.000000 </lodDistances> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="10" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="30" /> <swankness>SWANKNESS_2</swankness> <maxNum value="99" /> <flags>FLAG_LAW_ENFORCEMENT FLAG_AVERAGE_CAR FLAG_POOR_CAR FLAG_IS_OFFROAD_VEHICLE FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS FLAG_IS_BULKY FLAG_HAS_TURRET_SEAT_ON_VEHICLE FLAG_CONSIDERED_FOR_VEHICLE_ENTRY_WHEN_STOOD_ON FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED FLAG_PREFER_ENTER_TURRET_AFTER_DRIVER FLAG_HAS_DIRECTIONAL_SHUFFLES FLAG_USE_SMALLER_OPEN_DOOR_RATIO_TOLERANCE FLAG_DONT_STOP_WHEN_GOING_TO_CLIMB_UP_POINT FLAG_DISABLE_BUSTING</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_FRONT_AND_BACK_PLATES</plateType> <dashboardType>VDT_TRUCKDIGI</dashboardType> <vehicleClass>VC_OFF_ROAD</vehicleClass> <wheelType>VWT_SUV</wheelType> <trailers> <Item>boattrailer</Item> <Item>trailersmall</Item> </trailers> <additionalTrailers /> <drivers /> <extraIncludes /> <doorsWithCollisionWhenClosed> <Item>VEH_EXT_BOOT</Item> </doorsWithCollisionWhenClosed> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <doorStiffnessMultipliers> <Item> <doorId>VEH_EXT_BOOT</doorId> <stiffnessMult value="19.5" /> </Item> </doorStiffnessMultipliers> <needsRopeTexture value="false" /> <requiredExtras>EXTRA_1</requiredExtras> <rewards /> <cinematicPartCamera> <Item>WHEEL_WIDE_REAR_RIGHT_CAMERA</Item> <Item>WHEEL_WIDE_REAR_LEFT_CAMERA</Item> </cinematicPartCamera> <NmBraceOverrideSet>Truck</NmBraceOverrideSet> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="NULL" /> <firstPersonDrivebyData> <Item>VAN_INSURGENT_FRONT_LEFT</Item> <Item>VAN_INSURGENT_FRONT_RIGHT</Item> <Item>VAN_INSURGENT_REAR_LEFT</Item> <Item>VAN_INSURGENT_REAR_RIGHT</Item> <Item>HANGING_INSURGENT_LEFT</Item> <Item>HANGING_INSURGENT_RIGHT</Item> <Item>VAN_BODHI_REAR_LEFT</Item> <Item>VAN_BODHI_REAR_RIGHT</Item> </firstPersonDrivebyData> </Item>
Rhino:
<Item> <modelName>rhino</modelName> <txdName>rhino</txdName> <handlingId>RHINO</handlingId> <gameName>RHINO</gameName> <vehicleMakeName /> <expressionDictName>vehicle</expressionDictName> <expressionName>rhino</expressionName> <animConvRoofDictName>null</animConvRoofDictName> <animConvRoofName>null</animConvRoofName> <animConvRoofWindowsAffected /> <ptfxAssetName>null</ptfxAssetName> <audioNameHash /> <layout>LAYOUT_TANK</layout> <coverBoundOffsets>RHINO_COVER_OFFSET_INFO</coverBoundOffsets> <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo> <scenarioLayout /> <cameraName>FOLLOW_TANK_CAMERA</cameraName> <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName> <bonnetCameraName>VEHICLE_BONNET_CAMERA_TANK</bonnetCameraName> <povCameraName>VEHICLE_BONNET_CAMERA_TANK</povCameraName> <FirstPersonDriveByIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" /> <FirstPersonMobilePhoneOffset x="0.155000" y="0.315000" z="0.520000" /> <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" /> <vfxInfoName>VFXVEHICLEINFO_TANK_RHINO</vfxInfoName> <shouldUseCinematicViewMode value="true" /> <shouldCameraTransitionOnClimbUpDown value="false" /> <shouldCameraIgnoreExiting value="false" /> <AllowPretendOccupants value="true" /> <AllowJoyriding value="false" /> <AllowSundayDriving value="false" /> <AllowBodyColorMapping value="true" /> <wheelScale value="0.510000" /> <wheelScaleRear value="0.510000" /> <dirtLevelMin value="0.000000" /> <dirtLevelMax value="0.700000" /> <envEffScaleMin value="0.570000" /> <envEffScaleMax value="0.590000" /> <envEffScaleMin2 value="0.570000" /> <envEffScaleMax2 value="0.590000" /> <damageMapScale value="0.600000" /> <damageOffsetScale value="1.000000" /> <diffuseTint value="0x00FFFFFF" /> <steerWheelMult value="1.000000" /> <HDTextureDist value="5.000000" /> <lodDistances content="float_array"> 25.000000 90.000000 180.000000 500.000000 1000.000000 1000.000000 </lodDistances> <minSeatHeight value="0.771" /> <identicalModelSpawnDistance value="20" /> <maxNumOfSameColor value="10" /> <defaultBodyHealth value="1000.000000" /> <pretendOccupantsScale value="1.000000" /> <visibleSpawnDistScale value="1.000000" /> <trackerPathWidth value="2.000000" /> <weaponForceMult value="1.000000" /> <frequency value="100" /> <swankness>SWANKNESS_2</swankness> <maxNum value="5" /> <flags>FLAG_LAW_ENFORCEMENT FLAG_NO_BOOT FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED FLAG_EXTRAS_ALL FLAG_DONT_CLOSE_DOOR_UPON_EXIT FLAG_USE_HIGHER_DOOR_TORQUE FLAG_DONT_SPAWN_IN_CARGEN FLAG_DONT_SPAWN_AS_AMBIENT FLAG_IS_TANK FLAG_USE_COVERBOUND_INFO_FOR_COVERGEN FLAG_DONT_TIMESLICE_WHEELS</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_NONE</plateType> <vehicleClass>VC_MILITARY</vehicleClass> <wheelType>VWT_SPORT</wheelType> <trailers /> <additionalTrailers /> <drivers> <Item> <driverName>S_M_Y_Marine_03</driverName> <npcName /> </Item> <Item> <driverName>S_M_Y_Marine_01</driverName> <npcName /> </Item> </drivers> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras /> <rewards /> <cinematicPartCamera /> <NmBraceOverrideSet>Truck</NmBraceOverrideSet> <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" /> <buoyancySphereSizeScale value="1.000000" /> <pOverrideRagdollThreshold type="CVehicleModelInfo__CVehicleOverrideRagdollThreshold"> <MinComponent value="22" /> <MaxComponent value="22" /> <ThresholdMult value="1.500000" /> </pOverrideRagdollThreshold> </Item>
For the Rhino/Abrams the issue was the missing 'FLAG_LAW_ENFORCEMENT' flag
For the Barracks/Hummer the issue was:
<layout>LAYOUT_VAN_ARMORED</layout>
I swapped it to this:
<layout>LAYOUT_STD_HIGHWINDOW</layout>
The army peds get out of the Barracks/Hummer vehicle when they stop/park it now too.
-
After making a new mods folder and just downloading Redux, IT WORKS!!!!! I don't know what it was but it works and some other mod was conflicting with it. I sorta would like to find out, I'm going to download the replaced Army car models and see what I get!
-
I will refer back to my old mods folder and add these flags and see what I get!!
-
FIXED
!!!!! According to my new working vehicles.meta from the new mods folder, all vehicles (rhino, crusader, and barracks) had the flag ( FLAG_LAW_ENFORCEMENT ). So, after knowing this, I referred back to my old not working mods folder and sure enough, Both (barracks and rhino for me) did not have the flag ( FLAG_LAW_ENFORCEMENT). After adding the flag, All vehicles NOW dispatch and attack your ped like normal!!!!!!!!



Anyone, who is having this problem, look for ( FLAG_LAW_ENFORCEMENT ) for your vehicle in the vehicles.meta file and add it if you dont already have it!!! Again, ITS FIXED. ( in my case ).