How to create new dispatch types?
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So I have installed JacobMaate's SAHP Pack and I wanted to put it in my game... I was able to put it in traffic using another popgroups which makes it go up and down the highway in traffic but I want the highway patrol to spawn in instead of normal police when I'm on the highway (as in the popcycle I think the max number is pretty low, so they are rare to see out of a chase) and I'm not sure how to create a new zone type for a dispatch.meta. I know this may be hard to understand but can anyone help me with this? (I don't want to use RDE because of the amount of cars I would have to replace in the file and also it makes my game crash)
Thanks
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@SentinelMad
You probably want to have a read of this, specific instructions will differ, but it covers the basics of what you want to do I think.
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@a63nt-5m1th thank you so much!
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@a63nt-5m1th where can I find what coordinates are used for all of the highways? It worked, but I want the rest of the highways for my game. are they part of other coordinates in the popzone.ipl?
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The GTA V Interactive Map posted in that link no longer works, site went down a few months ago. I haven't found an alternative.
Ideally, what you need is a Interactive Los Santos map that allows you to enter & find coordinates, but a simple map with the coordinates on it (hit thebutton & use +/- to zoom in & out) will work too, just a little more work.
@SentinelMad said in How to create new dispatch types?:
are they part of other coordinates in the popzone.ipl?
Yeah, they will be other entries in 'zonebind.ymt', you'll just have to investigate likely ones (start with anything with freeway, highway, motorway etc in the name etc) & check their coordinates from 'popzone.ipl' against a map until you find the correct ones.
Once you get an idea of how GTA coordinates work (0,0 central point, left = negative x, right = positive x, down = negative y, up = positive y etc) you might then be able to find the coordinates over the freeway, & then look in 'popzone.ipl' for ones that are in that rough area, & hopefully work back to identifying the correct ones in 'zonebind.ymt' (admittedly, not ideal working that way, lots of coordinates in 'popzone.ipl' to manually check etc).
P.S
If you find a truly interactive Los Santos coordinate map, give me a shout, that thing was essential for me
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@a63nt-5m1th Hi. I've never used that Mod but was just reading through the thread. Couldn't you do this in real time with Menyoo? I'm not sure if this is what you're trying to do but Menyoo will display coordinates on the HUD, or alternatively, you can place objects at your boundaries and then save them as an xml map. From the xml you would have all your x and y coordinates. Would that work?
I also use this one, which has a grid with coordinates
https://map.gta.world/
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@a63nt-5m1th ah okay, thanks so much
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@a63nt-5m1th wait, i've just tested out everything in the city and the lspd that are supposed to spawn in the city now don't spawn. I really don't understand how, as the city area is listed as default. i saw on that thread that someone has had this issue but there is no solution. how could i fix this now?
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@SentinelMad
I investigated & can confirm I get the same outcome. Any custom defined 'VEHICLE_RESPONSE_' placed higher up than the 'VEHICLE_RESPONSE_DEFAULT' (in the '<ConditionalVehicleSets>' sections in 'dispatch.meta') replaces all other vehicle responses everywhere, not just in the zones edited.
Example:
<Vehicle> <Name>POLICE_CAR</Name> <ConditionalVehicleSets> <Item> <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType> <VehicleModels> <Vehicle>crusader</Vehicle> <Vehicle>mesa3</Vehicle> <Vehicle>barracks</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> <Ped>S_M_Y_Marine_01</Ped> <Ped>S_M_Y_Marine_03</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType> <VehicleModels> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF2</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_Y_Sheriff_01</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_STRAWBERRY</ZoneType> <!-- Custom ZoneType placed here. Replaces all vehicle responses everywhere--> <VehicleModels> <Vehicle>crusader</Vehicle> <Vehicle>mesa3</Vehicle> <Vehicle>barracks</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> <Ped>S_M_Y_Marine_01</Ped> <Ped>S_M_Y_Marine_03</Ped> </PedModels> </Item> <Item> <VehicleModels> <Vehicle>police3</Vehicle> <Vehicle>police2</Vehicle> <Vehicle>police</Vehicle> <Vehicle>policet</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_Y_Cop_01</Ped> </PedModels> </Item> </ConditionalVehicleSets> </Vehicle>
If you place your custom vehicle response lower than 'VEHICLE_RESPONSE_DEFAULT' then it is not used by the game at all (ie looks like a max of 3 can be used etc).
Example:
<Vehicle> <Name>POLICE_CAR</Name> <ConditionalVehicleSets> <Item> <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType> <VehicleModels> <Vehicle>crusader</Vehicle> <Vehicle>mesa3</Vehicle> <Vehicle>barracks</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> <Ped>S_M_Y_Marine_01</Ped> <Ped>S_M_Y_Marine_03</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType> <VehicleModels> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF2</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_Y_Sheriff_01</Ped> </PedModels> </Item> <Item> <VehicleModels> <Vehicle>police3</Vehicle> <Vehicle>police2</Vehicle> <Vehicle>police</Vehicle> <Vehicle>policet</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_Y_Cop_01</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_STRAWBERRY</ZoneType> <!-- Custom ZoneType placed here. Unused by game --> <VehicleModels> <Vehicle>crusader</Vehicle> <Vehicle>mesa3</Vehicle> <Vehicle>barracks</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> <Ped>S_M_Y_Marine_01</Ped> <Ped>S_M_Y_Marine_03</Ped> </PedModels> </Item> </ConditionalVehicleSets> </Vehicle>
So at the moment at least, it looks like the game will only accept a maximum of 3 different ZoneType/VEHICLE_RESPONSES & perhaps they also have to have the correct vanilla names (it's not like a custom named one replaces the DEFAULT one like for like, looks more like it breaks the game & just spawns everywhere. That suggests the game don't like custom naming or something about editing it this way etc).
I'll investigate further, but probably don't hold your breath, it's not looking too good.
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@a63nt-5m1th Could you just define the default response as something else and then change over all the VEHICLE_RESPONSE_DEFAULT to the different name?
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@SentinelMad said in How to create new dispatch types?:
define the default response as something else
I don't think there is any way to do that just using the game files. A script may be able to do it perhaps.
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Ah okay, thanks man
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@SentinelMad
No probs bud, shame it didn't work.
One thing that might be worth trying is downloading all the different dispatch mods you can get your hands on & see if any of them implemented a script to handle more than three VEHICLE_RESPONSE's.
If so, you could probably use their VEHICLE_RESPONSE naming structure & personalise their other assets/functionality to your liking.
If gta5-mods search is ever being funky, try this (change "dispatch" to whatever search term you want)
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@SentinelMad
Just wanted to let you know that this does work & you can add in a new vehicle response, but you can only create one & you need to make sure it is called 'enum_ad76c606_781vcpv' (or 'hash_AD76C606' should work also, but I haven't tested that).
It's a spare left over from the development of the game & was hiding away in this Pastebin post all along ("0xAD76C606" etc).
No completely new vehicle responses can be created other than using that one above, but it's enough for Highway Patrol if you want itAll the Highway/Freeway Zones in 'zonebind.ymt' (163 in total, I believe) are these ones:
Z_LP4 (1)
FrW1 > FrW81 (81)
FrW83 > FrW98 (16)
FrW100 > FrW123 (24)FXT04 (1)
FXT10 > FXT11 (2)
FXT29 (1)
FXT34 > FXT40 (7)
FXT88 > FXT89 (2)
FXT121 > FXT123 (3)
FXT129 > FXT131 (3)
FXT142 > FXT144 (3)NOSE1 > NOSE2 (2)
Btun (1)
Btun1 > Btun15 (15)ZMesa (1)
The Vanilla Expanded Dispatch 2.2 mod utilises all this info & more to good effect, which may also interest you.