AirForce Intercept When Wanted w/ SixStar Support! 1.7.3
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8 758
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If you guys ever played & loved "Jet Intercept When Wanted" mod, Or the recent release of "Helicopter Intercept When Wanted", then buckle your seat belts for this one. For they have full fledged joined the AirForce Military. Now under a single roof, they'll be managed by the military & comes with few delightful configurations at users pleasure.
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
Първо качено на: 09 юни 2023
Последно обновено на: преди 12 часа
Последно изтеглено: преди 10 секунди
All Versions
243 Коментари
More mods by nj5050 & iLike2Teabag:
If you guys ever played & loved "Jet Intercept When Wanted" mod, Or the recent release of "Helicopter Intercept When Wanted", then buckle your seat belts for this one. For they have full fledged joined the AirForce Military. Now under a single roof, they'll be managed by the military & comes with few delightful configurations at users pleasure.
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
Първо качено на: 09 юни 2023
Последно обновено на: преди 12 часа
Последно изтеглено: преди 10 секунди
For those users who are playing with the 'Army At Sixstars' mod, please be aware to not use both paratrooper functions, that are found within this mod ( Airforce Intercept when wanted) & its complement mod (Army At Sixstars).
It is advised to either disable the paratrooper option on the 'Army Sixstars' or the Airforce intercept mod, as using both mods with the Paratroops function active could cause too many airtraffic collisions & possible conflict with each others unit functions, which share much similarities in their coding.
@nj5050 NO Should it be night? How does this conflict with the script
@nj5050 ScriptHookVDotNet-v3.7.0-nightly.16The only problem now is that the paratroopers have been working on it for days
@5stars I'm referring to the Army At Sixstars file which supports the nightly. As this mod is still using the older regular SHVDN support.
I have not received any other complaints from others nor seen issues my self when using this mod or its paratroopers. It most likely is being caused by another installed mod script you're using, though I'd like to know what type.
@nj5050 Well I got the same issue and I'm not using any other script that modifies the AI spawns or anything else and I#m alos using the nightly version
However my error is caused by failing to put the peds into the heli seats
@MedalofHonor22 Oh so you got the Heli improper seating error?
Ok if so, an update should be out as soon as tomorrow to address this problem.
Ok thanks very much having the same issue with Army at 6 star wuth the CIA Bikes
@MedalofHonor22 Wait the same issue with Army at six?
Please provide me with the error log on that one, as they cannot technically be the same error issue.
@nj5050 [ERROR] Caught unhandled exception:
System.NullReferenceException: The object reference was not set to an object instance.
bei Army_At_SixStars_v3._0.ArmyAtSixStars.Cia_bikeselect()
bei Army_At_SixStars_v3._0.ArmyAtSixStars.WantedTick()
bei Army_At_SixStars_v3._0.ArmyAtSixStars.MainTick(Object sender, EventArgs e)
bei SHVDN.Script.DoTick()
[23:45:23] [ERROR] The exception was thrown while executing the script Army_At_SixStars_v3._0.ArmyAtSixStars from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\Army v3\Army At SixStars v3.5.dll".
[23:45:23] [WARNING] Aborted script Army_At_SixStars_v3._0.ArmyAtSixStars.
bei System.Threading.Thread.AbortInternal()
bei System.Threading.Thread.Abort()
bei SHVDN.Script.Abort()
bei SHVDN.Script.DoTick()
bei SHVDN.Script.MainLoop()
@MedalofHonor22 Did you edit the "Ciabike" section ini file with your desired motocycle bike & Ped model name?
No i left it untouched and let the pre selected stuff like the vader and the hakuchou in same with the peds
@Frank D Castle @MedalofHonor22 Ok so this time around the issue was properly identified & resolved, you should now no longer get the heli seat error.
@5stars Hopefully this latest update will help solve your paratrooper parachuting problem, as I was able to see some of the issues first hand myself recently, which had me mistakenly overlook them.
@MedalofHonor22 This particular error for me will be a wait & see how it progress sorta thing. If its repeatedly coming up again during gameplay & even after you made sure you're ini entries are correct & no mistakes or improper data names/editing were done in the ini, then let me know of this issue again soon, unless others begin to report the same problem to me.
Also, please do so on the proper mod page & not on this mod page, so we don't get things all confused.
@nj5050 Ok sry for the trouble
@nj5050 Sadly already gota new error...
[21:03:27] [ERROR] Caught unhandled exception:
System.ArgumentException: The VehicleSeat selected was not free
Parametername: seat
bei GTA.ThrowHelper.ThrowArgumentException(String message, String paramName) in ScriptHookVDotNet3\GTA\ThrowHelper.cs:Zeile 87.
bei GTA.Vehicle.CreatePedOnSeat(VehicleSeat seat, Model model) in ScriptHookVDotNet3\GTA\Entities\Vehicles\Vehicle.cs:Zeile 2042.
bei AirForce.HeliWantedController.SpawnPilotIntoVehicle(Vehicle heli)
bei AirForce.HeliWantedController.SpawnAirTraffic()
bei AirForce.HeliWantedController.OnTick()
bei AirForce.Main.OnTick(Object sender, EventArgs e)
bei SHVDN.Script.DoTick()
[21:03:27] [ERROR] The exception was thrown while executing the script AirForce.Main from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v3.2.dll".
[21:03:27] [WARNING] Aborted script AirForce.Main.
bei System.Threading.Thread.AbortInternal()
bei System.Threading.Thread.Abort()
bei SHVDN.Script.Abort()
bei SHVDN.Script.DoTick()
bei SHVDN.Script.MainLoop()
@MedalofHonor22 Please make sure you deleted the prior script completely including its ini, next clear all temporary game cache & then reapply new mod into scripts folder. Make sure any ini setting entries are valid as well.
@nj5050 Did all that
@nj5050 Yep all cache deleted, previous script files including ini deleted and the new one put in without even touching in still the same error.
[ERROR] Caught unhandled exception:
System.ArgumentException: The VehicleSeat selected was not free
Parametername: seat
bei GTA.ThrowHelper.ThrowArgumentException(String message, String paramName) in ScriptHookVDotNet3\GTA\ThrowHelper.cs:Zeile 87.
bei GTA.Vehicle.CreatePedOnSeat(VehicleSeat seat, Model model) in ScriptHookVDotNet3\GTA\Entities\Vehicles\Vehicle.cs:Zeile 2042.
bei AirForce.USCGWantedController.SpawnPilotsIntoVehicle(Vehicle heliCG)
bei AirForce.USCGWantedController.SpawnAirTraffic()
bei AirForce.USCGWantedController.OnTick()
bei AirForce.Main.OnTick(Object sender, EventArgs e)
bei SHVDN.Script.DoTick()
[23:10:22] [ERROR] The exception was thrown while executing the script AirForce.Main from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v3.2.dll".
[23:10:22] [WARNING] Aborted script AirForce.Main.
bei System.Threading.Thread.AbortInternal()
bei System.Threading.Thread.Abort()
bei SHVDN.Script.Abort()
bei SHVDN.Script.DoTick()
bei SHVDN.Script.MainLoop()
@MedalofHonor22 Thanks for reporting this, as I discovered there may have been a single line I forgot to remove.
A fix has now been applied, please let me know if anything else shows up.
Well did everything again with the fixed version but sadly...
[02:24:53] [ERROR] Caught unhandled exception:
System.ArgumentException: The VehicleSeat selected was not free
Parametername: seat
bei GTA.ThrowHelper.ThrowArgumentException(String message, String paramName) in ScriptHookVDotNet3\GTA\ThrowHelper.cs:Zeile 87.
bei GTA.Vehicle.CreatePedOnSeat(VehicleSeat seat, Model model) in ScriptHookVDotNet3\GTA\Entities\Vehicles\Vehicle.cs:Zeile 2042.
bei AirForce.HeliWantedController.SpawnPilotHeliIntoVehicle(Vehicle heli)
bei AirForce.HeliWantedController.SpawnAirTraffic()
bei AirForce.HeliWantedController.OnTick()
bei AirForce.Main.OnTick(Object sender, EventArgs e)
bei SHVDN.Script.DoTick()
[02:24:53] [ERROR] The exception was thrown while executing the script AirForce.Main from "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v3.2.dll".
[02:24:53] [WARNING] Aborted script AirForce.Main.
bei System.Threading.Thread.AbortInternal()
bei System.Threading.Thread.Abort()
bei SHVDN.Script.Abort()
bei SHVDN.Script.DoTick()
bei SHVDN.Script.MainLoop()