How to make spawn new taxis vehicles in traffic ?
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Hi everyone, for those who didn't notice Gta 5 is the first gta which have only one taxi model which is not realistic, for exemple in Gta 4 you have 3 different taxi model, i want to know there is a way to add new taxi vehicles in traffic ?
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@gti92
Find 'vehiclemodelsets.meta' here:...\Grand Theft Auto V\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta
& add new vehicles to the 'taxi' 'CAmbientModelSet' within it:
Default 'vehiclemodelsets.meta' 'taxi' 'CAmbientModelSet':
<Item type="CAmbientModelSet"> <Name>taxi</Name> <Models> <Item> <Name>taxi</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> </Models> </Item>
Example (new taxi vehicles added):
<Item type="CAmbientModelSet"> <Name>taxi</Name> <Models> <Item> <Name>taxi</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi2</Name> <!-- 2nd taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi3</Name> <!-- 3rd taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi4</Name> <!-- 4th taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> </Models> </Item>
The game will then choose one at random when the 'taxi' 'CAmbientModelSet' is called/spawned.
Note:
- You can add any vehicle/vehicle name. They don't have to be called taxi1/2/3/4 etc. Any name will work.
- I'm not confident the '<Probability value' works as you might think, by allowing you to control the probability of one vehicle spawning over the others (can't remember if it works
). Feel free to try it, if you need it etc, but if it doesn't make a difference you can always duplicate entries & control the car to car spawn ratio that way.
ie, for example, enter 'taxi2' etc twice:
<Item> <Name>taxi2</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi2</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item>
& it will have twice the chance of spawning compared to any other single entry vehicle/s in that 'taxi' 'CAmbientModelSet' section.
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@a63nt-5m1th said in How to make spawn new taxis vehicles in traffic ?:
@gti92
Find 'vehiclemodelsets.meta' here:...\Grand Theft Auto V\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta
& add new vehicles to the 'taxi' 'CAmbientModelSet' within it:
Default 'vehiclemodelsets.meta' 'taxi' 'CAmbientModelSet':
<Item type="CAmbientModelSet"> <Name>taxi</Name> <Models> <Item> <Name>taxi</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> </Models> </Item>
Example (new taxi vehicles added):
<Item type="CAmbientModelSet"> <Name>taxi</Name> <Models> <Item> <Name>taxi</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi2</Name> <!-- 2nd taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi3</Name> <!-- 3rd taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi4</Name> <!-- 4th taxi added --> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> </Models> </Item>
The game will then randomly choose one when a taxi spawn is called.
Note:
- You can add any vehicle/vehicle name. They don't have to be called taxi1/2/3/4 etc. Any name will work.
- I'm not confident the '<Probability value' works as you might think, by allowing you to control the probability of one vehicle spawning over the others (can't remember if it works
). Feel free to try it, if you need it etc, but if it doesn't make a difference you can always duplicate entries & control the car to car spawn ratio that way.
ie, for example, enter 'taxi2' etc twice:
<Item> <Name>taxi2</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item> <Item> <Name>taxi2</Name> <Variations type="NULL" /> <Probability value="1.000000" /> </Item>
& it will have twice the chance of spawning compared to any other single entry vehicle/s in that 'taxi' 'CAmbientModelSet' section.
ok thank you very much man i'll try this
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@gti92
You probably want to add your extra taxis to the 'VEH_TAXI' section in 'popgroups.ymt' as well. Maybe the 'VEH_TRANSPORT' one too, but I would probably test just the 'VEH_TAXI' section on it's own first....\Grand Theft Auto V\mods\update\update.rpf\x64\levels\gta5\popgroups.ymt
VEH_TAXI:
<Item> <Name>VEH_TAXI</Name> <models> <Item> <Name>taxi</Name> <Variations type="NULL"/> </Item> </models> <flags>POPGROUP_SCENARIO POPGROUP_AMBIENT</flags> </Item>
VEH_TRANSPORT:
<Item> <Name>VEH_TRANSPORT</Name> <models> <Item> <Name>bus</Name> <Variations type="NULL"/> </Item> <Item> <Name>taxi</Name> <Variations type="NULL"/> </Item> </models> <flags>POPGROUP_SCENARIO POPGROUP_AMBIENT</flags> </Item>
As long as it actually works (it should, I've just never tested it etc), I think 'popgroups.ymt' will get you the most pronounced results, should have mentioned that first tbh, but feel free to experiment with 'popgroups.ymt' &/or 'vehiclemodelsets.meta' & see what one or combination gets you the best results
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@a63nt-5m1th said in How to make spawn new taxis vehicles in traffic ?:
@gti92
You probably want to add your extra taxis to the 'VEH_TAXI' section in 'popgroups.ymt' as well. Maybe the 'VEH_TRANSPORT' one too, but I would probably test just the 'VEH_TAXI' section on it's own first....\Grand Theft Auto V\mods\update\update.rpf\x64\levels\gta5\popgroups.ymt
VEH_TAXI:
<Item> <Name>VEH_TAXI</Name> <models> <Item> <Name>taxi</Name> <Variations type="NULL"/> </Item> </models> <flags>POPGROUP_SCENARIO POPGROUP_AMBIENT</flags> </Item>
VEH_TRANSPORT:
<Item> <Name>VEH_TRANSPORT</Name> <models> <Item> <Name>bus</Name> <Variations type="NULL"/> </Item> <Item> <Name>taxi</Name> <Variations type="NULL"/> </Item> </models> <flags>POPGROUP_SCENARIO POPGROUP_AMBIENT</flags> </Item>
As long as it actually works (it should, I've just never tested it etc), I think 'popgroups.ymt' will get you the most pronounced results, should have mentioned that first tbh, but feel free to experiment with 'popgroups.ymt' &/or 'vehiclemodelsets.meta' & see what one or combination gets you the best results
actually for dlc vehicles i was doing it with popgroups and it worked perfectly, but i've just tried with vehiclemodelsets and the new taxi i added didn't spawn in traffic, i added new line in the vehicle.meta but it didn't spawn in traffic, i'm gonna try with poproug
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@gti92 Check the spawn values of the vehicle you're trying to add in the corresponding dlcpack vehicle.meta or in the base game vehicle.meta as that is a contributing factor into the frequency and amount of how many times the vehicle model you want spawning (along with the swankness and vehicle flags).
You can pretty much put the vehicle model you want to add where ever the Taxi model is at in vehiclemodelsets and popgroups and the game will spawn the new taxi model wherever the popgroup and vehiclemodelsets wants taxis to spawn at.
Also, just to let you know that though this might be irrelevant, you can't actually use the other vehicle you add as a taxi and it can't take you anywhere as the Stanier Taxi is hardcoded to be the only vehicle to be able to operate as a taxi and teleport you around.
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@Ethical said in How to make spawn new taxis vehicles in traffic ?:
@gti92 Check the spawn values of the vehicle you're trying to add in the corresponding dlcpack vehicle.meta or in the base game vehicle.meta as that is a contributing factor into the frequency and amount of how many times the vehicle model you want spawning (along with the swankness and vehicle flags).
You can pretty much put the vehicle model you want to add where ever the Taxi model is at in vehiclemodelsets and popgroups and the game will spawn the new taxi model wherever the popgroup and vehiclemodelsets wants taxis to spawn at.
Also, just to let you know that though this might be irrelevant, you can't actually use the other vehicle you add as a taxi and it can't take you anywhere as the Stanier Taxi is hardcoded to be the only vehicle to be able to operate as a taxi and teleport you around.
I don't know why but it didn't work, I mean I can spawn it from a trainer but it will not spawn naturally, I think it's better to replace the new taxi into a vehicle that is already in the vehicles.meta for exemple the sentinel or the stanier.
I didn't know that the taxi script was hard-coded
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@a63nt-5m1th Great bro, what should do if I change to a police car?
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@gti92 I can confirm that adding the Taxi or other vehicles to the Taxi entry in vehiclemodelsets does work. The Taxi entry and others where the Taxi model is located at in vehiclemodelsets doesn't control the entire spawn system for Taxis, if you're looking to make them spawn outside of scenarios then you'd want to edit the popgroups as that controls what vehicles spawn with VEH_TAXI whenever the game chooses the category. I'd say for the vehiclemodelsets, make an Open Wheel car like the BR8 spawn there and then go into your game, if you see a BR8 in Rockford Hills or in other locations then you'll know it's working. I have a pre-modified Dynasty in the Taxi entry for vehiclemodelsets and I can recall seeing it somewhere in Rockford Hills near Ponsonbys.
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@lu7582482 Any specifications on that? I'd be interested in seeing someone turn into a police car.
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@Ethical Replacing the original police car with the one I want, but I want to add more cars
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@lu7582482
Here's the basics on editing police vehicle spawnsdispatch.meta:
To change the dispatch/police vehicles that spawn & pursue you when you have a wanted level, you edit the vehicle's listed in the '<VehicleSets>' section of 'dispatch.meta':
...\Grand Theft Auto V\mods\update\update.rpf\common\data\dispatch.meta
The various '<VehicleSets>' sections will look something like this:
<VehicleSets> Example (POLICE_CAR):
<VehicleSets> <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> </ConditionalVehicleSets> </Vehicle>
<ZoneType>:
- '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.
- No '<ZoneType>' line (3rd one down usually) - Controls what dispatch vehicles spawn when you are in the main City.
<VehicleModels>:
The '<VehicleModels>' sections control what vehicles will spawn & at what ratio to
one another they are likely to spawn.Example:
<ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType> <VehicleModels> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF</Vehicle> <Vehicle>SHERIFF2</Vehicle> </VehicleModels>
'SHERIFF' is 3x more likely to spawn compared to 'SHERIFF2'
<WantedResponses>:
You can control what VehicleSets spawn at what wanted level in the '<WantedResponses>' section of the same file ('<WantedLevel1>' > '<WantedLevel5>' etc).Example (WantedResponses > WantedLevel1):
<WantedResponses> <WantedLevel1> <DispatchServices> <Item> <DispatchType>DT_PoliceAutomobile</DispatchType> <NumPedsToSpawn value="8"/> <DispatchVehicleSets> <Dispatch>POLICE_CAR_WOMEN</Dispatch> <Dispatch>POLICE_CAR</Dispatch> </DispatchVehicleSets> </Item> <Item> <DispatchType>DT_PoliceBoat</DispatchType> <NumPedsToSpawn value="3"/> <DispatchVehicleSets> <Dispatch>POLICE_BOAT</Dispatch> </DispatchVehicleSets> </Item> </DispatchServices> </WantedLevel1>
The names in the '<DispatchVehicleSets>' sections ('POLICE_CAR' etc) correspond to the names in the '<VehicleSets>' section encountered earlier.
vehiclemodelsets.meta:
To edit the dispatch/police vehicles that you see driving in traffic (but not chasing anyone), & some parked outside police stations & such, you edit 'vehiclemodelsets.meta':
...\Grand Theft Auto V\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta
Can't remember exactly what does what, but search 'vehiclemodelsets.meta' for 'police' & you'll find them all & can then edit &/or add more police vehicles to those '<Item type="CAmbientModelSet">' sections & see what it changes in-game etc & find your preference.
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@lu7582482 The dispatch.meta is the way to edit what spawns and where during a police pursuit once you gain a Wanted Level. Once you go into the dispatch.meta, you'll see a list of categories of emergency vehicles, find the model "police3" and replace the name with the model name of the other vehicle you want instead or if you don't want to replace police3 then add another entry beneath it with your desired model. You can also add more models to spawn in traffic and in scenarios through vehiclemodelsets and popgroups and the added vehicle will spawn wherever the game wants a police car outside of a pursuit to spawn. As a bit of extra information regarding the dispatch.meta, you cannot add any new models to the entries with the Crusader and FIB Granger as doing so will will cause vehicles spawned by that section to spawn without a driver due to the way the vehicles are programmed.