@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.
