Police Pit Maneuver b1.1
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This mod allows the police AI to preform the pit maneuver more frequently as opposed to doing it once in a while. This can happen depending the angle and the speed of the vehicles that the action will be performed at, making this arbitrarily. Yet, most obvious opportunity can happen when driving in moderate paces.(15-44/57mph)
Old version is included in the ZIP file. (a1.3.5)
Installation path:
mods\update\update.rpf\common\data\ai
Changelog:
a1.3.5 Fixed CTaskVehicleRam > BackOffTimer value, MaxBackOffDistance value, CTaskVehicleSpinOut > BumperOverlapForMaxSpeed value.
b1.1 Updated & Changed CTaskVehicleSpinOut value, CTaskVehicleGoToPointWithAvoidanceAutomobile value, CTaskVehiclePursue > DrifyY and MaxDistanceToStartMatchingSpeed value.
Old version is included in the ZIP file. (a1.3.5)
Installation path:
mods\update\update.rpf\common\data\ai
Changelog:
a1.3.5 Fixed CTaskVehicleRam > BackOffTimer value, MaxBackOffDistance value, CTaskVehicleSpinOut > BumperOverlapForMaxSpeed value.
b1.1 Updated & Changed CTaskVehicleSpinOut value, CTaskVehicleGoToPointWithAvoidanceAutomobile value, CTaskVehiclePursue > DrifyY and MaxDistanceToStartMatchingSpeed value.
Subido por primera vez: 5 de marzo de 2017
Última actualización: 9 de marzo de 2017
Descarga más reciente: hace 2 días
14 Comentarios
This mod allows the police AI to preform the pit maneuver more frequently as opposed to doing it once in a while. This can happen depending the angle and the speed of the vehicles that the action will be performed at, making this arbitrarily. Yet, most obvious opportunity can happen when driving in moderate paces.(15-44/57mph)
Old version is included in the ZIP file. (a1.3.5)
Installation path:
mods\update\update.rpf\common\data\ai
Changelog:
a1.3.5 Fixed CTaskVehicleRam > BackOffTimer value, MaxBackOffDistance value, CTaskVehicleSpinOut > BumperOverlapForMaxSpeed value.
b1.1 Updated & Changed CTaskVehicleSpinOut value, CTaskVehicleGoToPointWithAvoidanceAutomobile value, CTaskVehiclePursue > DrifyY and MaxDistanceToStartMatchingSpeed value.
Old version is included in the ZIP file. (a1.3.5)
Installation path:
mods\update\update.rpf\common\data\ai
Changelog:
a1.3.5 Fixed CTaskVehicleRam > BackOffTimer value, MaxBackOffDistance value, CTaskVehicleSpinOut > BumperOverlapForMaxSpeed value.
b1.1 Updated & Changed CTaskVehicleSpinOut value, CTaskVehicleGoToPointWithAvoidanceAutomobile value, CTaskVehiclePursue > DrifyY and MaxDistanceToStartMatchingSpeed value.
Subido por primera vez: 5 de marzo de 2017
Última actualización: 9 de marzo de 2017
Descarga más reciente: hace 2 días
Would be great if you could create a Compatibility Version for mods that replaces vehicleaitasks.ymt!
@formulas123 Please include a ReadMe with the changed values so we can manually install this mod into a custom vehicleaitasks.ymt
This is going to be a lot of fun with "hollywood rollover" :P
how did you edit the YMT file... thought you couldnt do that yet
@Quakex64 Extracted the YMT File and opened it using Notepad++
@Weirdoutworld People can just use this comment to find that out: I edited these lines:
<Item type="CTaskVehicleDeadDriver__Tunables">
<Name>CTaskVehicleDeadDriver</Name>
<SwerveTime value="8.000000" />
<SteerAngleControl>SAC_Randomize</SteerAngleControl>
<MinSteerAngle value="-0.500000" />
<MaxSteerAngle value="0.500000" />
<ThrottleControl>TC_Randomize</ThrottleControl>
<MinThrottle value="0.100000" />
<MaxThrottle value="1.000000" />
<BrakeControl>BC_Randomize</BrakeControl>
<MinBrake value="0.000000" />
<MaxBrake value="0.095000" />
<HandBrakeControl>HBC_Retain</HandBrakeControl>
</Item>
<Item type="CTaskVehiclePursue__Tunables">
<Name>CTaskVehiclePursue</Name>
<DriftX>
<MinValueForCorrection value="0.350000" />
<MaxValueForCorrection value="0.500000" />
<MinRate value="0.150000" />
<MaxRate value="0.350000" />
</DriftX>
<DriftY>
<MinValueForCorrection value="0.350000" />
<MaxValueForCorrection value="0.500000" />
<MinRate value="0.150000" />
<MaxRate value="0.350000" />
</DriftY>
<TimeToLookBehind value="0.500000" />
<MinDistanceToLookBehind value="15.000000" />
<SpeedDifferenceForMinDistanceToStartMatchingSpeed value="15.000000" />
<SpeedDifferenceForMaxDistanceToStartMatchingSpeed value="40.000000" />
<MinDistanceToStartMatchingSpeed value="15.000000" />
<MaxDistanceToStartMatchingSpeed value="75.000000" />
<CruiseSpeedMultiplierForBackOff value="0.500000" />
<DotToClampSpeedToMinimum value="0.707000" />
<DotToClampSpeedToMaximum value="0.900000" />
<SpeedForMinimumDot value="10.000000" />
<TimeBetweenLineOfSightChecks value="1.000000" />
<DistanceForStraightLineModeAlways value="20.000000" />
<DistanceForStraightLineModeIfLos value="35.000000" />
</Item>
<Item type="CTaskVehicleRam__Tunables">
<Name>CTaskVehicleRam</Name>
<BackOffTimer value="10.000000" />
<MinBackOffDistance value="10.000000" />
<MaxBackOffDistance value="20.000000" />
<CruiseSpeedMultiplierForMinBackOffDistance value="0.500000" />
<CruiseSpeedMultiplierForMaxBackOffDistance value="1.000000" />
</Item>
@formulas123 thanks! Changed to 5 stars
@formulas123 I'm confused. "Cops use ramming more often and use pit maneuver rarely when on pursuits. " Is this in reference to GTA V AI? Your description is a little confusing. If this mod does exactly as it says, makes the cops try a PIT more often, I'll gladly try it.
@Arariel Fundamentally what I was trying to say was that cops use ramming most of the time and use the pit maneuver not often, it really depends on the speed and angle.
Maybe make a version that stops them from doing any pursuit tactics at all so that pursuits are more realistic and smoother?
Funny thing is, they actually use the pit maneuver in the vanilla game but only at low speed...
@TheHC09 Might do it in the future.
A video would be cool!
@formulas123 Are you able to edit all .ymt files with notepad++? When I attempt to edit .ymts, the text is still encrypted.
You need to use extract.