Vehicle Detector [.NET] (OUTDATED) 1.5.1
5 850
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5 850
101
[[ Vehicle Detector v1.5.1 ]]
Introduction
Vehicle Detector is a mod to check if a vehicle has any illegal flags on it.
There are a few possibilities that a vehicle may have:
-Stolen
-Driver Wanted by LSPD
-DUI
-Evading Law
-Toll Violation
-Unpaid Fine
-Homicide
-None
This mod is intended to be used for Police Mod 2.
Installation
Download all Requirements
Download this file
Place Vehicle Detector.dll & VehicleDetector.ini in root\scripts.
You can edit your name in the ini.
Requirements
ScriptHookV - Alexander Blade
ScriptHookV .NET - Crosire
Keys ( changeable in ini )
Check car: U
Reset: U
Changelog
-1.0: Release
-1.0.1: Fixed code error: not using INI key to activate.
-1.1: Added 2 more flags: DUI, Evading Law. Now detects if headlights are broken.
-1.2: Added 2 more flags: Toll Violation, Unpaid fines.
-1.3: Added "Homicide" to flags.
-1.4: Bug fix (trying to fix the issue with having to press insert when the game loads), Released source code on github.
-1.5: Now working again. Code changed to be better organized and slightly object oriented.
-1.5.1: Fixed flags not reading.
ENJOY
Source code (Github)
Introduction
Vehicle Detector is a mod to check if a vehicle has any illegal flags on it.
There are a few possibilities that a vehicle may have:
-Stolen
-Driver Wanted by LSPD
-DUI
-Evading Law
-Toll Violation
-Unpaid Fine
-Homicide
-None
This mod is intended to be used for Police Mod 2.
Installation
Download all Requirements
Download this file
Place Vehicle Detector.dll & VehicleDetector.ini in root\scripts.
You can edit your name in the ini.
Requirements
ScriptHookV - Alexander Blade
ScriptHookV .NET - Crosire
Keys ( changeable in ini )
Check car: U
Reset: U
Changelog
-1.0: Release
-1.0.1: Fixed code error: not using INI key to activate.
-1.1: Added 2 more flags: DUI, Evading Law. Now detects if headlights are broken.
-1.2: Added 2 more flags: Toll Violation, Unpaid fines.
-1.3: Added "Homicide" to flags.
-1.4: Bug fix (trying to fix the issue with having to press insert when the game loads), Released source code on github.
-1.5: Now working again. Code changed to be better organized and slightly object oriented.
-1.5.1: Fixed flags not reading.
ENJOY
Source code (Github)
Première mise en ligne : 25 juillet 2015
Dernière mise à jour : 17 décembre 2015
Téléchargé pour la dernière fois : il y a 5 jours
89 commentaires
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2.1.7151.18981
By FIFASam
[[ Vehicle Detector v1.5.1 ]]
Introduction
Vehicle Detector is a mod to check if a vehicle has any illegal flags on it.
There are a few possibilities that a vehicle may have:
-Stolen
-Driver Wanted by LSPD
-DUI
-Evading Law
-Toll Violation
-Unpaid Fine
-Homicide
-None
This mod is intended to be used for Police Mod 2.
Installation
Download all Requirements
Download this file
Place Vehicle Detector.dll & VehicleDetector.ini in root\scripts.
You can edit your name in the ini.
Requirements
ScriptHookV - Alexander Blade
ScriptHookV .NET - Crosire
Keys ( changeable in ini )
Check car: U
Reset: U
Changelog
-1.0: Release
-1.0.1: Fixed code error: not using INI key to activate.
-1.1: Added 2 more flags: DUI, Evading Law. Now detects if headlights are broken.
-1.2: Added 2 more flags: Toll Violation, Unpaid fines.
-1.3: Added "Homicide" to flags.
-1.4: Bug fix (trying to fix the issue with having to press insert when the game loads), Released source code on github.
-1.5: Now working again. Code changed to be better organized and slightly object oriented.
-1.5.1: Fixed flags not reading.
ENJOY
Source code (Github)
Introduction
Vehicle Detector is a mod to check if a vehicle has any illegal flags on it.
There are a few possibilities that a vehicle may have:
-Stolen
-Driver Wanted by LSPD
-DUI
-Evading Law
-Toll Violation
-Unpaid Fine
-Homicide
-None
This mod is intended to be used for Police Mod 2.
Installation
Download all Requirements
Download this file
Place Vehicle Detector.dll & VehicleDetector.ini in root\scripts.
You can edit your name in the ini.
Requirements
ScriptHookV - Alexander Blade
ScriptHookV .NET - Crosire
Keys ( changeable in ini )
Check car: U
Reset: U
Changelog
-1.0: Release
-1.0.1: Fixed code error: not using INI key to activate.
-1.1: Added 2 more flags: DUI, Evading Law. Now detects if headlights are broken.
-1.2: Added 2 more flags: Toll Violation, Unpaid fines.
-1.3: Added "Homicide" to flags.
-1.4: Bug fix (trying to fix the issue with having to press insert when the game loads), Released source code on github.
-1.5: Now working again. Code changed to be better organized and slightly object oriented.
-1.5.1: Fixed flags not reading.
ENJOY
Source code (Github)
Première mise en ligne : 25 juillet 2015
Dernière mise à jour : 17 décembre 2015
Téléchargé pour la dernière fois : il y a 5 jours
doesnt work please fix it, it says cant detect vehicle
@Destroyman same here
@keirona @IfanAnvity @Destroyman Can I ask what version of the game you are using along with what version of SHV.NET?
@zydevs using the latest version
I'm using the latest versions, I think there's a lot of people having the same problem,I'm just wondering if it's policemod 2 that doesn't allow other script files to run with it.
its not working at all now bro
@keirona The thing is that i have a bunch of mods running with police mod at the same time. i have spike strips, speed raider and a mode which does speed and vehicle flags.
@ZyDevs I have a suggestion for another script - an autobraking one; as many newer car models have a feature like that
@ZyDevs Not working dude, please update.
@Meepler1 - if you care to take a little in-depth browse of the natives list and functions, you'll find that with a little self-motivation and effort, it's not too hard to create a script (and subsequently make a dll from) that notes entities in a proximity radius or zone and if you apply this (given a suitably defined zone/radius) as a trigger to activate the existing native-based means of taking AI control of the vehicle, employ the native that enables you to trigger bringing a vehicle to a controlled halt, you're halfway there.
The trick is to make the right decision/logic tree suitable for how you want it to work. For example, if you wanted a anti-collision autobrake to avoid hitting an object that's appeared in the immediate distance ahead, you need determine if there is a nearby vehicle behind, ahead, either side (or all of these) as this and their velocity and vectors and proximity are critical key factors. These will determine whether the 'ab' system can swerve to avoid an immediate front end collision whilst trying to do an emergency or controlled stop (different severity basically) if there is insufficient survival/stopping distance. If you don't account for near proximity vehicles, you will just blindly trigger a braking action that will practically guarantee a whack up your vehicle's ass end as well as a brickwall effect impact with what's ahead if there's no adequate braking distance, and because the vehicle with 'AB' would maybe need to swerve to find more distance with a better stopping line (or to maximise ABS use), if it was done in ignorance of proximity of vehicles to the immediate and near behind/ahead front and rear, you'll just create an accident avoiding an accident - kinda defeating the object of an AB or AB/DBW collision avoidance system.
The coding bit, itself, isn't that hard - it's breaking down the functionality of the hypothetical system, finding ways to take advantage of easily available game physics data reads to act as sensor substitutes, and creating a set of rapidly processable/resolvable algorithms that derive the data you need from the available data, create subsequent data to feed the code that will eventually start triggering an actively changing series of events.
What you probably won't achieve, without going into way more involved methods (involving derived external data, or implementing it externally typically), is getting the nanosecond or microsecond accuracy timing level that microcontroller and SBC based real world systems use for processing and controlling the ancillaries - not without mimicking an emulation of this, and that's best employed through a m/c or sbc 'fake' gamepad sending subsequent controller input data to the game via the existing gamepad/controller implementation.
So whilst it's admirable to request what could be a brilliant 'add' - being a bit proactive and figuring the non-coding side out first and approaching a coder/developer to help you turn your research and findings into the addin/mod/patch goes a long way towards seeing it happen - everyone wants stuff, but few are ready to meet halfway and go do some of the hard work to assist beyond open ended concepts contributions.
You don't need to be able to code, or develop, to contribute to what you are suggesting - just make a concerted effort to interest your preferred modder/developer with a half-way involved attempt to meet halfway on the project :)
@ZyDevs its not working for me, pls repair it seems interesting
@TheKillerPro23 I'll look into it.
@ZyDevs thanks you!
it looks interesting for cracked GTA V
@ZyDevs Are you interested in making screen water drop mod? i have the textures for it.
@zydevs not sure why but nothing happens when i hit "U"...here is a copy of the dotnet report:
[16:00:29] [ERROR] Caught unhandled exception:
System.MissingMethodException: Method not found: 'Boolean GTA.Vehicle.get_IsRightHeadLightBroken()'.
at Vehicle_Detector.Main.OnKeyDown(Object sender, KeyEventArgs e)
at GTA.Script.raise_KeyDown(Object value0, KeyEventArgs value1)
at GTA.Script.MainLoop()
Hello friend I really like your mod. And also wanted to know this mod for camera left inside the car farther away like the image , you can send me the link thanks <3
Any idea ?
[20:23:05] [ERROR] Caught unhandled exception:
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à Vehicle_Detector.Main.OnKeyDown(Object sender, KeyEventArgs e)
à GTA.Script.raise_KeyDown(Object value0, KeyEventArgs value1)
à GTA.Script.MainLoop()
no work:(
@jedijosh920 the fucking boos of the mods bro, Jedijosh when will you get a new mod?